Cleanup EditorPluginList
- Removes unused / unnecessary methods.
- Removes the `Object` parent. No `Object` features are used by this class.
- Makes the actual list a `LocalVector` instead of a `Vector`. It's not shared.
- Moves the class into a separate file. `editor_node.{h,cpp}` are bloated.
- Simplify some call sites of `EditorPluginList` methods.
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@ -1013,35 +1013,6 @@ public:
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void run_editor_script(const Ref<Script> &p_script);
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};
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class EditorPluginList : public Object {
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GDSOFTCLASS(EditorPluginList, Object);
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private:
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Vector<EditorPlugin *> plugins_list;
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public:
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void set_plugins_list(Vector<EditorPlugin *> p_plugins_list) {
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plugins_list = p_plugins_list;
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}
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Vector<EditorPlugin *> &get_plugins_list() {
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return plugins_list;
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}
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void make_visible(bool p_visible);
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void edit(Object *p_object);
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bool forward_gui_input(const Ref<InputEvent> &p_event);
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void forward_canvas_draw_over_viewport(Control *p_overlay);
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void forward_canvas_force_draw_over_viewport(Control *p_overlay);
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EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool serve_when_force_input_enabled);
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void forward_3d_draw_over_viewport(Control *p_overlay);
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void forward_3d_force_draw_over_viewport(Control *p_overlay);
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void add_plugin(EditorPlugin *p_plugin);
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void remove_plugin(EditorPlugin *p_plugin);
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void clear();
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bool is_empty();
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};
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struct EditorProgressBG {
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String task;
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void step(int p_step = -1) { EditorNode::progress_task_step_bg(task, p_step); }
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