godot/editor/export/editor_export.h

89 lines
3.8 KiB
C++

/**************************************************************************/
/* editor_export.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_EXPORT_H
#define EDITOR_EXPORT_H
#include "editor_export_platform.h"
#include "editor_export_plugin.h"
class EditorExport : public Node {
GDCLASS(EditorExport, Node);
Vector<Ref<EditorExportPlatform>> export_platforms;
Vector<Ref<EditorExportPreset>> export_presets;
Vector<Ref<EditorExportPlugin>> export_plugins;
static inline StringName _export_presets_updated;
static inline StringName _export_presets_runnable_updated;
Timer *save_timer = nullptr;
bool block_save = false;
bool should_update_presets = false;
static EditorExport *singleton;
void _save();
protected:
friend class EditorExportPreset;
void save_presets();
void emit_presets_runnable_changed();
void _notification(int p_what);
static void _bind_methods();
public:
static EditorExport *get_singleton() { return singleton; }
void add_export_platform(const Ref<EditorExportPlatform> &p_platform);
int get_export_platform_count();
Ref<EditorExportPlatform> get_export_platform(int p_idx);
void add_export_preset(const Ref<EditorExportPreset> &p_preset, int p_at_pos = -1);
int get_export_preset_count() const;
Ref<EditorExportPreset> get_export_preset(int p_idx);
void remove_export_preset(int p_idx);
void add_export_plugin(const Ref<EditorExportPlugin> &p_plugin);
void remove_export_plugin(const Ref<EditorExportPlugin> &p_plugin);
Vector<Ref<EditorExportPlugin>> get_export_plugins();
void load_config();
void update_export_presets();
bool poll_export_platforms();
void connect_presets_runnable_updated(const Callable &p_target);
EditorExport();
~EditorExport();
};
#endif // EDITOR_EXPORT_H