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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.
206 lines
6.8 KiB
C++
206 lines
6.8 KiB
C++
/*************************************************************************/
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/* project_settings_editor.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 PROJECT_SETTINGS_H
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#define PROJECT_SETTINGS_H
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#include "core/undo_redo.h"
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#include "editor/editor_autoload_settings.h"
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#include "editor/editor_data.h"
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#include "editor/editor_plugin_settings.h"
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#include "editor/editor_sectioned_inspector.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/tab_container.h"
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class ProjectSettingsEditor : public AcceptDialog {
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GDCLASS(ProjectSettingsEditor, AcceptDialog);
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enum InputType {
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INPUT_KEY,
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INPUT_JOY_BUTTON,
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INPUT_JOY_MOTION,
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INPUT_MOUSE_BUTTON
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};
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enum LocaleFilter {
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SHOW_ALL_LOCALES,
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SHOW_ONLY_SELECTED_LOCALES,
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};
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TabContainer *tab_container;
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Timer *timer;
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InputType add_type;
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String add_at;
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int edit_idx;
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EditorData *data;
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UndoRedo *undo_redo;
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SectionedInspector *globals_editor;
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HBoxContainer *search_bar;
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Button *search_button;
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LineEdit *search_box;
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HBoxContainer *add_prop_bar;
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AcceptDialog *message;
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LineEdit *category;
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LineEdit *property;
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OptionButton *type;
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PopupMenu *popup_add;
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ConfirmationDialog *press_a_key;
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Label *press_a_key_label;
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ConfirmationDialog *device_input;
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OptionButton *device_id;
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OptionButton *device_index;
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Label *device_index_label;
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MenuButton *popup_copy_to_feature;
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LineEdit *action_name;
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Button *action_add;
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Label *action_add_error;
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Tree *input_editor;
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bool setting;
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bool updating_translations;
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Ref<InputEventKey> last_wait_for_key;
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EditorFileDialog *translation_file_open;
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Tree *translation_list;
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Button *translation_res_option_add_button;
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EditorFileDialog *translation_res_file_open;
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EditorFileDialog *translation_res_option_file_open;
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Tree *translation_remap;
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Tree *translation_remap_options;
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Tree *translation_filter;
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bool translation_locales_list_created;
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OptionButton *translation_locale_filter_mode;
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Vector<TreeItem *> translation_filter_treeitems;
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Vector<int> translation_locales_idxs_remap;
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EditorAutoloadSettings *autoload_settings;
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EditorPluginSettings *plugin_settings;
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void _item_selected(const String &);
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void _item_adds(String);
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void _item_add();
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void _item_del();
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void _update_actions();
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void _save();
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void _add_item(int p_item, Ref<InputEvent> p_exiting_event = NULL);
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void _edit_item(Ref<InputEvent> p_exiting_event);
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void _action_check(String p_action);
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void _action_adds(String);
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void _action_add();
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void _device_input_add();
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void _item_checked(const String &p_item, bool p_check);
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void _action_selected();
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void _action_edited();
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void _action_activated();
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void _action_button_pressed(Object *p_obj, int p_column, int p_id);
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void _wait_for_key(const Ref<InputEvent> &p_event);
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void _press_a_key_confirm();
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void _show_last_added(const Ref<InputEvent> &p_event, const String &p_name);
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void _settings_prop_edited(const String &p_name);
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void _settings_changed();
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void _copy_to_platform(int p_which);
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void _translation_file_open();
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void _translation_add(const String &p_path);
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void _translation_delete(Object *p_item, int p_column, int p_button);
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void _update_translations();
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void _translation_res_file_open();
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void _translation_res_add(const String &p_path);
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void _translation_res_delete(Object *p_item, int p_column, int p_button);
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void _translation_res_select();
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void _translation_res_option_file_open();
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void _translation_res_option_add(const String &p_path);
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void _translation_res_option_changed();
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void _translation_res_option_delete(Object *p_item, int p_column, int p_button);
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void _translation_filter_option_changed();
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void _translation_filter_mode_changed(int p_mode);
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void _toggle_search_bar(bool p_pressed);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _copy_to_platform_about_to_show();
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ProjectSettingsEditor();
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static ProjectSettingsEditor *singleton;
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Label *restart_label;
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TextureRect *restart_icon;
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PanelContainer *restart_container;
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ToolButton *restart_close_button;
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void _editor_restart_request();
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void _editor_restart();
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void _editor_restart_close();
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protected:
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void _unhandled_input(const Ref<InputEvent> &p_event);
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void _notification(int p_what);
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static void _bind_methods();
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int _get_current_device();
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void _set_current_device(int i_device);
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String _get_device_string(int i_device);
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public:
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void add_translation(const String &p_translation);
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static ProjectSettingsEditor *get_singleton() { return singleton; }
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void popup_project_settings();
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void set_plugins_page();
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void update_plugins();
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EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; }
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TabContainer *get_tabs();
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void queue_save();
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ProjectSettingsEditor(EditorData *p_data);
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};
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#endif // PROJECT_SETTINGS_H
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