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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
84 lines
3.5 KiB
C++
84 lines
3.5 KiB
C++
/*************************************************************************/
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/* editor_vcs_interface.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 EDITOR_VCS_INTERFACE_H
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#define EDITOR_VCS_INTERFACE_H
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#include "core/object.h"
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#include "core/ustring.h"
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#include "scene/gui/panel_container.h"
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class EditorVCSInterface : public Object {
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GDCLASS(EditorVCSInterface, Object)
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bool is_initialized;
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protected:
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static EditorVCSInterface *singleton;
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static void _bind_methods();
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// Implemented by addons as end points for the proxy functions
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bool _initialize(String p_project_root_path);
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bool _is_vcs_initialized();
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Dictionary _get_modified_files_data();
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void _stage_file(String p_file_path);
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void _unstage_file(String p_file_path);
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void _commit(String p_msg);
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Array _get_file_diff(String p_file_path);
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bool _shut_down();
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String _get_project_name();
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String _get_vcs_name();
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public:
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static EditorVCSInterface *get_singleton();
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static void set_singleton(EditorVCSInterface *p_singleton);
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bool is_addon_ready();
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// Proxy functions to the editor for use
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bool initialize(String p_project_root_path);
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bool is_vcs_initialized();
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Dictionary get_modified_files_data();
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void stage_file(String p_file_path);
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void unstage_file(String p_file_path);
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void commit(String p_msg);
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Array get_file_diff(String p_file_path);
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bool shut_down();
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String get_project_name();
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String get_vcs_name();
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EditorVCSInterface();
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virtual ~EditorVCSInterface();
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};
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#endif // !EDITOR_VCS_INTERFACE_H
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