godot/tools/editor/editor_settings.h
Juan Linietsky 9d185ccc30 -Merged the file server with the live editing and remote debug
-It is now really easy to deploy an android build with debug, and debug it
2015-08-06 02:37:40 -03:00

154 lines
4.8 KiB
C++

/*************************************************************************/
/* editor_settings.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 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_SETTINGS_H
#define EDITOR_SETTINGS_H
#include "object.h"
#include "resource.h"
#include "os/thread_safe.h"
class EditorPlugin;
class EditorSettings : public Resource {
OBJ_TYPE( EditorSettings, Resource );
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:
Map<String,Plugin> plugins;
struct VariantContainer {
int order;
Variant variant;
bool hide_from_editor;
VariantContainer(){ order=0; hide_from_editor=false; }
VariantContainer(const Variant& p_variant, int p_order) { variant=p_variant; order=p_order; hide_from_editor=false; }
};
HashMap<String,PropertyInfo> hints;
int last_order;
HashMap<String,VariantContainer> props;
String resource_path;
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static Ref<EditorSettings> singleton;
String config_file_path;
String settings_path;
Ref<Resource> clipboard;
EditorPlugin *_load_plugin_editor(const String& p_path);
Error _load_plugin(const String& p_path,Plugin& plugin);
void _load_defaults();
String project_config_path;
Vector<String> favorite_dirs;
Vector<String> recent_dirs;
protected:
static void _bind_methods();
public:
enum {
NOTIFICATION_EDITOR_SETTINGS_CHANGED=10000
};
bool has(String p_var) const;
static EditorSettings *get_singleton();
void erase(String p_var);
String get_settings_path() const;
String get_project_settings_path() const;
const Map<String,Plugin>& get_plugins() const { return plugins; }
void scan_plugins();
void enable_plugins();
void setup_network();
void raise_order(const String& p_name);
static void create();
static void save();
static void destroy();
void notify_changes();
void set_plugin_enabled(const String& p_plugin,bool p_enabled);
bool is_plugin_enabled(const String& p_plugin);
void load_installed_plugin(const String& p_plugin);
void set_resource_clipboard(const Ref<Resource>& p_resource) { clipboard=p_resource; }
Ref<Resource> get_resource_clipboard() const { return clipboard; }
void add_property_hint(const PropertyInfo& p_hint);
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();
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);
#endif // EDITOR_SETTINGS_H