/*************************************************************************/ /* editor_run_native.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "editor_run_native.h" #include "editor_export.h" #include "editor_node.h" #include "editor_scale.h" #include "core/class_db.h" #include "core/error_macros.h" #include "core/image.h" #include "core/os/memory.h" #include "core/reference.h" #include "core/typedefs.h" #include "core/ustring.h" #include "core/variant.h" #include "scene/gui/menu_button.h" #include "scene/gui/popup_menu.h" #include "scene/main/node.h" #include "scene/resources/texture.h" void EditorRunNative::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { for (int i = 0; i < EditorExport::get_singleton()->get_export_platform_count(); i++) { Ref eep = EditorExport::get_singleton()->get_export_platform(i); if (eep.is_null()) { continue; } Ref icon = eep->get_run_icon(); if (!icon.is_null()) { Ref im = icon->get_data(); im = im->duplicate(); im->clear_mipmaps(); if (!im->empty()) { im->resize(16 * EDSCALE, 16 * EDSCALE); Ref small_icon; small_icon.instance(); small_icon->create_from_image(im, 0); MenuButton *mb = memnew(MenuButton); mb->get_popup()->connect("id_pressed", this, "_run_native", varray(i)); mb->connect("pressed", this, "_run_native", varray(-1, i)); mb->set_icon(small_icon); add_child(mb); menus[i] = mb; } } } } if (p_what == NOTIFICATION_PROCESS) { bool changed = EditorExport::get_singleton()->poll_export_platforms() || first; if (changed) { for (Map::Element *E = menus.front(); E; E = E->next()) { Ref eep = EditorExport::get_singleton()->get_export_platform(E->key()); MenuButton *mb = E->get(); int dc = eep->get_options_count(); if (dc == 0) { mb->hide(); } else { mb->get_popup()->clear(); mb->show(); if (dc == 1) { mb->set_tooltip(eep->get_option_tooltip(0)); } else { mb->set_tooltip(eep->get_options_tooltip()); for (int i = 0; i < dc; i++) { mb->get_popup()->add_icon_item(eep->get_option_icon(i), eep->get_option_label(i)); mb->get_popup()->set_item_tooltip(mb->get_popup()->get_item_count() - 1, eep->get_option_tooltip(i)); } } } } first = false; } } } void EditorRunNative::_run_native(int p_idx, int p_platform) { if (!EditorNode::get_singleton()->ensure_main_scene(true)) { resume_idx = p_idx; resume_platform = p_platform; return; } Ref eep = EditorExport::get_singleton()->get_export_platform(p_platform); ERR_FAIL_COND(eep.is_null()); if (p_idx == -1) { if (eep->get_options_count() == 1) { menus[p_platform]->get_popup()->hide(); p_idx = 0; } else { return; } } Ref preset; for (int i = 0; i < EditorExport::get_singleton()->get_export_preset_count(); i++) { Ref ep = EditorExport::get_singleton()->get_export_preset(i); if (ep->is_runnable() && ep->get_platform() == eep) { preset = ep; break; } } if (preset.is_null()) { EditorNode::get_singleton()->show_warning(TTR("No runnable export preset found for this platform.\nPlease add a runnable preset in the Export menu or define an existing preset as runnable.")); return; } emit_signal("native_run"); int flags = 0; if (deploy_debug_remote) { flags |= EditorExportPlatform::DEBUG_FLAG_REMOTE_DEBUG; } if (deploy_dumb) { flags |= EditorExportPlatform::DEBUG_FLAG_DUMB_CLIENT; } if (debug_collisions) { flags |= EditorExportPlatform::DEBUG_FLAG_VIEW_COLLISONS; } if (debug_navigation) { flags |= EditorExportPlatform::DEBUG_FLAG_VIEW_NAVIGATION; } if (debug_shader_fallbacks) { flags |= EditorExportPlatform::DEBUG_FLAG_SHADER_FALLBACKS; } eep->run(preset, p_idx, flags); } void EditorRunNative::resume_run_native() { _run_native(resume_idx, resume_platform); } void EditorRunNative::_bind_methods() { ClassDB::bind_method("_run_native", &EditorRunNative::_run_native); ADD_SIGNAL(MethodInfo("native_run")); } void EditorRunNative::set_deploy_dumb(bool p_enabled) { deploy_dumb = p_enabled; } bool EditorRunNative::is_deploy_dumb_enabled() const { return deploy_dumb; } void EditorRunNative::set_deploy_debug_remote(bool p_enabled) { deploy_debug_remote = p_enabled; } bool EditorRunNative::is_deploy_debug_remote_enabled() const { return deploy_debug_remote; } void EditorRunNative::set_debug_collisions(bool p_debug) { debug_collisions = p_debug; } bool EditorRunNative::get_debug_collisions() const { return debug_collisions; } void EditorRunNative::set_debug_navigation(bool p_debug) { debug_navigation = p_debug; } bool EditorRunNative::get_debug_navigation() const { return debug_navigation; } void EditorRunNative::set_debug_shader_fallbacks(bool p_debug) { debug_shader_fallbacks = p_debug; } bool EditorRunNative::get_debug_shader_fallbacks() const { return debug_shader_fallbacks; } EditorRunNative::EditorRunNative() { set_process(true); first = true; deploy_dumb = false; deploy_debug_remote = false; debug_collisions = false; debug_navigation = false; debug_shader_fallbacks = false; resume_idx = 0; resume_platform = 0; }