#ifndef EDITOR_PLUGIN_H #define EDITOR_PLUGIN_H /*************************************************************************/ /* 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 "scene/main/node.h" #include "scene/gui/tool_button.h" #include "scene/resources/texture.h" #include "core/containers/list.h" #include "core/containers/vector.h" #include "core/error/error_list.h" #include "core/error/error_macros.h" #include "core/io/config_file.h" #include "core/object/method_bind.h" #include "core/object/object.h" #include "core/object/reference.h" #include "core/object/undo_redo.h" #include "core/os/memory.h" #include "core/string/ustring.h" #include "core/variant/array.h" #include "core/variant/dictionary.h" #include "core/variant/variant.h" class EditorNode; class Spatial; class Camera; class EditorSelection; class EditorExport; class EditorSettings; class EditorImportPlugin; class EditorExportPlugin; class EditorSpatialGizmoPlugin; class EditorResourcePreview; class EditorFileSystem; class EditorToolAddons; class FileSystemDock; class ScriptEditor; class ConfigFile; class Control; class EditorInspector; class EditorInspectorPlugin; class EditorSceneImporter; class InputEvent; class Mesh; class Resource; class Script; class ScriptCreateDialog; class Texture; class ToolButton; struct Transform; class UndoRedo; class EditorInterface : public Node { GDCLASS(EditorInterface, Node); protected: static void _bind_methods(); static EditorInterface *singleton; Array _make_mesh_previews(const Array &p_meshes, int p_preview_size); public: static EditorInterface *get_singleton() { return singleton; } Control *get_editor_viewport(); void edit_resource(const Ref &p_resource); void edit_node(Node *p_node); void edit_script(const Ref