virtualx-engine/editor/editor_export.h

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/*************************************************************************/
/* editor_import_export.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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
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#include "resource.h"
#include "scene/main/node.h"
#include "scene/main/timer.h"
#include "scene/resources/texture.h"
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class EditorProgress;
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class FileAccess;
class EditorExportPlatform;
class EditorFileSystemDirectory;
class EditorExportPreset : public Reference {
GDCLASS(EditorExportPreset, Reference)
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public:
enum ExportFilter {
EXPORT_ALL_RESOURCES,
EXPORT_SELECTED_SCENES,
EXPORT_SELECTED_RESOURCES,
};
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private:
Ref<EditorExportPlatform> platform;
ExportFilter export_filter;
String include_filter;
String exclude_filter;
String exporter;
Set<String> selected_files;
bool runnable;
Vector<String> patches;
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friend class EditorExport;
friend class EditorExportPlatform;
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List<PropertyInfo> properties;
Map<StringName, Variant> values;
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String name;
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protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
Ref<EditorExportPlatform> get_platform() const;
bool has(const StringName &p_property) const { return values.has(p_property); }
Vector<String> get_files_to_export() const;
void add_export_file(const String &p_path);
void remove_export_file(const String &p_path);
bool has_export_file(const String &p_path);
void set_name(const String &p_name);
String get_name() const;
void set_runnable(bool p_enable);
bool is_runnable() const;
void set_export_filter(ExportFilter p_filter);
ExportFilter get_export_filter() const;
void set_include_filter(const String &p_include);
String get_include_filter() const;
void set_exclude_filter(const String &p_exclude);
String get_exclude_filter() const;
void add_patch(const String &p_path, int p_at_pos = -1);
void set_patch(int p_index, const String &p_path);
String get_patch(int p_index);
void remove_patch(int p_idx);
Vector<String> get_patches() const;
const List<PropertyInfo> &get_properties() const { return properties; }
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EditorExportPreset();
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};
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class EditorExportPlatform : public Reference {
GDCLASS(EditorExportPlatform, Reference)
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public:
typedef Error (*EditorExportSaveFunction)(void *p_userdata, const String &p_path, const Vector<uint8_t> &p_data, int p_file, int p_total);
private:
struct SavedData {
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uint64_t ofs;
uint64_t size;
Vector<uint8_t> md5;
CharString path_utf8;
bool operator<(const SavedData &p_data) const {
return path_utf8 < p_data.path_utf8;
}
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};
struct PackData {
FileAccess *f;
Vector<SavedData> file_ofs;
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EditorProgress *ep;
};
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struct ZipData {
void *zip;
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EditorProgress *ep;
};
void _export_find_resources(EditorFileSystemDirectory *p_dir, Set<String> &p_paths);
void _export_find_dependencies(const String &p_path, Set<String> &p_paths);
void gen_debug_flags(Vector<String> &r_flags, int p_flags);
static Error _save_pack_file(void *p_userdata, const String &p_path, const Vector<uint8_t> &p_data, int p_file, int p_total);
static Error _save_zip_file(void *p_userdata, const String &p_path, const Vector<uint8_t> &p_data, int p_file, int p_total);
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protected:
virtual void get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) = 0;
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String find_export_template(String template_file_name) const;
void gen_export_flags(Vector<String> &r_flags, int p_flags);
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public:
struct ExportOption {
PropertyInfo option;
Variant default_value;
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ExportOption(const PropertyInfo &p_info, const Variant &p_default) {
option = p_info;
default_value = p_default;
}
ExportOption() {}
};
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virtual Ref<EditorExportPreset> create_preset();
virtual void get_export_options(List<ExportOption> *r_options) = 0;
virtual String get_name() const = 0;
virtual Ref<Texture> get_logo() const = 0;
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Error export_project_files(const Ref<EditorExportPreset> &p_preset, EditorExportSaveFunction p_func, void *p_udata);
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Error save_pack(const Ref<EditorExportPreset> &p_preset, const String &p_path);
Error save_zip(const Ref<EditorExportPreset> &p_preset, const String &p_path);
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virtual bool poll_devices() { return false; }
virtual int get_device_count() const { return 0; }
virtual String get_device_name(int p_device) const { return ""; }
virtual String get_device_info(int p_device) const { return ""; }
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enum DebugFlags {
DEBUG_FLAG_DUMB_CLIENT = 1,
DEBUG_FLAG_REMOTE_DEBUG = 2,
DEBUG_FLAG_REMOTE_DEBUG_LOCALHOST = 4,
DEBUG_FLAG_VIEW_COLLISONS = 8,
DEBUG_FLAG_VIEW_NAVIGATION = 16,
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};
virtual Error run(const Ref<EditorExportPreset> &p_preset, int p_device, int p_debug_flags) { return OK; }
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virtual bool can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const = 0;
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virtual String get_binary_extension() const = 0;
virtual Error export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags = 0) = 0;
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EditorExportPlatform();
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};
class EditorExport : public Node {
GDCLASS(EditorExport, Node);
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Vector<Ref<EditorExportPlatform> > export_platforms;
Vector<Ref<EditorExportPreset> > export_presets;
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Timer *save_timer;
bool block_save;
static EditorExport *singleton;
void _save();
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protected:
friend class EditorExportPreset;
void save_presets();
void _notification(int p_what);
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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);
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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);
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void load_config();
bool poll_export_platforms();
EditorExport();
~EditorExport();
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};
class EditorExportPlatformPC : public EditorExportPlatform {
GDCLASS(EditorExportPlatformPC, EditorExportPlatform)
Ref<ImageTexture> logo;
String name;
String extension;
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String release_file_32;
String release_file_64;
String debug_file_32;
String debug_file_64;
public:
virtual void get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features);
virtual void get_export_options(List<ExportOption> *r_options);
virtual String get_name() const;
virtual Ref<Texture> get_logo() const;
virtual bool can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const;
virtual String get_binary_extension() const;
virtual Error export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags = 0);
void set_extension(const String &p_extension);
void set_name(const String &p_name);
void set_logo(const Ref<Texture> &p_loco);
void set_release_64(const String &p_file);
void set_release_32(const String &p_file);
void set_debug_64(const String &p_file);
void set_debug_32(const String &p_file);
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EditorExportPlatformPC();
};
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#endif // EDITOR_IMPORT_EXPORT_H