/*************************************************************************/ /* project_settings_editor.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 PROJECT_SETTINGS_EDITOR_H #define PROJECT_SETTINGS_EDITOR_H #include "core/undo_redo.h" #include "editor/editor_data.h" #include "editor/editor_plugin_settings.h" #include "editor/editor_sectioned_inspector.h" #include "editor_autoload_settings.h" #include "input_map_editor.h" #include "localization_editor.h" #include "scene/gui/dialogs.h" #include "scene/gui/tab_container.h" #include "shader_globals_editor.h" class ProjectSettingsEditor : public AcceptDialog { GDCLASS(ProjectSettingsEditor, AcceptDialog); enum InputType { INPUT_KEY, INPUT_KEY_PHYSICAL, INPUT_JOY_BUTTON, INPUT_JOY_MOTION, INPUT_MOUSE_BUTTON }; TabContainer *tab_container; AcceptDialog *message; Timer *timer; HBoxContainer *search_bar; Button *search_button; LineEdit *search_box; HBoxContainer *add_prop_bar; LineEdit *category; LineEdit *property; OptionButton *type; SectionedInspector *globals_editor; MenuButton *popup_copy_to_feature; InputMapEditor *inputmap_editor; LocalizationEditor *localization_editor; EditorAutoloadSettings *autoload_settings; ShaderGlobalsEditor *shaders_global_variables_editor; EditorPluginSettings *plugin_settings; Label *restart_label; TextureRect *restart_icon; PanelContainer *restart_container; Button *restart_close_button; EditorData *data; UndoRedo *undo_redo; void _item_selected(const String &); void _item_adds(String); void _item_add(); void _item_del(); void _save(); void _settings_prop_edited(const String &p_name); void _settings_changed(); void _copy_to_platform(int p_which); void _copy_to_platform_about_to_show(); void _toggle_search_bar(bool p_pressed); ProjectSettingsEditor(); static ProjectSettingsEditor *singleton; void _editor_restart_request(); void _editor_restart(); void _editor_restart_close(); protected: void _unhandled_input(const Ref &p_event); void _notification(int p_what); static void _bind_methods(); public: static ProjectSettingsEditor *get_singleton() { return singleton; } void popup_project_settings(); void set_plugins_page(); void update_plugins(); EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; } TabContainer *get_tabs(); void queue_save(); ProjectSettingsEditor(EditorData *p_data); }; #endif // PROJECT_SETTINGS_EDITOR_H