2014-02-10 01:10:30 +00:00
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/**************************************************************************/
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/* config_file.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#ifndef CONFIG_FILE_H
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#define CONFIG_FILE_H
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2021-06-11 12:51:48 +00:00
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#include "core/io/file_access.h"
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2021-06-04 16:03:15 +00:00
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#include "core/object/ref_counted.h"
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2022-05-08 08:09:19 +00:00
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#include "core/templates/hash_map.h"
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2020-11-07 22:33:38 +00:00
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#include "core/variant/variant_parser.h"
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2014-02-10 01:10:30 +00:00
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2021-06-04 16:03:15 +00:00
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class ConfigFile : public RefCounted {
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GDCLASS(ConfigFile, RefCounted);
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2014-02-10 01:10:30 +00:00
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2022-05-08 08:09:19 +00:00
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HashMap<String, HashMap<String, Variant>> values;
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2014-02-10 01:10:30 +00:00
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2020-02-17 21:06:54 +00:00
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PackedStringArray _get_sections() const;
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PackedStringArray _get_section_keys(const String &p_section) const;
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2022-03-23 09:08:58 +00:00
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Error _internal_load(const String &p_path, Ref<FileAccess> f);
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Error _internal_save(Ref<FileAccess> file);
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2014-02-10 01:10:30 +00:00
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2020-02-10 08:19:00 +00:00
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Error _parse(const String &p_path, VariantParser::Stream *p_stream);
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2014-02-10 01:10:30 +00:00
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protected:
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static void _bind_methods();
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public:
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void set_value(const String &p_section, const String &p_key, const Variant &p_value);
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2024-01-09 01:36:19 +00:00
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Variant get_value(const String &p_section, const String &p_key, const Variant &p_default = Variant()) const;
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2014-02-10 01:10:30 +00:00
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bool has_section(const String &p_section) const;
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bool has_section_key(const String &p_section, const String &p_key) const;
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void get_sections(List<String> *r_sections) const;
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void get_section_keys(const String &p_section, List<String> *r_keys) const;
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2017-02-01 12:45:45 +00:00
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void erase_section(const String &p_section);
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2019-09-29 00:27:09 +00:00
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void erase_section_key(const String &p_section, const String &p_key);
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2017-02-01 12:45:45 +00:00
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2014-02-10 01:10:30 +00:00
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Error save(const String &p_path);
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Error load(const String &p_path);
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2020-02-10 08:19:00 +00:00
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Error parse(const String &p_data);
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2014-02-10 01:10:30 +00:00
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Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
2022-08-31 09:12:42 +00:00
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String encode_to_text() const; // used by exporter
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2021-03-22 19:41:47 +00:00
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void clear();
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2019-06-27 11:57:45 +00:00
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Error load_encrypted(const String &p_path, const Vector<uint8_t> &p_key);
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Error load_encrypted_pass(const String &p_path, const String &p_pass);
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Error save_encrypted(const String &p_path, const Vector<uint8_t> &p_key);
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Error save_encrypted_pass(const String &p_path, const String &p_pass);
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2014-02-10 01:10:30 +00:00
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};
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#endif // CONFIG_FILE_H
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