godot/editor/editor_asset_installer.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

63 lines
2.9 KiB
C++

/*************************************************************************/
/* editor_asset_installer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef EDITOR_ASSET_INSTALLER_H
#define EDITOR_ASSET_INSTALLER_H
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
class EditorAssetInstaller : public ConfirmationDialog {
GDCLASS(EditorAssetInstaller, ConfirmationDialog);
Tree *tree = nullptr;
Label *asset_contents = nullptr;
String package_path;
String asset_name;
AcceptDialog *error = nullptr;
HashMap<String, TreeItem *> status_map;
bool updating = false;
void _item_edited();
void _check_propagated_to_item(Object *p_obj, int column);
virtual void ok_pressed() override;
protected:
static void _bind_methods();
public:
void open(const String &p_path, int p_depth = 0);
void set_asset_name(const String &p_asset_name);
String get_asset_name() const;
EditorAssetInstaller();
};
#endif // EDITOR_ASSET_INSTALLER_H