godot/editor/script/editor_script_plugin.cpp
A Thousand Ships f11aff3841
Editor: Restructure editor code
Moving various editor files into sub folders to reduce clutter
2025-07-04 18:18:22 +02:00

64 lines
3.5 KiB
C++

/**************************************************************************/
/* editor_script_plugin.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_script_plugin.h"
#include "editor/editor_interface.h"
#include "editor/script/editor_script.h"
#include "editor/settings/editor_command_palette.h"
Ref<EditorScript> create_instance(const StringName &p_name) {
Ref<EditorScript> es;
es.instantiate();
Ref<Script> scr = ResourceLoader::load(ScriptServer::get_global_class_path(p_name), "Script", ResourceFormatLoader::CACHE_MODE_REUSE);
if (scr.is_valid()) {
es->set_script(scr);
}
return es;
}
void EditorScriptPlugin::run_command(const StringName &p_name) {
create_instance(p_name)->run();
}
void EditorScriptPlugin::command_palette_about_to_popup() {
for (const StringName &command : commands) {
EditorInterface::get_singleton()->get_command_palette()->remove_command("editor_scripts/" + command);
}
commands.clear();
ScriptServer::get_inheriters_list(SNAME("EditorScript"), &commands);
for (const StringName &command : commands) {
EditorInterface::get_singleton()->get_command_palette()->add_command(String(command).capitalize(), "editor_scripts/" + command, callable_mp(this, &EditorScriptPlugin::run_command), varray(command), nullptr);
}
}
EditorScriptPlugin::EditorScriptPlugin() {
EditorInterface::get_singleton()->get_command_palette()->connect("about_to_popup", callable_mp(this, &EditorScriptPlugin::command_palette_about_to_popup));
}