/*************************************************************************/ /* editor_paths.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 EDITOR_PATHS_H #define EDITOR_PATHS_H #include "core/object/class_db.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. 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; 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