#ifndef SCRIPT_EDITOR_PLUGIN_H #define SCRIPT_EDITOR_PLUGIN_H /*************************************************************************/ /* script_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "editor/editor_plugin.h" class ScriptEditor; class ScriptEditorPlugin : public EditorPlugin { GDCLASS(ScriptEditorPlugin, EditorPlugin); ScriptEditor *script_editor; EditorNode *editor; public: virtual String get_name() const { return "Script"; } bool has_main_screen() const { return true; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); virtual void selected_notify(); virtual void save_external_data(); virtual void apply_changes(); virtual void restore_global_state(); virtual void save_global_state(); virtual void set_window_layout(Ref p_layout); virtual void get_window_layout(Ref p_layout); virtual void get_breakpoints(List *p_breakpoints); virtual void edited_scene_changed(); ScriptEditorPlugin(EditorNode *p_node); ~ScriptEditorPlugin(); }; #endif // SCRIPT_EDITOR_PLUGIN_H