editor_asset_installer.h 4.5 KB

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  1. /**************************************************************************/
  2. /* editor_asset_installer.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_ASSET_INSTALLER_H
  31. #define EDITOR_ASSET_INSTALLER_H
  32. #include "scene/gui/dialogs.h"
  33. #include "scene/gui/tree.h"
  34. class CheckBox;
  35. class EditorFileDialog;
  36. class Label;
  37. class LinkButton;
  38. class EditorAssetInstaller : public ConfirmationDialog {
  39. GDCLASS(EditorAssetInstaller, ConfirmationDialog);
  40. VBoxContainer *source_tree_vb = nullptr;
  41. Tree *source_tree = nullptr;
  42. Tree *destination_tree = nullptr;
  43. Label *asset_title_label = nullptr;
  44. Label *asset_conflicts_label = nullptr;
  45. LinkButton *asset_conflicts_link = nullptr;
  46. Button *show_source_files_button = nullptr;
  47. CheckBox *skip_toplevel_check = nullptr;
  48. EditorFileDialog *target_dir_dialog = nullptr;
  49. String package_path;
  50. String asset_name;
  51. HashSet<String> asset_files;
  52. HashMap<String, String> mapped_files;
  53. HashMap<String, TreeItem *> file_item_map;
  54. TreeItem *first_file_conflict = nullptr;
  55. Ref<Texture2D> generic_extension_icon;
  56. HashMap<String, Ref<Texture2D>> extension_icon_map;
  57. bool updating_source = false;
  58. String toplevel_prefix;
  59. bool skip_toplevel = false;
  60. String target_dir_path = "res://";
  61. void _check_has_toplevel();
  62. void _set_skip_toplevel(bool p_checked);
  63. void _open_target_dir_dialog();
  64. void _target_dir_selected(const String &p_target_path);
  65. void _update_file_mappings();
  66. void _rebuild_source_tree();
  67. void _update_source_tree();
  68. bool _update_source_item_status(TreeItem *p_item, const String &p_path);
  69. void _rebuild_destination_tree();
  70. TreeItem *_create_dir_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, HashMap<String, TreeItem *> &p_item_map);
  71. TreeItem *_create_file_item(Tree *p_tree, TreeItem *p_parent, const String &p_path, int *r_conflicts);
  72. void _update_conflict_status(int p_conflicts);
  73. void _update_confirm_button();
  74. void _toggle_source_tree(bool p_visible, bool p_scroll_to_error = false);
  75. void _item_checked_cbk();
  76. bool _fix_conflicted_indeterminate_state(TreeItem *p_item, int p_column);
  77. bool _is_item_checked(const String &p_source_path) const;
  78. void _install_asset();
  79. virtual void ok_pressed() override;
  80. protected:
  81. void _notification(int p_what);
  82. public:
  83. void open_asset(const String &p_path, bool p_autoskip_toplevel = false);
  84. void set_asset_name(const String &p_asset_name);
  85. String get_asset_name() const;
  86. EditorAssetInstaller();
  87. };
  88. #endif // EDITOR_ASSET_INSTALLER_H