godot/tools/editor/editor_run_native.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

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2.9 KiB
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/*************************************************************************/
/* editor_run_native.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 EDITOR_RUN_NATIVE_H
#define EDITOR_RUN_NATIVE_H
#include "scene/gui/box_container.h"
#include "scene/gui/menu_button.h"
class EditorRunNative : public HBoxContainer {
OBJ_TYPE(EditorRunNative,BoxContainer);
Map<StringName,MenuButton*> menus;
bool first;
bool deploy_dumb;
bool deploy_debug_remote;
bool debug_collisions;
bool debug_navigation;
void _run_native(int p_idx,const String& p_platform);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void set_deploy_dumb(bool p_enabled);
bool is_deploy_dumb_enabled() const;
void set_deploy_debug_remote(bool p_enabled);
bool is_deploy_debug_remote_enabled() const;
void set_debug_collisions(bool p_debug);
bool get_debug_collisions() const;
void set_debug_navigation(bool p_debug);
bool get_debug_navigation() const;
EditorRunNative();
};
#endif // EDITOR_RUN_NATIVE_H