godot/tools/editor/project_export.h

137 lines
4.5 KiB
C++

/*************************************************************************/
/* project_export.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 PROJECT_EXPORT_SETTINGS_H
#define PROJECT_EXPORT_SETTINGS_H
#include "scene/main/timer.h"
#include "scene/gui/control.h"
#include "scene/gui/tree.h"
#include "scene/gui/label.h"
#include "tools/editor/editor_file_dialog.h"
#include "scene/gui/button.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/tab_container.h"
#include "os/dir_access.h"
#include "os/thread.h"
#include "scene/gui/option_button.h"
#include "scene/gui/slider.h"
#include "tools/editor/editor_file_system.h"
#include "property_editor.h"
#include "editor_export.h"
class EditorNode;
class ProjectExportDialog : public ConfirmationDialog {
GDCLASS( ProjectExportDialog, ConfirmationDialog );
private:
TabContainer *sections;
MenuButton *add_preset;
Button *delete_preset;
ItemList *presets;
LineEdit *name;
PropertyEditor *parameters;
CheckButton *runnable;
EditorFileDialog *pck_export;
EditorFileDialog *file_export;
Button *button_export;
bool updating;
ConfirmationDialog *delete_confirm;
OptionButton *export_filter;
LineEdit *include_filters;
LineEdit *exclude_filters;
Tree *include_files;
Label* include_label;
MarginContainer *include_margin;
StringName editor_icons;
Tree *patches;
Button *patch_export;
int patch_index;
FileDialog *patch_dialog;
ConfirmationDialog *patch_erase;
void _patch_selected(const String& p_path);
void _patch_deleted();
void _runnable_pressed();
void _name_changed(const String& p_string);
void _add_preset(int p_platform);
void _edit_preset(int p_index);
void _delete_preset();
void _delete_preset_confirm();
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<EditorExportPreset> &current,bool p_only_scenes);
void _tree_changed();
void _patch_button_pressed(Object* p_item,int p_column,int p_id);
void _patch_edited();
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);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void popup_export();
ProjectExportDialog();
~ProjectExportDialog();
};
#endif // PROJECT_EXPORT_SETTINGS_H