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[HTML5] Add easy to use download API.
New `JavaScript.download_buffer` method to create a prompt that let the user download a file.
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@@ -70,6 +70,7 @@ void JavaScript::_bind_methods() {
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mi.arguments.push_back(PropertyInfo(Variant::STRING, "object"));
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ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "create_object", &JavaScript::_create_object_bind, mi);
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}
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ClassDB::bind_method(D_METHOD("download_buffer", "buffer", "name", "mime"), &JavaScript::download_buffer, DEFVAL("application/octet-stream"));
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}
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#if !defined(JAVASCRIPT_ENABLED) || !defined(JAVASCRIPT_EVAL_ENABLED)
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@@ -100,3 +101,7 @@ Variant JavaScript::_create_object_bind(const Variant **p_args, int p_argcount,
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return Ref<JavaScriptObject>();
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}
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#endif
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#if !defined(JAVASCRIPT_ENABLED)
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void JavaScript::download_buffer(Vector<uint8_t> p_arr, const String &p_name, const String &p_mime) {
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}
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#endif
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@@ -58,6 +58,7 @@ public:
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Ref<JavaScriptObject> get_interface(const String &p_interface);
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Ref<JavaScriptObject> create_callback(const Callable &p_callable);
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Variant _create_object_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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void download_buffer(Vector<uint8_t> p_arr, const String &p_name, const String &p_mime = "application/octet-stream");
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static JavaScript *get_singleton();
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JavaScript();
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@@ -41,7 +41,7 @@
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// JavaScript functions defined in library_godot_editor_tools.js
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extern "C" {
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extern void godot_js_editor_download_file(const char *p_path, const char *p_name, const char *p_mime);
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extern int godot_js_os_download_buffer(const uint8_t *p_buf, int p_buf_size, const char *p_name, const char *p_mime);
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}
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static void _javascript_editor_init_callback() {
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@@ -69,7 +69,12 @@ void JavaScriptToolsEditorPlugin::_download_zip(Variant p_v) {
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String base_path = resource_path.substr(0, resource_path.rfind("/")) + "/";
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_zip_recursive(resource_path, base_path, zip);
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zipClose(zip, nullptr);
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godot_js_editor_download_file("/tmp/project.zip", "project.zip", "application/zip");
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FileAccess *f = FileAccess::open("/tmp/project.zip", FileAccess::READ);
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ERR_FAIL_COND_MSG(!f, "Unable to create zip file");
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Vector<uint8_t> buf;
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buf.resize(f->get_len());
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f->get_buffer(buf.ptrw(), buf.size());
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godot_js_os_download_buffer(buf.ptr(), buf.size(), "project.zip", "application/zip");
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}
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void JavaScriptToolsEditorPlugin::_zip_file(String p_path, String p_base_path, zipFile p_zip) {
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