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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.
76 lines
3.1 KiB
C++
76 lines
3.1 KiB
C++
/*************************************************************************/
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/* editor_run_native.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_RUN_NATIVE_H
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#define EDITOR_RUN_NATIVE_H
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#include "scene/gui/box_container.h"
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#include "scene/gui/menu_button.h"
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class EditorRunNative : public HBoxContainer {
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GDCLASS(EditorRunNative, HBoxContainer);
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Map<int, MenuButton *> menus;
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bool first;
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bool deploy_dumb;
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bool deploy_debug_remote;
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bool debug_collisions;
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bool debug_navigation;
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int resume_idx;
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int resume_platform;
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void _run_native(int p_idx, int p_platform);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void set_deploy_dumb(bool p_enabled);
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bool is_deploy_dumb_enabled() const;
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void set_deploy_debug_remote(bool p_enabled);
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bool is_deploy_debug_remote_enabled() const;
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void set_debug_collisions(bool p_debug);
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bool get_debug_collisions() const;
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void set_debug_navigation(bool p_debug);
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bool get_debug_navigation() const;
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void resume_run_native();
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EditorRunNative();
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};
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#endif // EDITOR_RUN_NATIVE_H
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