godot/editor/editor_settings.h

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/*************************************************************************/
/* editor_settings.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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_SETTINGS_H
#define EDITOR_SETTINGS_H
#include "object.h"
#include "core/io/config_file.h"
#include "os/thread_safe.h"
#include "resource.h"
#include "scene/gui/input_action.h"
#include "translation.h"
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class EditorPlugin;
class EditorSettings : public Resource {
GDCLASS(EditorSettings, Resource);
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private:
_THREAD_SAFE_CLASS_
public:
struct Plugin {
EditorPlugin *instance;
String path;
String name;
String author;
String version;
String description;
bool installs;
String script;
Vector<String> install_files;
};
private:
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struct VariantContainer {
int order;
Variant variant;
bool hide_from_editor;
bool save;
VariantContainer() {
order = 0;
hide_from_editor = false;
save = false;
}
VariantContainer(const Variant &p_variant, int p_order) {
variant = p_variant;
order = p_order;
hide_from_editor = false;
}
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};
HashMap<String, PropertyInfo> hints;
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int last_order;
HashMap<String, VariantContainer> props;
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String resource_path;
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
static Ref<EditorSettings> singleton;
String config_file_path;
String settings_path;
Ref<Resource> clipboard;
bool save_changed_setting;
bool optimize_save; //do not save stuff that came from config but was not set from engine
void _load_defaults(Ref<ConfigFile> p_extra_config = NULL);
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void _load_default_text_editor_theme();
bool _save_text_editor_theme(String p_file);
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String project_config_path;
Vector<String> favorite_dirs;
Vector<String> recent_dirs;
Vector<Ref<Translation> > translations;
Map<String, Ref<ShortCut> > shortcuts;
void _add_property_info_bind(const Dictionary &p_info);
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protected:
static void _bind_methods();
public:
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enum {
NOTIFICATION_EDITOR_SETTINGS_CHANGED = 10000
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};
bool has(String p_var) const;
static EditorSettings *get_singleton();
void erase(String p_var);
String get_settings_path() const;
//String get_global_settings_path() const;
String get_project_settings_path() const;
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void setup_language();
void setup_network();
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void raise_order(const String &p_name);
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static void create();
static void save();
static void destroy();
void notify_changes();
void set_resource_clipboard(const Ref<Resource> &p_resource) { clipboard = p_resource; }
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Ref<Resource> get_resource_clipboard() const { return clipboard; }
void add_property_hint(const PropertyInfo &p_hint);
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void set_favorite_dirs(const Vector<String> &p_favorite_dirs);
Vector<String> get_favorite_dirs() const;
void set_recent_dirs(const Vector<String> &p_recent_dirs);
Vector<String> get_recent_dirs() const;
void load_favorites();
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void list_text_editor_themes();
void load_text_editor_theme();
bool import_text_editor_theme(String p_file);
bool save_text_editor_theme();
bool save_text_editor_theme_as(String p_file);
void add_shortcut(const String &p_name, Ref<ShortCut> &p_shortcut);
bool is_shortcut(const String &p_name, const Ref<InputEvent> &p_event) const;
Ref<ShortCut> get_shortcut(const String &p_name) const;
void get_shortcut_list(List<String> *r_shortcuts);
void set_optimize_save(bool p_optimize);
Variant get_project_metadata(const String &p_section, const String &p_key, Variant p_default);
void set_project_metadata(const String &p_section, const String &p_key, Variant p_data);
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EditorSettings();
~EditorSettings();
};
//not a macro any longer
#define EDITOR_DEF(m_var, m_val) _EDITOR_DEF(m_var, Variant(m_val))
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))
Ref<ShortCut> ED_SHORTCUT(const String &p_path, const String &p_name, uint32_t p_keycode = 0);
Ref<ShortCut> ED_GET_SHORTCUT(const String &p_path);
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#endif // EDITOR_SETTINGS_H