/**************************************************************************/ /* web_tools_editor_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "web_tools_editor_plugin.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "core/io/dir_access.h" #include "core/io/file_access.h" #include "core/os/time.h" #include "editor/editor_node.h" #include "editor/export/project_zip_packer.h" #include // Web functions defined in library_godot_editor_tools.js extern "C" { extern void godot_js_os_download_buffer(const uint8_t *p_buf, int p_buf_size, const char *p_name, const char *p_mime); } static void _web_editor_init_callback() { EditorNode::get_singleton()->add_editor_plugin(memnew(WebToolsEditorPlugin)); } void WebToolsEditorPlugin::initialize() { EditorNode::add_init_callback(_web_editor_init_callback); } WebToolsEditorPlugin::WebToolsEditorPlugin() { add_tool_menu_item("Download Project Source", callable_mp(this, &WebToolsEditorPlugin::_download_zip)); } void WebToolsEditorPlugin::_download_zip() { if (!Engine::get_singleton() || !Engine::get_singleton()->is_editor_hint()) { ERR_PRINT("Downloading the project as a ZIP archive is only available in Editor mode."); return; } const String output_name = ProjectZIPPacker::get_project_zip_safe_name(); const String output_path = String("/tmp").path_join(output_name); ProjectZIPPacker::pack_project_zip(output_path); { Ref f = FileAccess::open(output_path, FileAccess::READ); ERR_FAIL_COND_MSG(f.is_null(), "Unable to create ZIP file."); Vector buf; buf.resize(f->get_length()); f->get_buffer(buf.ptrw(), buf.size()); godot_js_os_download_buffer(buf.ptr(), buf.size(), output_name.utf8().get_data(), "application/zip"); } // Remove the temporary file since it was sent to the user's native filesystem as a download. DirAccess::remove_file_or_error(output_path); }