/*************************************************************************/
/*  editor_asset_installer.h                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* 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_ASSET_INSTALLER_H
#define EDITOR_ASSET_INSTALLER_H

#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
class EditorAssetInstaller : public ConfirmationDialog {
	GDCLASS(EditorAssetInstaller, ConfirmationDialog);

	Tree *tree = nullptr;
	Label *asset_contents = nullptr;
	String package_path;
	String asset_name;
	AcceptDialog *error = nullptr;
	HashMap<String, TreeItem *> status_map;
	bool updating = false;
	void _item_edited();
	void _check_propagated_to_item(Object *p_obj, int column);
	virtual void ok_pressed() override;

protected:
	static void _bind_methods();

public:
	void open(const String &p_path, int p_depth = 0);

	void set_asset_name(const String &p_asset_name);
	String get_asset_name() const;

	EditorAssetInstaller();
};

#endif // EDITOR_ASSET_INSTALLER_H