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authorGeorge Marques <george@gmarqu.es>2017-11-15 13:57:24 -0200
committerGeorge Marques <george@gmarqu.es>2017-11-15 17:13:13 -0200
commit0284727e7bc6337ebcd98e61eacf0d095d74a094 (patch)
tree4c108558ec25992c2c940cbbde4d3832055c45a2 /modules/visual_script/visual_script.h
parent9543801d51910cdf61123f591fd91993f57782ae (diff)
downloadredot-engine-0284727e7bc6337ebcd98e61eacf0d095d74a094.tar.gz
Create API to add and remove VisualScript custom nodes
This makes a VisualScriptEditor singleton, which gives plugins the ability to register their own custom nodes. Those will be available for insertion in the Visual Script editor, under the "Custom Nodes" category.
Diffstat (limited to 'modules/visual_script/visual_script.h')
-rw-r--r--modules/visual_script/visual_script.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/modules/visual_script/visual_script.h b/modules/visual_script/visual_script.h
index 0f60b103c9..3e31876941 100644
--- a/modules/visual_script/visual_script.h
+++ b/modules/visual_script/visual_script.h
@@ -600,6 +600,7 @@ public:
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
void add_register_func(const String &p_name, VisualScriptNodeRegisterFunc p_func);
+ void remove_register_func(const String &p_name);
Ref<VisualScriptNode> create_node_from_name(const String &p_name);
void get_registered_node_names(List<String> *r_names);