godot/editor/project_manager/project_list.h
2024-04-18 13:03:21 +02:00

266 lines
7.8 KiB
C++

/**************************************************************************/
/* project_list.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 PROJECT_LIST_H
#define PROJECT_LIST_H
#include "core/io/config_file.h"
#include "scene/gui/box_container.h"
#include "scene/gui/scroll_container.h"
class Button;
class Label;
class ProjectList;
class TextureButton;
class TextureRect;
class ProjectListItemControl : public HBoxContainer {
GDCLASS(ProjectListItemControl, HBoxContainer)
VBoxContainer *main_vbox = nullptr;
TextureButton *favorite_button = nullptr;
Button *explore_button = nullptr;
TextureRect *project_icon = nullptr;
Label *project_title = nullptr;
Label *project_path = nullptr;
TextureRect *project_unsupported_features = nullptr;
HBoxContainer *tag_container = nullptr;
bool project_is_missing = false;
bool icon_needs_reload = true;
bool is_selected = false;
bool is_hovering = false;
void _favorite_button_pressed();
void _explore_button_pressed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_project_title(const String &p_title);
void set_project_path(const String &p_path);
void set_tags(const PackedStringArray &p_tags, ProjectList *p_parent_list);
void set_project_icon(const Ref<Texture2D> &p_icon);
void set_unsupported_features(PackedStringArray p_features);
bool should_load_project_icon() const;
void set_selected(bool p_selected);
void set_is_favorite(bool p_favorite);
void set_is_missing(bool p_missing);
void set_is_grayed(bool p_grayed);
ProjectListItemControl();
};
class ProjectList : public ScrollContainer {
GDCLASS(ProjectList, ScrollContainer)
friend class ProjectManager;
public:
enum FilterOption {
EDIT_DATE,
NAME,
PATH,
TAGS,
};
// Can often be passed by copy.
struct Item {
String project_name;
String description;
PackedStringArray tags;
String tag_sort_string;
String path;
String icon;
String main_scene;
PackedStringArray unsupported_features;
uint64_t last_edited = 0;
bool favorite = false;
bool grayed = false;
bool missing = false;
int version = 0;
ProjectListItemControl *control = nullptr;
Item() {}
Item(const String &p_name,
const String &p_description,
const PackedStringArray &p_tags,
const String &p_path,
const String &p_icon,
const String &p_main_scene,
const PackedStringArray &p_unsupported_features,
uint64_t p_last_edited,
bool p_favorite,
bool p_grayed,
bool p_missing,
int p_version) {
project_name = p_name;
description = p_description;
tags = p_tags;
path = p_path;
icon = p_icon;
main_scene = p_main_scene;
unsupported_features = p_unsupported_features;
last_edited = p_last_edited;
favorite = p_favorite;
grayed = p_grayed;
missing = p_missing;
version = p_version;
control = nullptr;
PackedStringArray sorted_tags = tags;
sorted_tags.sort();
tag_sort_string = String().join(sorted_tags);
}
_FORCE_INLINE_ bool operator==(const Item &l) const {
return path == l.path;
}
};
private:
String _config_path;
ConfigFile _config;
Vector<Item> _projects;
int _icon_load_index = 0;
bool project_opening_initiated = false;
String _search_term;
FilterOption _order_option = FilterOption::EDIT_DATE;
HashSet<String> _selected_project_paths;
String _last_clicked; // Project key
VBoxContainer *project_list_vbox = nullptr;
// Initialization & loading.
void _migrate_config();
static Item load_project_data(const String &p_property_key, bool p_favorite);
void _update_icons_async();
void _load_project_icon(int p_index);
// Project list updates.
void _scan_folder_recursive(const String &p_path, List<String> *r_projects);
// Project list items.
void _create_project_item_control(int p_index);
void _toggle_project(int p_index);
void _remove_project(int p_index, bool p_update_settings);
void _list_item_input(const Ref<InputEvent> &p_ev, Node *p_hb);
void _on_favorite_pressed(Node *p_hb);
void _on_explore_pressed(const String &p_path);
// Project list selection.
void _clear_project_selection();
void _select_project_nocheck(int p_index);
void _deselect_project_nocheck(int p_index);
void _select_project_range(int p_begin, int p_end);
// Global menu integration.
void _global_menu_new_window(const Variant &p_tag);
void _global_menu_open_project(const Variant &p_tag);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static const char *SIGNAL_LIST_CHANGED;
static const char *SIGNAL_SELECTION_CHANGED;
static const char *SIGNAL_PROJECT_ASK_OPEN;
static bool project_feature_looks_like_version(const String &p_feature);
// Initialization & loading.
void save_config();
// Project list updates.
void load_project_list();
void update_project_list();
void sort_projects();
int get_project_count() const;
void find_projects(const String &p_path);
void find_projects_multiple(const PackedStringArray &p_paths);
// Project list items.
void add_project(const String &dir_path, bool favorite);
void set_project_version(const String &p_project_path, int version);
int refresh_project(const String &dir_path);
void ensure_project_visible(int p_index);
// Project list selection.
void select_project(int p_index);
void select_first_visible_project();
Vector<Item> get_selected_projects() const;
const HashSet<String> &get_selected_project_keys() const;
int get_single_selected_index() const;
void erase_selected_projects(bool p_delete_project_contents);
// Missing projects.
bool is_any_project_missing() const;
void erase_missing_projects();
// Project list sorting and filtering.
void set_search_term(String p_search_term);
void add_search_tag(const String &p_tag);
void set_order_option(int p_option);
// Global menu integration.
void update_dock_menu();
ProjectList();
};
#endif // PROJECT_LIST_H