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editor_plugin_list.cpp
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96 lines (82 loc) · 4.22 KB
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/**************************************************************************/
/* editor_plugin_list.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_plugin_list.h"
bool EditorPluginList::forward_gui_input(const Ref<InputEvent> &p_event) const {
bool discard = false;
for (EditorPlugin *plugin : plugins_list) {
if (plugin->forward_canvas_gui_input(p_event)) {
discard = true;
}
}
return discard;
}
EditorPlugin::AfterGUIInput EditorPluginList::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool p_serve_when_force_input_enabled) const {
EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
for (EditorPlugin *plugin : plugins_list) {
if (!p_serve_when_force_input_enabled && plugin->is_input_event_forwarding_always_enabled()) {
continue;
}
EditorPlugin::AfterGUIInput current_after = plugin->forward_3d_gui_input(p_camera, p_event);
if (current_after == EditorPlugin::AFTER_GUI_INPUT_STOP) {
after = EditorPlugin::AFTER_GUI_INPUT_STOP;
}
if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
}
return after;
}
void EditorPluginList::forward_canvas_draw_over_viewport(Control *p_overlay) const {
for (EditorPlugin *plugin : plugins_list) {
plugin->forward_canvas_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::forward_canvas_force_draw_over_viewport(Control *p_overlay) const {
for (EditorPlugin *plugin : plugins_list) {
plugin->forward_canvas_force_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::forward_3d_draw_over_viewport(Control *p_overlay) const {
for (EditorPlugin *plugin : plugins_list) {
plugin->forward_3d_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::forward_3d_force_draw_over_viewport(Control *p_overlay) const {
for (EditorPlugin *plugin : plugins_list) {
plugin->forward_3d_force_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::add_plugin(EditorPlugin *p_plugin) {
ERR_FAIL_COND(plugins_list.has(p_plugin));
plugins_list.push_back(p_plugin);
}
void EditorPluginList::remove_plugin(EditorPlugin *p_plugin) {
plugins_list.erase(p_plugin);
}