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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
219 lines
7.7 KiB
C++
219 lines
7.7 KiB
C++
/*************************************************************************/
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/* editor_settings.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_SETTINGS_H
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#define EDITOR_SETTINGS_H
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#include "core/object.h"
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#include "core/io/config_file.h"
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#include "core/os/thread_safe.h"
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#include "core/resource.h"
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#include "core/translation.h"
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#include "scene/gui/shortcut.h"
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class EditorPlugin;
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class EditorSettings : public Resource {
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GDCLASS(EditorSettings, Resource);
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private:
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_THREAD_SAFE_CLASS_
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public:
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struct Plugin {
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EditorPlugin *instance;
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String path;
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String name;
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String author;
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String version;
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String description;
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bool installs;
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String script;
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Vector<String> install_files;
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};
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private:
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struct VariantContainer {
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int order;
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Variant variant;
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Variant initial;
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bool has_default_value;
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bool hide_from_editor;
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bool save;
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bool restart_if_changed;
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VariantContainer() :
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order(0),
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has_default_value(false),
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hide_from_editor(false),
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save(false),
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restart_if_changed(false) {
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}
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VariantContainer(const Variant &p_variant, int p_order) :
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order(p_order),
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variant(p_variant),
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has_default_value(false),
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hide_from_editor(false),
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save(false),
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restart_if_changed(false) {
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}
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};
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static Ref<EditorSettings> singleton;
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HashMap<String, PropertyInfo> hints;
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HashMap<String, VariantContainer> props;
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int last_order;
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Ref<Resource> clipboard;
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Map<String, Ref<ShortCut> > shortcuts;
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String resource_path;
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String settings_dir;
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String data_dir;
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String cache_dir;
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String config_file_path;
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String project_config_dir;
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Vector<String> favorites;
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Vector<String> recent_dirs;
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bool save_changed_setting;
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bool optimize_save; //do not save stuff that came from config but was not set from engine
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _set_only(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _initial_set(const StringName &p_name, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _add_property_info_bind(const Dictionary &p_info);
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void _load_defaults(Ref<ConfigFile> p_extra_config = NULL);
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void _load_default_text_editor_theme();
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bool _save_text_editor_theme(String p_file);
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bool _is_default_text_editor_theme(String p_theme_name);
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protected:
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_EDITOR_SETTINGS_CHANGED = 10000
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};
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static EditorSettings *get_singleton();
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static void create();
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void setup_language();
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void setup_network();
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static void save();
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static void destroy();
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void set_optimize_save(bool p_optimize);
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bool has_default_value(const String &p_setting) const;
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void set_setting(const String &p_setting, const Variant &p_value);
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Variant get_setting(const String &p_setting) const;
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bool has_setting(const String &p_setting) const;
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void erase(const String &p_setting);
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void raise_order(const String &p_setting);
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void set_initial_value(const StringName &p_setting, const Variant &p_value, bool p_update_current = false);
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void set_restart_if_changed(const StringName &p_setting, bool p_restart);
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void set_manually(const StringName &p_setting, const Variant &p_value, bool p_emit_signal = false) {
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if (p_emit_signal)
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_set(p_setting, p_value);
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else
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_set_only(p_setting, p_value);
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}
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bool property_can_revert(const String &p_setting);
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Variant property_get_revert(const String &p_setting);
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void add_property_hint(const PropertyInfo &p_hint);
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void set_resource_clipboard(const Ref<Resource> &p_resource) { clipboard = p_resource; }
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Ref<Resource> get_resource_clipboard() const { return clipboard; }
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String get_data_dir() const;
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String get_templates_dir() const;
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String get_settings_dir() const;
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String get_project_settings_dir() const;
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String get_text_editor_themes_dir() const;
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String get_script_templates_dir() const;
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String get_project_script_templates_dir() const;
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String get_cache_dir() const;
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String get_feature_profiles_dir() const;
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void set_project_metadata(const String &p_section, const String &p_key, Variant p_data);
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Variant get_project_metadata(const String &p_section, const String &p_key, Variant p_default) const;
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void set_favorites(const Vector<String> &p_favorites);
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Vector<String> get_favorites() const;
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void set_recent_dirs(const Vector<String> &p_recent_dirs);
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Vector<String> get_recent_dirs() const;
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void load_favorites();
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bool is_dark_theme();
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void list_text_editor_themes();
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void load_text_editor_theme();
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bool import_text_editor_theme(String p_file);
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bool save_text_editor_theme();
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bool save_text_editor_theme_as(String p_file);
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bool is_default_text_editor_theme();
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Vector<String> get_script_templates(const String &p_extension, const String &p_custom_path = String());
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String get_editor_layouts_config() const;
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void add_shortcut(const String &p_name, Ref<ShortCut> &p_shortcut);
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bool is_shortcut(const String &p_name, const Ref<InputEvent> &p_event) const;
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Ref<ShortCut> get_shortcut(const String &p_name) const;
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void get_shortcut_list(List<String> *r_shortcuts);
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void notify_changes();
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EditorSettings();
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~EditorSettings();
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};
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//not a macro any longer
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#define EDITOR_DEF(m_var, m_val) _EDITOR_DEF(m_var, Variant(m_val))
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#define EDITOR_DEF_RST(m_var, m_val) _EDITOR_DEF(m_var, Variant(m_val), true)
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Variant _EDITOR_DEF(const String &p_setting, const Variant &p_default, bool p_restart_if_changed = false);
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#define EDITOR_GET(m_var) _EDITOR_GET(m_var)
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Variant _EDITOR_GET(const String &p_setting);
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#define ED_IS_SHORTCUT(p_name, p_ev) (EditorSettings::get_singleton()->is_shortcut(p_name, p_ev))
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Ref<ShortCut> ED_SHORTCUT(const String &p_path, const String &p_name, uint32_t p_keycode = 0);
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Ref<ShortCut> ED_GET_SHORTCUT(const String &p_path);
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#endif // EDITOR_SETTINGS_H
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