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/*************************************************************************/
/*  editor_export.h                                                      */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 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 EDITOR_EXPORT_H
#define EDITOR_EXPORT_H

#include "editor_export_platform.h"
#include "editor_export_plugin.h"

class EditorExport : public Node {
	GDCLASS(EditorExport, Node);

	Vector<Ref<EditorExportPlatform>> export_platforms;
	Vector<Ref<EditorExportPreset>> export_presets;
	Vector<Ref<EditorExportPlugin>> export_plugins;

	StringName _export_presets_updated;

	Timer *save_timer = nullptr;
	bool block_save = false;

	static EditorExport *singleton;

	void _save();

protected:
	friend class EditorExportPreset;
	void save_presets();

	void _notification(int p_what);
	static void _bind_methods();

public:
	static EditorExport *get_singleton() { return singleton; }

	void add_export_platform(const Ref<EditorExportPlatform> &p_platform);
	int get_export_platform_count();
	Ref<EditorExportPlatform> get_export_platform(int p_idx);

	void add_export_preset(const Ref<EditorExportPreset> &p_preset, int p_at_pos = -1);
	int get_export_preset_count() const;
	Ref<EditorExportPreset> get_export_preset(int p_idx);
	void remove_export_preset(int p_idx);

	void add_export_plugin(const Ref<EditorExportPlugin> &p_plugin);
	void remove_export_plugin(const Ref<EditorExportPlugin> &p_plugin);
	Vector<Ref<EditorExportPlugin>> get_export_plugins();

	void load_config();
	void update_export_presets();
	bool poll_export_platforms();

	EditorExport();
	~EditorExport();
};

#endif // EDITOR_EXPORT_H