godot/editor/editor_build_profile.h

194 lines
6.6 KiB
C++

/**************************************************************************/
/* editor_build_profile.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_BUILD_PROFILE_H
#define EDITOR_BUILD_PROFILE_H
#include "core/io/file_access.h"
#include "core/object/ref_counted.h"
#include "editor/editor_help.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/option_button.h"
#include "scene/gui/separator.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tree.h"
class EditorBuildProfile : public RefCounted {
GDCLASS(EditorBuildProfile, RefCounted);
public:
enum BuildOption {
BUILD_OPTION_3D,
BUILD_OPTION_PHYSICS_2D,
BUILD_OPTION_PHYSICS_3D,
BUILD_OPTION_NAVIGATION,
BUILD_OPTION_XR,
BUILD_OPTION_RENDERING_DEVICE,
BUILD_OPTION_OPENGL,
BUILD_OPTION_VULKAN,
BUILD_OPTION_TEXT_SERVER_FALLBACK,
BUILD_OPTION_TEXT_SERVER_ADVANCED,
BUILD_OPTION_DYNAMIC_FONTS,
BUILD_OPTION_WOFF2_FONTS,
BUILD_OPTION_GRAPHITE_FONTS,
BUILD_OPTION_MSDFGEN,
BUILD_OPTION_MAX,
};
enum BuildOptionCategory {
BUILD_OPTION_CATEGORY_GENERAL,
BUILD_OPTION_CATEGORY_TEXT_SERVER,
BUILD_OPTION_CATEGORY_MAX,
};
private:
HashSet<StringName> disabled_classes;
HashSet<StringName> collapsed_classes;
String force_detect_classes;
bool build_options_disabled[BUILD_OPTION_MAX] = {};
static const char *build_option_identifiers[BUILD_OPTION_MAX];
static const bool build_option_disabled_by_default[BUILD_OPTION_MAX];
static const bool build_option_disable_values[BUILD_OPTION_MAX];
static const BuildOptionCategory build_option_category[BUILD_OPTION_MAX];
String _get_build_option_name(BuildOption p_build_option) { return get_build_option_name(p_build_option); }
protected:
static void _bind_methods();
public:
void set_disable_class(const StringName &p_class, bool p_disabled);
bool is_class_disabled(const StringName &p_class) const;
void set_item_collapsed(const StringName &p_class, bool p_collapsed);
bool is_item_collapsed(const StringName &p_class) const;
void set_disable_build_option(BuildOption p_build_option, bool p_disable);
bool is_build_option_disabled(BuildOption p_build_option) const;
void set_force_detect_classes(const String &p_classes);
String get_force_detect_classes() const;
void clear_disabled_classes();
Error save_to_file(const String &p_path);
Error load_from_file(const String &p_path);
static String get_build_option_name(BuildOption p_build_option);
static String get_build_option_description(BuildOption p_build_option);
static bool get_build_option_disable_value(BuildOption p_build_option);
static BuildOptionCategory get_build_option_category(BuildOption p_build_option);
static String get_build_option_category_name(BuildOptionCategory p_build_option_category);
EditorBuildProfile();
};
VARIANT_ENUM_CAST(EditorBuildProfile::BuildOption)
VARIANT_ENUM_CAST(EditorBuildProfile::BuildOptionCategory)
class EditorFileDialog;
class EditorFileSystemDirectory;
class EditorBuildProfileManager : public AcceptDialog {
GDCLASS(EditorBuildProfileManager, AcceptDialog);
enum Action {
ACTION_NEW,
ACTION_RESET,
ACTION_LOAD,
ACTION_SAVE,
ACTION_SAVE_AS,
ACTION_DETECT,
ACTION_MAX
};
Action last_action = ACTION_NEW;
ConfirmationDialog *confirm_dialog = nullptr;
Button *profile_actions[ACTION_MAX];
Tree *class_list = nullptr;
EditorHelpBit *description_bit = nullptr;
EditorFileDialog *import_profile = nullptr;
EditorFileDialog *export_profile = nullptr;
LineEdit *profile_path = nullptr;
LineEdit *force_detect_classes = nullptr;
void _profile_action(int p_action);
void _action_confirm();
void _hide_requested();
void _update_edited_profile();
void _fill_classes_from(TreeItem *p_parent, const String &p_class, const String &p_selected);
Ref<EditorBuildProfile> edited;
void _import_profile(const String &p_path);
void _export_profile(const String &p_path);
bool updating_build_options = false;
void _class_list_item_selected();
void _class_list_item_edited();
void _class_list_item_collapsed(Object *p_item);
void _detect_classes();
void _force_detect_classes_changed(const String &p_text);
struct DetectedFile {
uint32_t timestamp = 0;
String md5;
Vector<String> classes;
};
void _find_files(EditorFileSystemDirectory *p_dir, const HashMap<String, DetectedFile> &p_cache, HashMap<String, DetectedFile> &r_detected);
static EditorBuildProfileManager *singleton;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
Ref<EditorBuildProfile> get_current_profile();
static EditorBuildProfileManager *get_singleton() { return singleton; }
EditorBuildProfileManager();
};
#endif // EDITOR_BUILD_PROFILE_H