mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
ef80a2b44c
This also changes the layout of the installer window to better separate configuration of the installation and the expected output.
110 lines
4.5 KiB
C++
110 lines
4.5 KiB
C++
/**************************************************************************/
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/* editor_asset_installer.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef EDITOR_ASSET_INSTALLER_H
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#define EDITOR_ASSET_INSTALLER_H
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#include "scene/gui/dialogs.h"
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#include "scene/gui/tree.h"
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class CheckBox;
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class EditorFileDialog;
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class Label;
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class LinkButton;
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class EditorAssetInstaller : public ConfirmationDialog {
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GDCLASS(EditorAssetInstaller, ConfirmationDialog);
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VBoxContainer *source_tree_vb = nullptr;
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Tree *source_tree = nullptr;
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Tree *destination_tree = nullptr;
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Label *asset_title_label = nullptr;
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Label *asset_conflicts_label = nullptr;
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LinkButton *asset_conflicts_link = nullptr;
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Button *show_source_files_button = nullptr;
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CheckBox *skip_toplevel_check = nullptr;
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EditorFileDialog *target_dir_dialog = nullptr;
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String package_path;
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String asset_name;
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HashSet<String> asset_files;
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HashMap<String, String> mapped_files;
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HashMap<String, TreeItem *> file_item_map;
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TreeItem *first_file_conflict = nullptr;
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Ref<Texture2D> generic_extension_icon;
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HashMap<String, Ref<Texture2D>> extension_icon_map;
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bool updating_source = false;
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String toplevel_prefix;
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bool skip_toplevel = false;
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String target_dir_path = "res://";
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void _check_has_toplevel();
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void _set_skip_toplevel(bool p_checked);
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void _open_target_dir_dialog();
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void _target_dir_selected(const String &p_target_path);
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void _update_file_mappings();
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void _rebuild_source_tree();
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void _update_source_tree();
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bool _update_source_item_status(TreeItem *p_item, const String &p_path);
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void _rebuild_destination_tree();
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TreeItem *_create_dir_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, HashMap<String, TreeItem *> &p_item_map);
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TreeItem *_create_file_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, int *r_conflicts);
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void _update_conflict_status(int p_conflicts);
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void _update_confirm_button();
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void _toggle_source_tree(bool p_visible, bool p_scroll_to_error = false);
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void _item_checked_cbk();
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void _check_propagated_to_item(Object *p_obj, int p_column);
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bool _is_item_checked(const String &p_source_path) const;
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void _install_asset();
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virtual void ok_pressed() override;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void open_asset(const String &p_path, bool p_autoskip_toplevel = false);
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void set_asset_name(const String &p_asset_name);
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String get_asset_name() const;
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EditorAssetInstaller();
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};
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#endif // EDITOR_ASSET_INSTALLER_H
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