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godot/editor/editor_paths.h
Fredia Huya-Kouadio a8c9b59f3f Automatically generate the Android debug keystore
Automatically generate the Android debug keystore when the Java SDK path is specified.
2024-04-12 23:53:28 -07:00

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3.9 KiB
C++

/**************************************************************************/
/* editor_paths.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef EDITOR_PATHS_H
#define EDITOR_PATHS_H
#include "core/object/class_db.h"
#include "core/object/object.h"
#include "core/string/ustring.h"
class EditorPaths : public Object {
GDCLASS(EditorPaths, Object)
bool paths_valid = false; // If any of the paths can't be created, this is false.
String data_dir; // Editor data (templates, shader cache, etc.).
String config_dir; // Editor config (settings, profiles, themes, etc.).
String cache_dir; // Editor cache (thumbnails, tmp generated files).
String project_data_dir; // Project-specific data (metadata, shader cache, etc.).
bool self_contained = false; // Self-contained means everything goes to `editor_data` dir.
String self_contained_file; // Self-contained file with configuration.
String export_templates_folder = "export_templates";
String text_editor_themes_folder = "text_editor_themes";
String script_templates_folder = "script_templates";
String feature_profiles_folder = "feature_profiles";
static EditorPaths *singleton;
protected:
static void _bind_methods();
public:
bool are_paths_valid() const;
String get_data_dir() const;
String get_config_dir() const;
String get_cache_dir() const;
String get_project_data_dir() const;
String get_export_templates_dir() const;
String get_debug_keystore_path() const;
String get_project_settings_dir() const;
String get_text_editor_themes_dir() const;
String get_script_templates_dir() const;
String get_project_script_templates_dir() const;
String get_feature_profiles_dir() const;
bool is_self_contained() const;
String get_self_contained_file() const;
static EditorPaths *get_singleton() {
return singleton;
}
static void create();
static void free();
EditorPaths();
};
#endif // EDITOR_PATHS_H