void EditorExportPlatformWindows::get_export_options(List<ExportOption> *r_options) { EditorExportPlatformPC::get_export_options(r_options); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/icon", PROPERTY_HINT_FILE, "*.ico"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/file_version"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/product_version"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/company_name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Company Name"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/product_name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Game Name"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/file_description"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/copyright"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/trademarks"), "")); }
void EditorExportPlatformOSX::get_export_options(List<ExportOption> *r_options) { r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_package/debug", PROPERTY_HINT_GLOBAL_FILE, "zip"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_package/release", PROPERTY_HINT_GLOBAL_FILE, "zip"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/name"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/info"), "Made with Godot Engine")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/icon", PROPERTY_HINT_FILE, "png"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/identifier"), "org.godotengine.macgame")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), "godotmacgame")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/short_version"), "1.0")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/version"), "1.0")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/copyright"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "application/bits_mode", PROPERTY_HINT_ENUM, "Fat (32 & 64 bits),64 bits,32 bits"), 0)); r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "display/high_res"), false)); #ifdef OSX_ENABLED r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/identity"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/entitlements"), "")); #endif r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/s3tc"), true)); r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/etc"), false)); r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/etc2"), false)); }
void ScreenOptionsMaster::ExportOptions() { int ChangeMask = 0; CHECKPOINT; unsigned i; for( i = 0; i < OptionRowHandlers.size(); ++i ) { CHECKPOINT_M( ssprintf("%i/%i", i, int(OptionRowHandlers.size())) ); const OptionRowHandler &hand = OptionRowHandlers[i]; const OptionRowData &data = m_OptionRowAlloc[i]; Row &row = *m_Rows[i]; FOREACH_HumanPlayer( p ) { ChangeMask |= ExportOption( data, hand, p, row.m_vbSelected[p] ); } } CHECKPOINT; /* If the selection is on a LIST, and the selected LIST option sets the screen, * honor it. */ m_NextScreen = ""; const int row = this->GetCurrentRow(); if( row != -1 ) { const OptionRowHandler &hand = OptionRowHandlers[row]; if( hand.type == ROW_LIST ) { const int choice = m_Rows[row]->m_iChoiceWithFocus[0]; const ModeChoice &mc = hand.ListEntries[choice]; if( mc.m_sScreen != "" ) m_NextScreen = mc.m_sScreen; } } CHECKPOINT; // NEXT_SCREEN; if( m_NextScreen == "" ) m_NextScreen = NEXT_SCREEN; /* Did the theme change? */ if( (ChangeMask & OPT_APPLY_THEME) || (ChangeMask & OPT_APPLY_GRAPHICS) ) // reset graphics to apply new window title and icon ApplyGraphicOptions(); if( ChangeMask & OPT_SAVE_PREFERENCES ) { /* Save preferences. */ LOG->Trace("ROW_CONFIG used; saving ..."); PREFSMAN->SaveGlobalPrefsToDisk(); SaveGamePrefsToDisk(); } if( ChangeMask & OPT_RESET_GAME ) { ResetGame(); m_NextScreen = ""; } if( ChangeMask & OPT_APPLY_SOUND ) { SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); } if( ChangeMask & OPT_APPLY_SONG ) SONGMAN->SetPreferences(); CHECKPOINT; }