godot/editor/editor_run_native.h
Yuri Sizov 8a74d8438f Extract editor run toolbar into its own component
- Simplify and update its logic.
- Simplify EditorScript.
- Improve EditorNode and other relevant includes.
- Fix scene-based path in the movie writer when
reloading a scene.
2023-04-19 17:12:28 +02:00

64 lines
2.9 KiB
C++

/**************************************************************************/
/* editor_run_native.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_RUN_NATIVE_H
#define EDITOR_RUN_NATIVE_H
#include "scene/gui/box_container.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/rich_text_label.h"
class EditorRunNative : public HBoxContainer {
GDCLASS(EditorRunNative, HBoxContainer);
RichTextLabel *result_dialog_log = nullptr;
AcceptDialog *result_dialog = nullptr;
MenuButton *remote_debug = nullptr;
bool first = true;
int resume_id = -1;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
Error start_run_native(int p_id);
void resume_run_native();
bool is_deploy_debug_remote_enabled() const;
EditorRunNative();
};
#endif // EDITOR_RUN_NATIVE_H