/*************************************************************************/ /* project_export.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 PROJECT_EXPORT_SETTINGS_H #define PROJECT_EXPORT_SETTINGS_H #include "core/os/dir_access.h" #include "core/os/thread.h" #include "editor/editor_export.h" #include "editor/editor_file_dialog.h" #include "editor/editor_file_system.h" #include "editor/editor_inspector.h" #include "editor/editor_properties.h" #include "scene/gui/button.h" #include "scene/gui/check_button.h" #include "scene/gui/control.h" #include "scene/gui/dialogs.h" #include "scene/gui/file_dialog.h" #include "scene/gui/label.h" #include "scene/gui/link_button.h" #include "scene/gui/menu_button.h" #include "scene/gui/option_button.h" #include "scene/gui/rich_text_label.h" #include "scene/gui/slider.h" #include "scene/gui/tab_container.h" #include "scene/gui/tree.h" #include "scene/main/timer.h" class EditorNode; class ProjectExportDialog : public ConfirmationDialog { GDCLASS(ProjectExportDialog, ConfirmationDialog); private: TabContainer *sections; MenuButton *add_preset; Button *duplicate_preset; Button *delete_preset; ItemList *presets; LineEdit *name; EditorPropertyPath *export_path; EditorInspector *parameters; CheckButton *runnable; Button *button_export; bool updating; AcceptDialog *error_dialog; ConfirmationDialog *delete_confirm; OptionButton *export_filter; LineEdit *include_filters; LineEdit *exclude_filters; Tree *include_files; Label *include_label; MarginContainer *include_margin; StringName editor_icons; Button *export_button; Button *export_all_button; AcceptDialog *export_all_dialog; LineEdit *custom_features; RichTextLabel *custom_feature_display; OptionButton *script_mode; LineEdit *script_key; Label *script_key_error; Label *export_error; HBoxContainer *export_templates_error; String default_filename; void _runnable_pressed(); void _update_parameters(const String &p_edited_property); void _name_changed(const String &p_string); void _export_path_changed(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing); void _add_preset(int p_platform); void _edit_preset(int p_index); void _duplicate_preset(); void _delete_preset(); void _delete_preset_confirm(); void _update_export_all(); void _force_update_current_preset_parameters(); void _update_current_preset(); void _update_presets(); void _export_type_changed(int p_which); void _filter_changed(const String &p_filter); void _fill_resource_tree(); bool _fill_tree(EditorFileSystemDirectory *p_dir, TreeItem *p_item, Ref ¤t, bool p_only_scenes); void _tree_changed(); void _check_dir_recursive(TreeItem *p_dir, bool p_checked); void _refresh_parent_checks(TreeItem *p_item); Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); EditorFileDialog *export_pck_zip; EditorFileDialog *export_project; CheckBox *export_debug; CheckBox *export_pck_zip_debug; void _open_export_template_manager(); void _export_pck_zip(); void _export_pck_zip_selected(const String &p_path); void _validate_export_path(const String &p_path); void _export_project(); void _export_project_to_path(const String &p_path); void _export_all_dialog(); void _export_all_dialog_action(const String &p_str); void _export_all(bool p_debug); void _update_feature_list(); void _custom_features_changed(const String &p_text); bool updating_script_key; void _script_export_mode_changed(int p_mode); void _script_encryption_key_changed(const String &p_key); bool _validate_script_encryption_key(const String &p_key); void _tab_changed(int); protected: void _notification(int p_what); static void _bind_methods(); public: void popup_export(); void set_export_path(const String &p_value); String get_export_path(); Ref get_current_preset() const; ProjectExportDialog(); ~ProjectExportDialog(); }; #endif // PROJECT_EXPORT_SETTINGS_H