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Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky, but at least it can now compile without this.
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parent
41d075de58
commit
c9b75431f3
20 changed files with 15 additions and 18 deletions
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@ -45,17 +45,17 @@
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#ifdef TOOLS_ENABLED
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#include "core/os/keyboard.h"
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#include "editor/bindings_generator.h"
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#include "editor/editor_internal_calls.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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#include "editor/node_dock.h"
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#include "editor/script_templates/templates.gen.h"
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#endif
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#ifdef DEBUG_METHODS_ENABLED
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#include "class_db_api_json.h"
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#endif
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#include "editor/editor_internal_calls.h"
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#include "editor_templates/templates.gen.h"
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#include "godotsharp_dirs.h"
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#include "mono_gd/gd_mono_cache.h"
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#include "mono_gd/gd_mono_class.h"
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@ -373,11 +373,13 @@ Ref<Script> CSharpLanguage::make_template(const String &p_template, const String
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Vector<ScriptLanguage::ScriptTemplate> CSharpLanguage::get_built_in_templates(StringName p_object) {
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Vector<ScriptLanguage::ScriptTemplate> templates;
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#ifdef TOOLS_ENABLED
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for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
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if (TEMPLATES[i].inherit == p_object) {
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templates.append(TEMPLATES[i]);
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}
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}
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#endif
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return templates;
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}
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