godot/editor/editor_asset_installer.h
Hugo Locurcio 2708fcf13d
Automatically display the installer after downloading an asset
- 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.
2021-07-12 11:47:43 +02:00

63 lines
2.9 KiB
C++

/*************************************************************************/
/* editor_asset_installer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 EDITORASSETINSTALLER_H
#define EDITORASSETINSTALLER_H
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
class EditorAssetInstaller : public ConfirmationDialog {
GDCLASS(EditorAssetInstaller, ConfirmationDialog);
Tree *tree;
Label *asset_contents;
String package_path;
String asset_name;
AcceptDialog *error;
Map<String, TreeItem *> status_map;
bool updating;
void _update_subitems(TreeItem *p_item, bool p_check, bool p_first = false);
void _uncheck_parent(TreeItem *p_item);
void _item_edited();
virtual void ok_pressed() override;
protected:
static void _bind_methods();
public:
void open(const String &p_path, int p_depth = 0);
void set_asset_name(const String &p_asset_name);
String get_asset_name() const;
EditorAssetInstaller();
};
#endif // EDITORASSETINSTALLER_H