virtualx-engine/editor/editor_asset_installer.h
Yuri Sizov ef80a2b44c Allow to specify target folder when installing assets
This also changes the layout of the installer window to
better separate configuration of the installation and the
expected output.
2023-09-19 20:10:26 +02:00

110 lines
4.5 KiB
C++

/**************************************************************************/
/* editor_asset_installer.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_ASSET_INSTALLER_H
#define EDITOR_ASSET_INSTALLER_H
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
class CheckBox;
class EditorFileDialog;
class Label;
class LinkButton;
class EditorAssetInstaller : public ConfirmationDialog {
GDCLASS(EditorAssetInstaller, ConfirmationDialog);
VBoxContainer *source_tree_vb = nullptr;
Tree *source_tree = nullptr;
Tree *destination_tree = nullptr;
Label *asset_title_label = nullptr;
Label *asset_conflicts_label = nullptr;
LinkButton *asset_conflicts_link = nullptr;
Button *show_source_files_button = nullptr;
CheckBox *skip_toplevel_check = nullptr;
EditorFileDialog *target_dir_dialog = nullptr;
String package_path;
String asset_name;
HashSet<String> asset_files;
HashMap<String, String> mapped_files;
HashMap<String, TreeItem *> file_item_map;
TreeItem *first_file_conflict = nullptr;
Ref<Texture2D> generic_extension_icon;
HashMap<String, Ref<Texture2D>> extension_icon_map;
bool updating_source = false;
String toplevel_prefix;
bool skip_toplevel = false;
String target_dir_path = "res://";
void _check_has_toplevel();
void _set_skip_toplevel(bool p_checked);
void _open_target_dir_dialog();
void _target_dir_selected(const String &p_target_path);
void _update_file_mappings();
void _rebuild_source_tree();
void _update_source_tree();
bool _update_source_item_status(TreeItem *p_item, const String &p_path);
void _rebuild_destination_tree();
TreeItem *_create_dir_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, HashMap<String, TreeItem *> &p_item_map);
TreeItem *_create_file_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, int *r_conflicts);
void _update_conflict_status(int p_conflicts);
void _update_confirm_button();
void _toggle_source_tree(bool p_visible, bool p_scroll_to_error = false);
void _item_checked_cbk();
void _check_propagated_to_item(Object *p_obj, int p_column);
bool _is_item_checked(const String &p_source_path) const;
void _install_asset();
virtual void ok_pressed() override;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void open_asset(const String &p_path, bool p_autoskip_toplevel = false);
void set_asset_name(const String &p_asset_name);
String get_asset_name() const;
EditorAssetInstaller();
};
#endif // EDITOR_ASSET_INSTALLER_H