godot/editor/gui/editor_run_bar.h
Raul Santos 03598062fd
C#: Move build button to EditorRunBar
- Move C# build button to `EditorRunBar`.
- Add C# build icon.
- Add shortcut macros to `GodotTools`.
- Move C# build shortcuts to C#.
2023-08-03 17:55:52 +02:00

120 lines
4.2 KiB
C++

/**************************************************************************/
/* editor_run_bar.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_RUN_BAR_H
#define EDITOR_RUN_BAR_H
#include "editor/editor_run.h"
#include "editor/export/editor_export.h"
#include "scene/gui/margin_container.h"
class Button;
class EditorRunNative;
class EditorQuickOpen;
class PanelContainer;
class HBoxContainer;
class EditorRunBar : public MarginContainer {
GDCLASS(EditorRunBar, MarginContainer);
static EditorRunBar *singleton;
enum RunMode {
STOPPED = 0,
RUN_MAIN,
RUN_CURRENT,
RUN_CUSTOM,
};
PanelContainer *main_panel = nullptr;
HBoxContainer *main_hbox = nullptr;
Button *play_button = nullptr;
Button *pause_button = nullptr;
Button *stop_button = nullptr;
Button *play_scene_button = nullptr;
Button *play_custom_scene_button = nullptr;
EditorRun editor_run;
EditorRunNative *run_native = nullptr;
PanelContainer *write_movie_panel = nullptr;
Button *write_movie_button = nullptr;
EditorQuickOpen *quick_run = nullptr;
RunMode current_mode = RunMode::STOPPED;
String run_custom_filename;
String run_current_filename;
void _reset_play_buttons();
void _update_play_buttons();
void _write_movie_toggled(bool p_enabled);
void _quick_run_selected();
void _play_current_pressed();
void _play_custom_pressed();
void _run_scene(const String &p_scene_path = "");
void _run_native(const Ref<EditorExportPreset> &p_preset);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static EditorRunBar *get_singleton() { return singleton; }
void play_main_scene(bool p_from_native = false);
void play_current_scene(bool p_reload = false);
void play_custom_scene(const String &p_custom);
void stop_playing();
bool is_playing() const;
String get_playing_scene() const;
Error start_native_device(int p_device_id);
OS::ProcessID has_child_process(OS::ProcessID p_pid) const;
void stop_child_process(OS::ProcessID p_pid);
void set_movie_maker_enabled(bool p_enabled);
bool is_movie_maker_enabled() const;
Button *get_pause_button() { return pause_button; }
HBoxContainer *get_buttons_container();
EditorRunBar();
};
#endif // EDITOR_RUN_BAR_H