godot/tools/editor/project_settings.h
Johan Manuel 4b80b6b0e3 Ability to rename autoloads
The commit makes the 'Name' field of autoloads editable, with support
for undo/redo. Name clashes/invalid characters are handled. Fixes #3481.
2016-05-27 18:17:57 +02:00

181 lines
5.6 KiB
C++

/*************************************************************************/
/* project_settings.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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 PROJECT_SETTINGS_H
#define PROJECT_SETTINGS_H
#include "scene/gui/dialogs.h"
#include "property_editor.h"
#include "optimized_save_dialog.h"
#include "undo_redo.h"
#include "editor_data.h"
#include "scene/gui/tab_container.h"
#include "editor_plugin_settings.h"
//#include "project_export_settings.h"
class ProjectSettings : public AcceptDialog {
OBJ_TYPE( ProjectSettings, AcceptDialog );
TabContainer *tab_container;
Timer *timer;
InputEvent::Type add_type;
String add_at;
EditorData *data;
UndoRedo *undo_redo;
SectionedPropertyEditor *globals_editor;
HBoxContainer *search_bar;
ToolButton *search_button;
LineEdit *search_box;
ToolButton *clear_button;
HBoxContainer *add_prop_bar;
ConfirmationDialog *message;
LineEdit *category;
LineEdit *property;
OptionButton *type;
PopupMenu *popup_add;
ConfirmationDialog *press_a_key;
Label*press_a_key_label;
ConfirmationDialog *device_input;
SpinBox *device_id;
OptionButton *device_index;
Label *device_index_label;
MenuButton *popup_platform;
LineEdit *action_name;
Tree *input_editor;
bool setting;
bool updating_translations;
InputEvent last_wait_for_key;
EditorFileDialog *translation_file_open;
Tree *translation_list;
Button *translation_res_option_add_button;
EditorFileDialog *translation_res_file_open;
EditorFileDialog *translation_res_option_file_open;
Tree *translation_remap;
Tree *translation_remap_options;
Tree *autoload_list;
String selected_autoload;
EditorFileDialog *autoload_file_open;
LineEdit *autoload_add_name;
LineEdit *autoload_add_path;
EditorPluginSettings *plugin_settings;
void _update_autoload();
void _autoload_file_callback(const String& p_path);
void _autoload_add();
void _autoload_edited();
void _autoload_file_open();
void _autoload_delete(Object *p_item,int p_column, int p_button);
void _autoload_selected();
bool updating_autoload;
void _item_selected();
void _item_adds(String);
void _item_add();
void _item_del();
void _update_actions();
void _save();
void _add_item(int p_item);
void _action_adds(String);
void _action_add();
void _device_input_add();
void _item_checked(const String& p_item, bool p_check);
void _action_selected();
void _action_edited();
void _action_button_pressed(Object* p_obj, int p_column,int p_id);
void _wait_for_key(const InputEvent& p_event);
void _press_a_key_confirm();
void _settings_prop_edited(const String& p_name);
void _settings_changed();
//ProjectExportSettings *export_settings;
void _copy_to_platform(int p_which);
void _translation_file_open();
void _translation_add(const String& p_path);
void _translation_delete(Object *p_item,int p_column, int p_button);
void _update_translations();
void _translation_res_file_open();
void _translation_res_add(const String& p_path);
void _translation_res_delete(Object *p_item,int p_column, int p_button);
void _translation_res_select();
void _translation_res_option_file_open();
void _translation_res_option_add(const String& p_path);
void _translation_res_option_changed();
void _translation_res_option_delete(Object *p_item,int p_column, int p_button);
void _toggle_search_bar(bool p_pressed);
void _clear_search_box();
ProjectSettings();
static ProjectSettings *singleton;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void add_translation(const String& p_translation);
static ProjectSettings *get_singleton() { return singleton; }
void popup_project_settings();
void set_plugins_page();
void queue_save();
ProjectSettings(EditorData *p_data);
};
#endif // PROJECT_SETTINGS_H