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3 Commits

Author SHA1 Message Date
Legendsmith 485f68a34e
Merge bbdafa9033 into 77dc9b3b85 2025-02-14 00:42:27 +00:00
Serhii Snitsaruk 77dc9b3b85
GHA: Build editor targets for iOS & web GDExtension libs (#285)
Compile iOS & Web GDExtension libs with editor support.
2025-02-13 11:58:03 +01:00
Legendsmith bbdafa9033 Update editor_plugin, utility, amd compat files for Godot 4.4
- Update #includes and header macros to account for the changes in godotengine/godot/#96389
- Tested by compiling with mingw64
2024-10-22 22:55:34 +11:00
6 changed files with 18 additions and 10 deletions

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@ -108,7 +108,7 @@ jobs:
- name: 🌐 Web (wasm32, debug)
runner: ubuntu-20.04
platform: web
target: template_debug
target: editor
arch: wasm32
should-build: ${{ !inputs.test-build }}
@ -178,7 +178,7 @@ jobs:
- name: 🍏 iOS (arm64, debug)
runner: macos-latest
platform: ios
target: template_debug
target: editor
arch: arm64
should-build: ${{ !inputs.test-build }}
@ -193,7 +193,7 @@ jobs:
- name: 🍏 iOS (simulator, debug)
runner: macos-latest
platform: ios
target: template_debug
target: editor
arch: universal
scons-flags: ios_simulator=yes
should-build: ${{ !inputs.test-build }}

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@ -36,6 +36,7 @@
#include "editor/editor_file_system.h"
#include "editor/editor_help.h"
#include "editor/editor_interface.h"
#include "editor/editor_main_screen.h"
#include "editor/editor_paths.h"
#include "editor/editor_settings.h"
#include "editor/filesystem_dock.h"

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@ -25,11 +25,11 @@ android.debug.x86_64 = "res://addons/limboai/bin/liblimboai.android.editor.x86_6
android.release.x86_64 = "res://addons/limboai/bin/liblimboai.android.template_release.x86_64.so"
android.debug.x86_32 = "res://addons/limboai/bin/liblimboai.android.editor.x86_32.so"
android.release.x86_32 = "res://addons/limboai/bin/liblimboai.android.template_release.x86_32.so"
ios.debug.arm64 = "res://addons/limboai/bin/liblimboai.ios.template_debug.arm64.dylib"
ios.debug.arm64 = "res://addons/limboai/bin/liblimboai.ios.editor.arm64.dylib"
ios.release.arm64 = "res://addons/limboai/bin/liblimboai.ios.template_release.arm64.dylib"
ios.debug.simulator = "res://addons/limboai/bin/liblimboai.ios.template_debug.universal.dylib"
ios.debug.simulator = "res://addons/limboai/bin/liblimboai.ios.editor.universal.dylib"
ios.release.simulator = "res://addons/limboai/bin/liblimboai.ios.template_release.universal.dylib"
web.debug.wasm32 = "res://addons/limboai/bin/liblimboai.web.template_debug.wasm32.wasm"
web.debug.wasm32 = "res://addons/limboai/bin/liblimboai.web.editor.wasm32.wasm"
web.release.wasm32 = "res://addons/limboai/bin/liblimboai.web.template_release.wasm32.wasm"
[icons]

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@ -17,6 +17,7 @@
#include "core/io/resource.h"
#include "core/variant/variant.h"
#include "editor/editor_node.h"
#include "editor/editor_main_screen.h"
#include "editor/plugins/script_editor_plugin.h"
#endif // TOOLS_ENABLED
@ -213,7 +214,7 @@ Variant VARIANT_DEFAULT(Variant::Type p_type) {
void SHOW_BUILTIN_DOC(const String &p_topic) {
#ifdef LIMBOAI_MODULE
ScriptEditor::get_singleton()->goto_help(p_topic);
EditorNode::get_singleton()->set_visible_editor(EditorNode::EDITOR_SCRIPT);
EditorNode::get_singleton()->get_editor_main_screen()->select(EditorMainScreen::EDITOR_SCRIPT);
#elif LIMBOAI_GDEXTENSION
TypedArray<ScriptEditorBase> open_editors = EditorInterface::get_singleton()->get_script_editor()->get_open_script_editors();
ERR_FAIL_COND_MSG(open_editors.size() == 0, "Can't open help page. Need at least one script open in the script editor.");

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@ -28,7 +28,7 @@
#define EDITOR_FILE_SYSTEM() (EditorFileSystem::get_singleton())
#define EDITOR_SETTINGS() (EditorSettings::get_singleton())
#define BASE_CONTROL() (EditorNode::get_singleton()->get_gui_base())
#define MAIN_SCREEN_CONTROL() (EditorNode::get_singleton()->get_main_screen_control())
#define MAIN_SCREEN_CONTROL() (EditorNode::get_singleton()->get_editor_main_screen()->get_control())
#define SCENE_TREE() (SceneTree::get_singleton())
#define IS_DEBUGGER_ACTIVE() (EngineDebugger::is_active())
#define FS_DOCK_SELECT_FILE(m_path) FileSystemDock::get_singleton()->select_file(m_path)
@ -47,7 +47,7 @@
#define GET_PROJECT_SETTINGS_DIR() EditorPaths::get_singleton()->get_project_settings_dir()
#define EDIT_RESOURCE(m_res) EditorNode::get_singleton()->edit_resource(m_res)
#define INSPECTOR_GET_EDITED_OBJECT() (InspectorDock::get_inspector_singleton()->get_edited_object())
#define SET_MAIN_SCREEN_EDITOR(m_name) (EditorNode::get_singleton()->select_editor_by_name(m_name))
#define SET_MAIN_SCREEN_EDITOR(m_name) (EditorNode::get_singleton()->get_editor_main_screen()->select_by_name(m_name))
#define FILE_EXISTS(m_path) FileAccess::exists(m_path)
#define DIR_ACCESS_CREATE() DirAccess::create(DirAccess::ACCESS_RESOURCES)
#define PERFORMANCE_ADD_CUSTOM_MONITOR(m_id, m_callable) (Performance::get_singleton()->add_custom_monitor(m_id, m_callable, Variant()))
@ -85,7 +85,7 @@ using namespace godot;
#define EDITOR_FILE_SYSTEM() (EditorInterface::get_singleton()->get_resource_filesystem())
#define EDITOR_SETTINGS() (EditorInterface::get_singleton()->get_editor_settings())
#define BASE_CONTROL() (EditorInterface::get_singleton()->get_base_control())
#define MAIN_SCREEN_CONTROL() (EditorInterface::get_singleton()->get_editor_main_screen())
#define MAIN_SCREEN_CONTROL() (EditorInterface::get_singleton()->get_editor_main_screen()->get_control())
#define SCENE_TREE() ((SceneTree *)(Engine::get_singleton()->get_main_loop()))
#define IS_DEBUGGER_ACTIVE() (EngineDebugger::get_singleton()->is_active())
#define FS_DOCK_SELECT_FILE(m_path) EditorInterface::get_singleton()->get_file_system_dock()->navigate_to_path(m_path)

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@ -416,6 +416,12 @@ String LimboUtility::get_property_hint_text(PropertyHint p_hint) const {
case PROPERTY_HINT_MAX: {
return "MAX";
}
case PROPERTY_HINT_DICTIONARY_TYPE: {
return "DICTIONARY_TYPE";
}
case PROPERTY_HINT_TOOL_BUTTON: {
return "TOOL_BUTTON";
}
}
return "";
}