mirror of
https://github.com/godotengine/godot
synced 2024-11-02 11:59:10 +00:00
49c065d29c
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
180 lines
5.9 KiB
C++
180 lines
5.9 KiB
C++
/*************************************************************************/
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/* editor_settings.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef EDITOR_SETTINGS_H
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#define EDITOR_SETTINGS_H
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#include "object.h"
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#include "resource.h"
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#include "os/thread_safe.h"
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#include "core/io/config_file.h"
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#include "translation.h"
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#include "scene/gui/input_action.h"
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class EditorPlugin;
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class EditorSettings : public Resource {
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GDCLASS( EditorSettings, Resource );
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private:
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_THREAD_SAFE_CLASS_
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public:
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struct Plugin {
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EditorPlugin *instance;
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String path;
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String name;
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String author;
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String version;
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String description;
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bool installs;
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String script;
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Vector<String> install_files;
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};
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private:
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struct VariantContainer {
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int order;
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Variant variant;
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bool hide_from_editor;
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bool save;
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VariantContainer(){ order=0; hide_from_editor=false; save=false;}
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VariantContainer(const Variant& p_variant, int p_order) { variant=p_variant; order=p_order; hide_from_editor=false; }
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};
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HashMap<String,PropertyInfo> hints;
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int last_order;
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HashMap<String,VariantContainer> props;
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String resource_path;
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static Ref<EditorSettings> singleton;
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String config_file_path;
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String settings_path;
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Ref<Resource> clipboard;
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bool save_changed_setting;
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bool optimize_save; //do not save stuff that came from config but was not set from engine
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void _load_defaults(Ref<ConfigFile> p_extra_config = NULL);
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void _load_default_text_editor_theme();
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bool _save_text_editor_theme(String p_file);
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String project_config_path;
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Vector<String> favorite_dirs;
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Vector<String> recent_dirs;
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Vector<Ref<Translation> > translations;
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Map<String,Ref<ShortCut> > shortcuts;
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void _add_property_info_bind(const Dictionary& p_info);
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protected:
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_EDITOR_SETTINGS_CHANGED=10000
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};
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bool has(String p_var) const;
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static EditorSettings *get_singleton();
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void erase(String p_var);
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String get_settings_path() const;
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//String get_global_settings_path() const;
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String get_project_settings_path() const;
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void setup_language();
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void setup_network();
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void raise_order(const String& p_name);
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static void create();
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static void save();
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static void destroy();
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void notify_changes();
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void set_resource_clipboard(const Ref<Resource>& p_resource) { clipboard=p_resource; }
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Ref<Resource> get_resource_clipboard() const { return clipboard; }
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void add_property_hint(const PropertyInfo& p_hint);
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void set_favorite_dirs(const Vector<String>& p_favorite_dirs);
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Vector<String> get_favorite_dirs() const;
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void set_recent_dirs(const Vector<String>& p_recent_dirs);
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Vector<String> get_recent_dirs() const;
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void load_favorites();
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void list_text_editor_themes();
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void load_text_editor_theme();
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bool import_text_editor_theme(String p_file);
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bool save_text_editor_theme();
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bool save_text_editor_theme_as(String p_file);
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void add_shortcut(const String& p_name,Ref<ShortCut>& p_shortcut);
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bool is_shortcut(const String&p_name,const InputEvent& p_event) const;
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Ref<ShortCut> get_shortcut(const String&p_name) const;
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void get_shortcut_list(List<String> *r_shortcuts);
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void set_optimize_save(bool p_optimize);
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Variant get_project_metadata(const String& p_section, const String& p_key, Variant p_default);
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void set_project_metadata(const String& p_section, const String& p_key, Variant p_data);
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EditorSettings();
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~EditorSettings();
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};
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//not a macro any longer
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#define EDITOR_DEF(m_var,m_val) _EDITOR_DEF(m_var,Variant(m_val))
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Variant _EDITOR_DEF( const String& p_var, const Variant& p_default);
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#define ED_IS_SHORTCUT(p_name,p_ev) (EditorSettings::get_singleton()->is_shortcut(p_name,p_ev))
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Ref<ShortCut> ED_SHORTCUT(const String& p_path,const String& p_name,uint32_t p_keycode=0);
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Ref<ShortCut> ED_GET_SHORTCUT(const String& p_path);
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#endif // EDITOR_SETTINGS_H
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