godot/editor/editor_asset_installer.h

110 lines
4.5 KiB
C++

/**************************************************************************/
/* editor_asset_installer.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_ASSET_INSTALLER_H
#define EDITOR_ASSET_INSTALLER_H
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
class CheckBox;
class EditorFileDialog;
class Label;
class LinkButton;
class EditorAssetInstaller : public ConfirmationDialog {
GDCLASS(EditorAssetInstaller, ConfirmationDialog);
VBoxContainer *source_tree_vb = nullptr;
Tree *source_tree = nullptr;
Tree *destination_tree = nullptr;
Label *asset_title_label = nullptr;
Label *asset_conflicts_label = nullptr;
LinkButton *asset_conflicts_link = nullptr;
Button *show_source_files_button = nullptr;
CheckBox *skip_toplevel_check = nullptr;
EditorFileDialog *target_dir_dialog = nullptr;
String package_path;
String asset_name;
HashSet<String> asset_files;
HashMap<String, String> mapped_files;
HashMap<String, TreeItem *> file_item_map;
TreeItem *first_file_conflict = nullptr;
Ref<Texture2D> generic_extension_icon;
HashMap<String, Ref<Texture2D>> extension_icon_map;
bool updating_source = false;
String toplevel_prefix;
bool skip_toplevel = false;
String target_dir_path = "res://";
void _check_has_toplevel();
void _set_skip_toplevel(bool p_checked);
void _open_target_dir_dialog();
void _target_dir_selected(const String &p_target_path);
void _update_file_mappings();
void _rebuild_source_tree();
void _update_source_tree();
bool _update_source_item_status(TreeItem *p_item, const String &p_path);
void _rebuild_destination_tree();
TreeItem *_create_dir_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, HashMap<String, TreeItem *> &p_item_map);
TreeItem *_create_file_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, int *r_conflicts);
void _update_conflict_status(int p_conflicts);
void _update_confirm_button();
void _toggle_source_tree(bool p_visible, bool p_scroll_to_error = false);
void _item_checked_cbk();
bool _fix_conflicted_indeterminate_state(TreeItem *p_item, int p_column);
bool _is_item_checked(const String &p_source_path) const;
void _install_asset();
virtual void ok_pressed() override;
protected:
void _notification(int p_what);
public:
void open_asset(const String &p_path, bool p_autoskip_toplevel = false);
void set_asset_name(const String &p_asset_name);
String get_asset_name() const;
EditorAssetInstaller();
};
#endif // EDITOR_ASSET_INSTALLER_H