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- To make things easier to follow, display the asset name in
confirmation dialogs.
- Display the number of conflicting files in the asset extraction dialog.
This reduces the number of clicks required to install an asset.
(cherry picked from commit 2708fcf13d)
64 lines
2.9 KiB
C++
64 lines
2.9 KiB
C++
/*************************************************************************/
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/* editor_asset_installer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 EDITORASSETINSTALLER_H
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#define EDITORASSETINSTALLER_H
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#include "scene/gui/dialogs.h"
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#include "scene/gui/tree.h"
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class EditorAssetInstaller : public ConfirmationDialog {
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GDCLASS(EditorAssetInstaller, ConfirmationDialog);
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Tree *tree;
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Label *asset_contents;
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String package_path;
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String asset_name;
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AcceptDialog *error;
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Map<String, TreeItem *> status_map;
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bool updating;
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void _update_subitems(TreeItem *p_item, bool p_check, bool p_first = false);
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void _uncheck_parent(TreeItem *p_item);
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void _item_edited();
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virtual void ok_pressed();
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protected:
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static void _bind_methods();
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public:
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void open(const String &p_path, int p_depth = 0);
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void set_asset_name(const String &p_asset_name);
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String get_asset_name() const;
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EditorAssetInstaller();
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};
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#endif // EDITORASSETINSTALLER_H
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