/*************************************************************************/ /* 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