03598062fd
- Move C# build button to `EditorRunBar`. - Add C# build icon. - Add shortcut macros to `GodotTools`. - Move C# build shortcuts to C#.
120 lines
4.2 KiB
C++
120 lines
4.2 KiB
C++
/**************************************************************************/
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/* editor_run_bar.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 EDITOR_RUN_BAR_H
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#define EDITOR_RUN_BAR_H
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#include "editor/editor_run.h"
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#include "editor/export/editor_export.h"
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#include "scene/gui/margin_container.h"
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class Button;
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class EditorRunNative;
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class EditorQuickOpen;
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class PanelContainer;
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class HBoxContainer;
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class EditorRunBar : public MarginContainer {
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GDCLASS(EditorRunBar, MarginContainer);
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static EditorRunBar *singleton;
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enum RunMode {
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STOPPED = 0,
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RUN_MAIN,
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RUN_CURRENT,
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RUN_CUSTOM,
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};
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PanelContainer *main_panel = nullptr;
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HBoxContainer *main_hbox = nullptr;
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Button *play_button = nullptr;
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Button *pause_button = nullptr;
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Button *stop_button = nullptr;
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Button *play_scene_button = nullptr;
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Button *play_custom_scene_button = nullptr;
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EditorRun editor_run;
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EditorRunNative *run_native = nullptr;
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PanelContainer *write_movie_panel = nullptr;
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Button *write_movie_button = nullptr;
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EditorQuickOpen *quick_run = nullptr;
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RunMode current_mode = RunMode::STOPPED;
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String run_custom_filename;
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String run_current_filename;
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void _reset_play_buttons();
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void _update_play_buttons();
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void _write_movie_toggled(bool p_enabled);
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void _quick_run_selected();
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void _play_current_pressed();
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void _play_custom_pressed();
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void _run_scene(const String &p_scene_path = "");
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void _run_native(const Ref<EditorExportPreset> &p_preset);
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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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static EditorRunBar *get_singleton() { return singleton; }
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void play_main_scene(bool p_from_native = false);
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void play_current_scene(bool p_reload = false);
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void play_custom_scene(const String &p_custom);
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void stop_playing();
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bool is_playing() const;
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String get_playing_scene() const;
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Error start_native_device(int p_device_id);
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OS::ProcessID has_child_process(OS::ProcessID p_pid) const;
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void stop_child_process(OS::ProcessID p_pid);
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void set_movie_maker_enabled(bool p_enabled);
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bool is_movie_maker_enabled() const;
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Button *get_pause_button() { return pause_button; }
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HBoxContainer *get_buttons_container();
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EditorRunBar();
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};
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#endif // EDITOR_RUN_BAR_H
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