/**************************************************************************/
/*  editor_plugin_registration.cpp                                        */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include <godot_cpp/classes/editor_plugin_registration.hpp>

#include <godot_cpp/variant/variant.hpp>

namespace godot {

Vector<StringName> EditorPlugins::plugin_classes;

void EditorPlugins::add_plugin_class(const StringName &p_class_name) {
	ERR_FAIL_COND_MSG(plugin_classes.find(p_class_name) != -1, vformat("Editor plugin already registered: %s", p_class_name));
	plugin_classes.push_back(p_class_name);
	::godot::gdextension_interface::editor_add_plugin(p_class_name._native_ptr());
}

void EditorPlugins::remove_plugin_class(const StringName &p_class_name) {
	int index = plugin_classes.find(p_class_name);
	ERR_FAIL_COND_MSG(index == -1, vformat("Editor plugin is not registered: %s", p_class_name));
	plugin_classes.remove_at(index);
	::godot::gdextension_interface::editor_remove_plugin(p_class_name._native_ptr());
}

void EditorPlugins::deinitialize(GDExtensionInitializationLevel p_level) {
	if (p_level == GDEXTENSION_INITIALIZATION_EDITOR) {
		for (const StringName &class_name : plugin_classes) {
			::godot::gdextension_interface::editor_remove_plugin(class_name._native_ptr());
		}
		plugin_classes.clear();
	}
}

} // namespace godot
