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Make OpenSimplex and VisualScript modules not depend on the editor

Aaron Franke 3 년 전
부모
커밋
2ad3d1bd7a

+ 1 - 1
editor/plugins/script_editor_plugin.cpp

@@ -46,7 +46,7 @@
 #include "editor/find_in_files.h"
 #include "editor/node_dock.h"
 #include "editor/plugins/shader_editor_plugin.h"
-#include "modules/visual_script/visual_script_editor.h"
+#include "modules/visual_script/editor/visual_script_editor.h"
 #include "scene/main/window.h"
 #include "scene/scene_string_names.h"
 #include "script_text_editor.h"

+ 0 - 3
modules/opensimplex/noise_texture.h

@@ -35,9 +35,6 @@
 
 #include "core/io/image.h"
 #include "core/object/ref_counted.h"
-#include "editor/editor_node.h"
-#include "editor/editor_plugin.h"
-#include "editor/property_editor.h"
 
 class NoiseTexture : public Texture2D {
 	GDCLASS(NoiseTexture, Texture2D);

+ 3 - 0
modules/visual_script/SCsub

@@ -6,3 +6,6 @@ Import("env_modules")
 env_vs = env_modules.Clone()
 
 env_vs.add_source_files(env.modules_sources, "*.cpp")
+
+if env["tools"]:
+    env_vs.add_source_files(env.modules_sources, "editor/*.cpp")

+ 4 - 4
modules/visual_script/visual_script_editor.cpp → modules/visual_script/editor/visual_script_editor.cpp

@@ -30,6 +30,10 @@
 
 #include "visual_script_editor.h"
 
+#include "../visual_script_expression.h"
+#include "../visual_script_flow_control.h"
+#include "../visual_script_func_nodes.h"
+#include "../visual_script_nodes.h"
 #include "core/input/input.h"
 #include "core/object/class_db.h"
 #include "core/object/script_language.h"
@@ -39,10 +43,6 @@
 #include "editor/editor_resource_preview.h"
 #include "editor/editor_scale.h"
 #include "scene/main/window.h"
-#include "visual_script_expression.h"
-#include "visual_script_flow_control.h"
-#include "visual_script_func_nodes.h"
-#include "visual_script_nodes.h"
 
 #ifdef TOOLS_ENABLED
 class VisualScriptEditorSignalEdit : public Object {

+ 1 - 1
modules/visual_script/visual_script_editor.h → modules/visual_script/editor/visual_script_editor.h

@@ -31,11 +31,11 @@
 #ifndef VISUALSCRIPT_EDITOR_H
 #define VISUALSCRIPT_EDITOR_H
 
+#include "../visual_script.h"
 #include "editor/create_dialog.h"
 #include "editor/plugins/script_editor_plugin.h"
 #include "editor/property_editor.h"
 #include "scene/gui/graph_edit.h"
-#include "visual_script.h"
 #include "visual_script_property_selector.h"
 
 class VisualScriptEditorSignalEdit;

+ 5 - 5
modules/visual_script/visual_script_property_selector.cpp → modules/visual_script/editor/visual_script_property_selector.cpp

@@ -30,15 +30,15 @@
 
 #include "visual_script_property_selector.h"
 
+#include "../visual_script.h"
+#include "../visual_script_builtin_funcs.h"
+#include "../visual_script_flow_control.h"
+#include "../visual_script_func_nodes.h"
+#include "../visual_script_nodes.h"
 #include "core/os/keyboard.h"
 #include "editor/doc_tools.h"
 #include "editor/editor_node.h"
 #include "editor/editor_scale.h"
-#include "modules/visual_script/visual_script.h"
-#include "modules/visual_script/visual_script_builtin_funcs.h"
-#include "modules/visual_script/visual_script_flow_control.h"
-#include "modules/visual_script/visual_script_func_nodes.h"
-#include "modules/visual_script/visual_script_nodes.h"
 #include "scene/main/node.h"
 #include "scene/main/window.h"
 

+ 0 - 0
modules/visual_script/visual_script_property_selector.h → modules/visual_script/editor/visual_script_property_selector.h


+ 2 - 1
modules/visual_script/register_types.cpp

@@ -34,7 +34,6 @@
 #include "core/io/resource_loader.h"
 #include "visual_script.h"
 #include "visual_script_builtin_funcs.h"
-#include "visual_script_editor.h"
 #include "visual_script_expression.h"
 #include "visual_script_flow_control.h"
 #include "visual_script_func_nodes.h"
@@ -42,7 +41,9 @@
 #include "visual_script_yield_nodes.h"
 
 VisualScriptLanguage *visual_script_language = nullptr;
+
 #ifdef TOOLS_ENABLED
+#include "editor/visual_script_editor.h"
 static VisualScriptCustomNodes *vs_custom_nodes_singleton = nullptr;
 #endif
 

+ 4 - 1
scene/property_utils.cpp

@@ -32,9 +32,12 @@
 
 #include "core/config/engine.h"
 #include "core/templates/local_vector.h"
-#include "editor/editor_node.h"
 #include "scene/resources/packed_scene.h"
 
+#ifdef TOOLS_ENABLED
+#include "editor/editor_node.h"
+#endif // TOOLS_ENABLED
+
 bool PropertyUtils::is_property_value_different(const Variant &p_a, const Variant &p_b) {
 	if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
 		//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error