c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
148 lines
4.7 KiB
C++
148 lines
4.7 KiB
C++
/*************************************************************************/
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/* project_manager.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef PROJECT_MANAGER_H
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#define PROJECT_MANAGER_H
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#include "scene/gui/dialogs.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/scroll_container.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/tool_button.h"
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#include "tools/editor/asset_library_editor_plugin.h"
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class NewProjectDialog;
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class ProjectListFilter;
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class ProjectManager : public Control {
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OBJ_TYPE( ProjectManager, Control );
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Button *erase_btn;
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Button *open_btn;
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Button *run_btn;
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FileDialog *scan_dir;
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EditorAssetLibrary *asset_library;
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ProjectListFilter *project_filter;
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ConfirmationDialog *erase_ask;
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ConfirmationDialog *multi_open_ask;
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ConfirmationDialog *multi_run_ask;
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ConfirmationDialog *multi_scan_ask;
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NewProjectDialog *npdialog;
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ScrollContainer *scroll;
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VBoxContainer *scroll_childs;
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Map<String, String> selected_list; // name -> main_scene
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String last_clicked;
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bool importing;
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HBoxContainer *projects_hb;
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TabContainer *tabs;
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Control *gui_base;
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void _scan_projects();
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void _run_project();
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void _run_project_confirm();
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void _open_project();
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void _open_project_confirm();
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void _import_project();
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void _new_project();
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void _erase_project();
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void _erase_project_confirm();
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void _update_project_buttons();
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void _exit_dialog();
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void _scan_begin(const String& p_base);
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void _load_recent_projects();
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void _on_project_created(const String& dir);
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void _update_scroll_pos(const String& dir);
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void _scan_dir(DirAccess *da,float pos, float total,List<String> *r_projects);
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void _install_project(const String& p_zip_path,const String& p_title);
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void _panel_draw(Node *p_hb);
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void _panel_input(const InputEvent& p_ev,Node *p_hb);
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void _unhandled_input(const InputEvent& p_ev);
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void _favorite_pressed(Node *p_hb);
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void _files_dropped(StringArray p_files, int p_screen);
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void _scan_multiple_folders(StringArray p_files);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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ProjectManager();
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~ProjectManager();
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};
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class ProjectListFilter : public HBoxContainer {
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OBJ_TYPE( ProjectListFilter, HBoxContainer );
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private:
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friend class ProjectManager;
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enum Command {
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CMD_CLEAR_FILTER,
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};
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OptionButton *filter_option;
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LineEdit *search_box;
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ToolButton *clear_search_button;
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enum FilterOption {
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FILTER_NAME,
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FILTER_PATH,
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};
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FilterOption _current_filter;
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void _command(int p_command);
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void _search_text_changed(const String& p_newtext);
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void _setup_filters();
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void _filter_option_selected(int p_idx);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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String get_search_term();
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FilterOption get_filter_option();
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ProjectListFilter();
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};
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#endif // PROJECT_MANAGER_H
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