/**************************************************************************/ /* editor_run_native.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_RUN_NATIVE_H #define EDITOR_RUN_NATIVE_H #include "scene/gui/box_container.h" #include "scene/gui/dialogs.h" #include "scene/gui/menu_button.h" #include "scene/gui/rich_text_label.h" class EditorRunNative : public HBoxContainer { GDCLASS(EditorRunNative, HBoxContainer); RichTextLabel *result_dialog_log; AcceptDialog *result_dialog; Map menus; bool first; bool deploy_dumb; bool deploy_debug_remote; bool debug_collisions; bool debug_navigation; bool debug_shader_fallbacks; int resume_idx; int resume_platform; void _run_native(int p_idx, int p_platform); protected: static void _bind_methods(); void _notification(int p_what); public: void set_deploy_dumb(bool p_enabled); bool is_deploy_dumb_enabled() const; void set_deploy_debug_remote(bool p_enabled); bool is_deploy_debug_remote_enabled() const; void set_debug_collisions(bool p_debug); bool get_debug_collisions() const; void set_debug_navigation(bool p_debug); bool get_debug_navigation() const; void set_debug_shader_fallbacks(bool p_debug); bool get_debug_shader_fallbacks() const; void resume_run_native(); EditorRunNative(); }; #endif // EDITOR_RUN_NATIVE_H