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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
186 lines
6.2 KiB
C++
186 lines
6.2 KiB
C++
/*************************************************************************/
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/* project_export.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PROJECT_EXPORT_SETTINGS_H
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#define PROJECT_EXPORT_SETTINGS_H
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#include "core/os/dir_access.h"
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#include "core/os/thread.h"
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#include "editor/editor_export.h"
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#include "editor/editor_file_dialog.h"
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#include "editor/editor_file_system.h"
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#include "editor/editor_inspector.h"
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#include "editor/editor_properties.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/control.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/label.h"
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#include "scene/gui/link_button.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/rich_text_label.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/tree.h"
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#include "scene/main/timer.h"
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class EditorNode;
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class ProjectExportDialog : public ConfirmationDialog {
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GDCLASS(ProjectExportDialog, ConfirmationDialog);
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private:
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TabContainer *sections;
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MenuButton *add_preset;
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Button *duplicate_preset;
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Button *delete_preset;
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ItemList *presets;
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LineEdit *name;
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EditorPropertyPath *export_path;
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EditorInspector *parameters;
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CheckButton *runnable;
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Button *button_export;
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bool updating;
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AcceptDialog *error_dialog;
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ConfirmationDialog *delete_confirm;
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OptionButton *export_filter;
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LineEdit *include_filters;
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LineEdit *exclude_filters;
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Tree *include_files;
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Label *include_label;
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MarginContainer *include_margin;
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StringName editor_icons;
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Tree *patches;
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Button *patch_export;
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int patch_index;
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EditorFileDialog *patch_dialog;
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ConfirmationDialog *patch_erase;
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Button *export_button;
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Button *export_all_button;
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AcceptDialog *export_all_dialog;
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LineEdit *custom_features;
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RichTextLabel *custom_feature_display;
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OptionButton *script_mode;
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LineEdit *script_key;
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Label *script_key_error;
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Label *export_error;
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HBoxContainer *export_templates_error;
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String default_filename;
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void _patch_selected(const String &p_path);
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void _patch_deleted();
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void _runnable_pressed();
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void _update_parameters(const String &p_edited_property);
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void _name_changed(const String &p_string);
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void _export_path_changed(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing);
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void _add_preset(int p_platform);
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void _edit_preset(int p_index);
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void _duplicate_preset();
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void _delete_preset();
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void _delete_preset_confirm();
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void _update_export_all();
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void _update_current_preset();
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void _update_presets();
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void _export_type_changed(int p_which);
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void _filter_changed(const String &p_filter);
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void _fill_resource_tree();
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bool _fill_tree(EditorFileSystemDirectory *p_dir, TreeItem *p_item, Ref<EditorExportPreset> ¤t, bool p_only_scenes);
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void _tree_changed();
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void _patch_button_pressed(Object *p_item, int p_column, int p_id);
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void _patch_edited();
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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EditorFileDialog *export_pck_zip;
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EditorFileDialog *export_project;
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CheckBox *export_debug;
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CheckBox *export_pck_zip_debug;
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void _open_export_template_manager();
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void _export_pck_zip();
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void _export_pck_zip_selected(const String &p_path);
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void _validate_export_path(const String &p_path);
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void _export_project();
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void _export_project_to_path(const String &p_path);
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void _export_all_dialog();
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void _export_all_dialog_action(const String &p_str);
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void _export_all(bool p_debug);
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void _update_feature_list();
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void _custom_features_changed(const String &p_text);
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bool updating_script_key;
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void _script_export_mode_changed(int p_mode);
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void _script_encryption_key_changed(const String &p_key);
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bool _validate_script_encryption_key(const String &p_key);
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void _tab_changed(int);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void popup_export();
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void set_export_path(const String &p_value);
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String get_export_path();
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Ref<EditorExportPreset> get_current_preset() const;
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ProjectExportDialog();
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~ProjectExportDialog();
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};
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#endif // PROJECT_EXPORT_SETTINGS_H
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