editor_export.h 3.6 KB

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  1. /**************************************************************************/
  2. /* editor_export.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef EDITOR_EXPORT_H
  31. #define EDITOR_EXPORT_H
  32. #include "editor_export_platform.h"
  33. #include "editor_export_plugin.h"
  34. class EditorExport : public Node {
  35. GDCLASS(EditorExport, Node);
  36. Vector<Ref<EditorExportPlatform>> export_platforms;
  37. Vector<Ref<EditorExportPreset>> export_presets;
  38. Vector<Ref<EditorExportPlugin>> export_plugins;
  39. StringName _export_presets_updated;
  40. Timer *save_timer = nullptr;
  41. bool block_save = false;
  42. bool should_update_presets = false;
  43. static EditorExport *singleton;
  44. void _save();
  45. protected:
  46. friend class EditorExportPreset;
  47. void save_presets();
  48. void _notification(int p_what);
  49. static void _bind_methods();
  50. public:
  51. static EditorExport *get_singleton() { return singleton; }
  52. void add_export_platform(const Ref<EditorExportPlatform> &p_platform);
  53. int get_export_platform_count();
  54. Ref<EditorExportPlatform> get_export_platform(int p_idx);
  55. void add_export_preset(const Ref<EditorExportPreset> &p_preset, int p_at_pos = -1);
  56. int get_export_preset_count() const;
  57. Ref<EditorExportPreset> get_export_preset(int p_idx);
  58. void remove_export_preset(int p_idx);
  59. void add_export_plugin(const Ref<EditorExportPlugin> &p_plugin);
  60. void remove_export_plugin(const Ref<EditorExportPlugin> &p_plugin);
  61. Vector<Ref<EditorExportPlugin>> get_export_plugins();
  62. void load_config();
  63. void update_export_presets();
  64. bool poll_export_platforms();
  65. EditorExport();
  66. ~EditorExport();
  67. };
  68. #endif // EDITOR_EXPORT_H