2023-01-05 13:25:55 +01:00
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/**************************************************************************/
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/* editor_build_profile.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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2022-07-14 14:18:18 +02:00
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#ifndef EDITOR_BUILD_PROFILE_H
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#define EDITOR_BUILD_PROFILE_H
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#include "core/io/file_access.h"
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#include "core/object/ref_counted.h"
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#include "editor/editor_help.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/separator.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/tree.h"
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class EditorBuildProfile : public RefCounted {
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GDCLASS(EditorBuildProfile, RefCounted);
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public:
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enum BuildOption {
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BUILD_OPTION_3D,
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BUILD_OPTION_PHYSICS_2D,
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BUILD_OPTION_PHYSICS_3D,
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BUILD_OPTION_NAVIGATION,
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BUILD_OPTION_XR,
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BUILD_OPTION_RENDERING_DEVICE,
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BUILD_OPTION_OPENGL,
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BUILD_OPTION_VULKAN,
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BUILD_OPTION_TEXT_SERVER_FALLBACK,
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BUILD_OPTION_TEXT_SERVER_ADVANCED,
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BUILD_OPTION_DYNAMIC_FONTS,
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BUILD_OPTION_WOFF2_FONTS,
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BUILD_OPTION_GRPAHITE_FONTS,
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BUILD_OPTION_MSDFGEN,
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BUILD_OPTION_MAX,
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};
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enum BuildOptionCategory {
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BUILD_OPTION_CATEGORY_GENERAL,
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BUILD_OPTION_CATEGORY_TEXT_SERVER,
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BUILD_OPTION_CATEGORY_MAX,
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};
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private:
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HashSet<StringName> disabled_classes;
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HashSet<StringName> collapsed_classes;
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String force_detect_classes;
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bool build_options_disabled[BUILD_OPTION_MAX] = {};
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static const char *build_option_identifiers[BUILD_OPTION_MAX];
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static const bool build_option_disabled_by_default[BUILD_OPTION_MAX];
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static const bool build_option_disable_values[BUILD_OPTION_MAX];
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static const BuildOptionCategory build_option_category[BUILD_OPTION_MAX];
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String _get_build_option_name(BuildOption p_build_option) { return get_build_option_name(p_build_option); }
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protected:
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static void _bind_methods();
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public:
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void set_disable_class(const StringName &p_class, bool p_disabled);
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bool is_class_disabled(const StringName &p_class) const;
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void set_item_collapsed(const StringName &p_class, bool p_collapsed);
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bool is_item_collapsed(const StringName &p_class) const;
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void set_disable_build_option(BuildOption p_build_option, bool p_disable);
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bool is_build_option_disabled(BuildOption p_build_option) const;
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void set_force_detect_classes(const String &p_classes);
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String get_force_detect_classes() const;
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void clear_disabled_classes();
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Error save_to_file(const String &p_path);
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Error load_from_file(const String &p_path);
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static String get_build_option_name(BuildOption p_build_option);
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static String get_build_option_description(BuildOption p_build_option);
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static bool get_build_option_disable_value(BuildOption p_build_option);
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static BuildOptionCategory get_build_option_category(BuildOption p_build_option);
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static String get_build_option_category_name(BuildOptionCategory p_build_option_category);
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EditorBuildProfile();
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};
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VARIANT_ENUM_CAST(EditorBuildProfile::BuildOption)
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VARIANT_ENUM_CAST(EditorBuildProfile::BuildOptionCategory)
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2022-11-11 20:12:48 +01:00
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class EditorFileDialog;
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class EditorFileSystemDirectory;
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class EditorBuildProfileManager : public AcceptDialog {
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GDCLASS(EditorBuildProfileManager, AcceptDialog);
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enum Action {
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ACTION_NEW,
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ACTION_RESET,
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ACTION_LOAD,
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ACTION_SAVE,
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ACTION_SAVE_AS,
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ACTION_DETECT,
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ACTION_MAX
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};
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Action last_action = ACTION_NEW;
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ConfirmationDialog *confirm_dialog = nullptr;
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Button *profile_actions[ACTION_MAX];
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Tree *class_list = nullptr;
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EditorHelpBit *description_bit = nullptr;
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EditorFileDialog *import_profile = nullptr;
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EditorFileDialog *export_profile = nullptr;
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LineEdit *profile_path = nullptr;
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LineEdit *force_detect_classes = nullptr;
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void _profile_action(int p_action);
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void _action_confirm();
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void _hide_requested();
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void _update_edited_profile();
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void _fill_classes_from(TreeItem *p_parent, const String &p_class, const String &p_selected);
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Ref<EditorBuildProfile> edited;
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void _import_profile(const String &p_path);
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void _export_profile(const String &p_path);
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bool updating_build_options = false;
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void _class_list_item_selected();
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void _class_list_item_edited();
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void _class_list_item_collapsed(Object *p_item);
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void _detect_classes();
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void _force_detect_classes_changed(const String &p_text);
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struct DetectedFile {
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uint32_t timestamp = 0;
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String md5;
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Vector<String> classes;
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};
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void _find_files(EditorFileSystemDirectory *p_dir, const HashMap<String, DetectedFile> &p_cache, HashMap<String, DetectedFile> &r_detected);
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static EditorBuildProfileManager *singleton;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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Ref<EditorBuildProfile> get_current_profile();
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static EditorBuildProfileManager *get_singleton() { return singleton; }
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EditorBuildProfileManager();
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};
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#endif // EDITOR_BUILD_PROFILE_H
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