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nvidia-rtx-godot / platform / web / editor / web_tools_editor_plugin.cpp

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/**************************************************************************/
/*  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/io/dir_access.h"
#include "core/io/file_access.h"
#include "core/object/callable_mp.h"
#include "editor/editor_node.h"
#include "editor/export/project_zip_packer.h"

#include <emscripten/emscripten.h>

// 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<FileAccess> f = FileAccess::open(output_path, FileAccess::READ);
		ERR_FAIL_COND_MSG(f.is_null(), "Unable to create ZIP file.");
		Vector<uint8_t> 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);
}