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/*************************************************************************/
/* editor_settings.cpp */
/*************************************************************************/
/* This file is part of: */
/* 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. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "editor_settings.h"
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# include "core/config/project_settings.h"
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# include "core/io/certs_compressed.gen.h"
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# include "core/io/compression.h"
# include "core/io/config_file.h"
# include "core/io/file_access_memory.h"
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# include "core/io/ip.h"
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# include "core/io/resource_loader.h"
# include "core/io/resource_saver.h"
# include "core/io/translation_loader_po.h"
# include "core/os/dir_access.h"
# include "core/os/file_access.h"
# include "core/os/keyboard.h"
# include "core/os/os.h"
# include "core/version.h"
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# include "editor/doc_translations.gen.h"
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# include "editor/editor_node.h"
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# include "editor/editor_translations.gen.h"
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# include "scene/main/node.h"
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# include "scene/main/scene_tree.h"
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# include "scene/main/window.h"
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// PRIVATE METHODS
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Ref < EditorSettings > EditorSettings : : singleton = nullptr ;
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// Properties
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bool EditorSettings : : _set ( const StringName & p_name , const Variant & p_value ) {
_THREAD_SAFE_METHOD_
bool changed = _set_only ( p_name , p_value ) ;
if ( changed ) {
emit_signal ( " settings_changed " ) ;
}
return true ;
}
bool EditorSettings : : _set_only ( const StringName & p_name , const Variant & p_value ) {
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_THREAD_SAFE_METHOD_
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if ( p_name . operator String ( ) = = " shortcuts " ) {
Array arr = p_value ;
ERR_FAIL_COND_V ( arr . size ( ) & & arr . size ( ) & 1 , true ) ;
for ( int i = 0 ; i < arr . size ( ) ; i + = 2 ) {
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String name = arr [ i ] ;
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Ref < InputEvent > shortcut = arr [ i + 1 ] ;
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Ref < Shortcut > sc ;
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sc . instance ( ) ;
sc - > set_shortcut ( shortcut ) ;
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add_shortcut ( name , sc ) ;
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}
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return false ;
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}
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bool changed = false ;
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if ( p_value . get_type ( ) = = Variant : : NIL ) {
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if ( props . has ( p_name ) ) {
props . erase ( p_name ) ;
changed = true ;
}
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} else {
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if ( props . has ( p_name ) ) {
if ( p_value ! = props [ p_name ] . variant ) {
props [ p_name ] . variant = p_value ;
changed = true ;
}
} else {
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props [ p_name ] = VariantContainer ( p_value , last_order + + ) ;
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changed = true ;
}
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if ( save_changed_setting ) {
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if ( ! props [ p_name ] . save ) {
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props [ p_name ] . save = true ;
changed = true ;
}
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}
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}
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return changed ;
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}
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bool EditorSettings : : _get ( const StringName & p_name , Variant & r_ret ) const {
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_THREAD_SAFE_METHOD_
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if ( p_name . operator String ( ) = = " shortcuts " ) {
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Array arr ;
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for ( const Map < String , Ref < Shortcut > > : : Element * E = shortcuts . front ( ) ; E ; E = E - > next ( ) ) {
Ref < Shortcut > sc = E - > get ( ) ;
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if ( optimize_save ) {
if ( ! sc - > has_meta ( " original " ) ) {
continue ; //this came from settings but is not any longer used
}
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Ref < InputEvent > original = sc - > get_meta ( " original " ) ;
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if ( sc - > is_shortcut ( original ) | | ( original . is_null ( ) & & sc - > get_shortcut ( ) . is_null ( ) ) ) {
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continue ; //not changed from default, don't save
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}
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}
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arr . push_back ( E - > key ( ) ) ;
arr . push_back ( sc - > get_shortcut ( ) ) ;
}
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r_ret = arr ;
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return true ;
}
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const VariantContainer * v = props . getptr ( p_name ) ;
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if ( ! v ) {
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WARN_PRINT ( " EditorSettings::_get - Property not found: " + String ( p_name ) ) ;
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return false ;
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}
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r_ret = v - > variant ;
return true ;
}
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void EditorSettings : : _initial_set ( const StringName & p_name , const Variant & p_value ) {
set ( p_name , p_value ) ;
props [ p_name ] . initial = p_value ;
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props [ p_name ] . has_default_value = true ;
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}
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struct _EVCSort {
String name ;
Variant : : Type type ;
int order ;
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bool save ;
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bool restart_if_changed ;
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bool operator < ( const _EVCSort & p_vcs ) const { return order < p_vcs . order ; }
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} ;
void EditorSettings : : _get_property_list ( List < PropertyInfo > * p_list ) const {
_THREAD_SAFE_METHOD_
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const String * k = nullptr ;
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Set < _EVCSort > vclist ;
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while ( ( k = props . next ( k ) ) ) {
const VariantContainer * v = props . getptr ( * k ) ;
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if ( v - > hide_from_editor ) {
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continue ;
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}
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_EVCSort vc ;
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vc . name = * k ;
vc . order = v - > order ;
vc . type = v - > variant . get_type ( ) ;
vc . save = v - > save ;
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/*if (vc.save) { this should be implemented, but lets do after 3.1 is out.
if ( v - > initial . get_type ( ) ! = Variant : : NIL & & v - > initial = = v - > variant ) {
vc . save = false ;
}
} */
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vc . restart_if_changed = v - > restart_if_changed ;
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vclist . insert ( vc ) ;
}
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for ( Set < _EVCSort > : : Element * E = vclist . front ( ) ; E ; E = E - > next ( ) ) {
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int pinfo = 0 ;
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if ( E - > get ( ) . save | | ! optimize_save ) {
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pinfo | = PROPERTY_USAGE_STORAGE ;
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}
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if ( ! E - > get ( ) . name . begins_with ( " _ " ) & & ! E - > get ( ) . name . begins_with ( " projects/ " ) ) {
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pinfo | = PROPERTY_USAGE_EDITOR ;
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} else {
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pinfo | = PROPERTY_USAGE_STORAGE ; //hiddens must always be saved
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}
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PropertyInfo pi ( E - > get ( ) . type , E - > get ( ) . name ) ;
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pi . usage = pinfo ;
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if ( hints . has ( E - > get ( ) . name ) ) {
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pi = hints [ E - > get ( ) . name ] ;
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}
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if ( E - > get ( ) . restart_if_changed ) {
pi . usage | = PROPERTY_USAGE_RESTART_IF_CHANGED ;
}
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p_list - > push_back ( pi ) ;
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}
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p_list - > push_back ( PropertyInfo ( Variant : : ARRAY , " shortcuts " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL ) ) ; //do not edit
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}
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void EditorSettings : : _add_property_info_bind ( const Dictionary & p_info ) {
ERR_FAIL_COND ( ! p_info . has ( " name " ) ) ;
ERR_FAIL_COND ( ! p_info . has ( " type " ) ) ;
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PropertyInfo pinfo ;
pinfo . name = p_info [ " name " ] ;
ERR_FAIL_COND ( ! props . has ( pinfo . name ) ) ;
pinfo . type = Variant : : Type ( p_info [ " type " ] . operator int ( ) ) ;
ERR_FAIL_INDEX ( pinfo . type , Variant : : VARIANT_MAX ) ;
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if ( p_info . has ( " hint " ) ) {
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pinfo . hint = PropertyHint ( p_info [ " hint " ] . operator int ( ) ) ;
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}
if ( p_info . has ( " hint_string " ) ) {
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pinfo . hint_string = p_info [ " hint_string " ] ;
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}
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add_property_hint ( pinfo ) ;
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}
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// Default configs
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bool EditorSettings : : has_default_value ( const String & p_setting ) const {
_THREAD_SAFE_METHOD_
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if ( ! props . has ( p_setting ) ) {
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return false ;
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}
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return props [ p_setting ] . has_default_value ;
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}
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void EditorSettings : : _load_defaults ( Ref < ConfigFile > p_extra_config ) {
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_THREAD_SAFE_METHOD_
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/* Languages */
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{
String lang_hint = " en " ;
String host_lang = OS : : get_singleton ( ) - > get_locale ( ) ;
host_lang = TranslationServer : : standardize_locale ( host_lang ) ;
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// Some locales are not properly supported currently in Godot due to lack of font shaping
// (e.g. Arabic or Hindi), so even though we have work in progress translations for them,
// we skip them as they don't render properly. (GH-28577)
const Vector < String > locales_to_skip = String ( " ar,bn,fa,he,hi,ml,si,ta,te,ur " ) . split ( " , " ) ;
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String best ;
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EditorTranslationList * etl = _editor_translations ;
while ( etl - > data ) {
const String & locale = etl - > lang ;
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// Skip locales which we can't render properly (see above comment).
// Test against language code without regional variants (e.g. ur_PK).
String lang_code = locale . get_slice ( " _ " , 0 ) ;
if ( locales_to_skip . find ( lang_code ) ! = - 1 ) {
etl + + ;
continue ;
}
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lang_hint + = " , " ;
lang_hint + = locale ;
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if ( host_lang = = locale ) {
best = locale ;
}
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if ( best = = String ( ) & & host_lang . begins_with ( locale ) ) {
best = locale ;
}
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etl + + ;
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}
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if ( best = = String ( ) ) {
best = " en " ;
}
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_initial_set ( " interface/editor/editor_language " , best ) ;
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set_restart_if_changed ( " interface/editor/editor_language " , true ) ;
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hints [ " interface/editor/editor_language " ] = PropertyInfo ( Variant : : STRING , " interface/editor/editor_language " , PROPERTY_HINT_ENUM , lang_hint , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED ) ;
}
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/* Interface */
// Editor
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_initial_set ( " interface/editor/display_scale " , 0 ) ;
hints [ " interface/editor/display_scale " ] = PropertyInfo ( Variant : : INT , " interface/editor/display_scale " , PROPERTY_HINT_ENUM , " Auto,75%,100%,125%,150%,175%,200%,Custom " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED ) ;
_initial_set ( " interface/editor/custom_display_scale " , 1.0f ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " interface/editor/custom_display_scale " ] = PropertyInfo ( Variant : : FLOAT , " interface/editor/custom_display_scale " , PROPERTY_HINT_RANGE , " 0.5,3,0.01 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED ) ;
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_initial_set ( " interface/editor/main_font_size " , 14 ) ;
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hints [ " interface/editor/main_font_size " ] = PropertyInfo ( Variant : : INT , " interface/editor/main_font_size " , PROPERTY_HINT_RANGE , " 8,48,1 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED ) ;
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_initial_set ( " interface/editor/code_font_size " , 14 ) ;
hints [ " interface/editor/code_font_size " ] = PropertyInfo ( Variant : : INT , " interface/editor/code_font_size " , PROPERTY_HINT_RANGE , " 8,48,1 " , PROPERTY_USAGE_DEFAULT ) ;
_initial_set ( " interface/editor/font_antialiased " , true ) ;
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_initial_set ( " interface/editor/font_hinting " , 0 ) ;
hints [ " interface/editor/font_hinting " ] = PropertyInfo ( Variant : : INT , " interface/editor/font_hinting " , PROPERTY_HINT_ENUM , " Auto,None,Light,Normal " , PROPERTY_USAGE_DEFAULT ) ;
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_initial_set ( " interface/editor/main_font " , " " ) ;
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hints [ " interface/editor/main_font " ] = PropertyInfo ( Variant : : STRING , " interface/editor/main_font " , PROPERTY_HINT_GLOBAL_FILE , " *.ttf,*.otf " , PROPERTY_USAGE_DEFAULT ) ;
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_initial_set ( " interface/editor/main_font_bold " , " " ) ;
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hints [ " interface/editor/main_font_bold " ] = PropertyInfo ( Variant : : STRING , " interface/editor/main_font_bold " , PROPERTY_HINT_GLOBAL_FILE , " *.ttf,*.otf " , PROPERTY_USAGE_DEFAULT ) ;
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_initial_set ( " interface/editor/code_font " , " " ) ;
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hints [ " interface/editor/code_font " ] = PropertyInfo ( Variant : : STRING , " interface/editor/code_font " , PROPERTY_HINT_GLOBAL_FILE , " *.ttf,*.otf " , PROPERTY_USAGE_DEFAULT ) ;
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_initial_set ( " interface/editor/dim_editor_on_dialog_popup " , true ) ;
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_initial_set ( " interface/editor/low_processor_mode_sleep_usec " , 6900 ) ; // ~144 FPS
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " interface/editor/low_processor_mode_sleep_usec " ] = PropertyInfo ( Variant : : FLOAT , " interface/editor/low_processor_mode_sleep_usec " , PROPERTY_HINT_RANGE , " 1,100000,1 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED ) ;
2019-05-29 21:12:19 +00:00
_initial_set ( " interface/editor/unfocused_low_processor_mode_sleep_usec " , 50000 ) ; // 20 FPS
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " interface/editor/unfocused_low_processor_mode_sleep_usec " ] = PropertyInfo ( Variant : : FLOAT , " interface/editor/unfocused_low_processor_mode_sleep_usec " , PROPERTY_HINT_RANGE , " 1,100000,1 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED ) ;
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_initial_set ( " interface/editor/separate_distraction_mode " , false ) ;
2019-07-23 05:05:29 +00:00
_initial_set ( " interface/editor/automatically_open_screenshots " , true ) ;
2020-03-28 20:56:50 +00:00
_initial_set ( " interface/editor/single_window_mode " , false ) ;
hints [ " interface/editor/single_window_mode " ] = PropertyInfo ( Variant : : BOOL , " interface/editor/single_window_mode " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED ) ;
2020-08-17 16:05:48 +00:00
_initial_set ( " interface/editor/hide_console_window " , false ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " interface/editor/save_each_scene_on_quit " , true ) ; // Regression
_initial_set ( " interface/editor/quit_confirmation " , true ) ;
2017-07-12 18:46:08 +00:00
2018-12-12 07:18:24 +00:00
// Theme
2018-06-23 09:05:12 +00:00
_initial_set ( " interface/theme/preset " , " Default " ) ;
2018-10-04 12:18:34 +00:00
hints [ " interface/theme/preset " ] = PropertyInfo ( Variant : : STRING , " interface/theme/preset " , PROPERTY_HINT_ENUM , " Default,Alien,Arc,Godot 2,Grey,Light,Solarized (Dark),Solarized (Light),Custom " , PROPERTY_USAGE_DEFAULT ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " interface/theme/icon_and_font_color " , 0 ) ;
2018-10-04 12:18:34 +00:00
hints [ " interface/theme/icon_and_font_color " ] = PropertyInfo ( Variant : : INT , " interface/theme/icon_and_font_color " , PROPERTY_HINT_ENUM , " Auto,Dark,Light " , PROPERTY_USAGE_DEFAULT ) ;
2019-07-08 18:03:06 +00:00
_initial_set ( " interface/theme/base_color " , Color ( 0.2 , 0.23 , 0.31 ) ) ;
2018-10-04 12:18:34 +00:00
hints [ " interface/theme/base_color " ] = PropertyInfo ( Variant : : COLOR , " interface/theme/base_color " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT ) ;
2019-07-08 18:03:06 +00:00
_initial_set ( " interface/theme/accent_color " , Color ( 0.41 , 0.61 , 0.91 ) ) ;
2019-03-16 17:59:48 +00:00
hints [ " interface/theme/accent_color " ] = PropertyInfo ( Variant : : COLOR , " interface/theme/accent_color " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " interface/theme/contrast " , 0.25 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " interface/theme/contrast " ] = PropertyInfo ( Variant : : FLOAT , " interface/theme/contrast " , PROPERTY_HINT_RANGE , " 0.01, 1, 0.01 " ) ;
2019-03-06 15:10:36 +00:00
_initial_set ( " interface/theme/relationship_line_opacity " , 0.1 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " interface/theme/relationship_line_opacity " ] = PropertyInfo ( Variant : : FLOAT , " interface/theme/relationship_line_opacity " , PROPERTY_HINT_RANGE , " 0.00, 1, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " interface/theme/highlight_tabs " , false ) ;
_initial_set ( " interface/theme/border_size " , 1 ) ;
_initial_set ( " interface/theme/use_graph_node_headers " , false ) ;
2018-10-04 12:18:34 +00:00
hints [ " interface/theme/border_size " ] = PropertyInfo ( Variant : : INT , " interface/theme/border_size " , PROPERTY_HINT_RANGE , " 0,2,1 " , PROPERTY_USAGE_DEFAULT ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " interface/theme/additional_spacing " , 0 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " interface/theme/additional_spacing " ] = PropertyInfo ( Variant : : FLOAT , " interface/theme/additional_spacing " , PROPERTY_HINT_RANGE , " 0,5,0.1 " , PROPERTY_USAGE_DEFAULT ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " interface/theme/custom_theme " , " " ) ;
2018-10-04 12:18:34 +00:00
hints [ " interface/theme/custom_theme " ] = PropertyInfo ( Variant : : STRING , " interface/theme/custom_theme " , PROPERTY_HINT_GLOBAL_FILE , " *.res,*.tres,*.theme " , PROPERTY_USAGE_DEFAULT ) ;
2017-08-03 16:23:46 +00:00
2018-12-12 07:18:24 +00:00
// Scene tabs
2017-10-28 13:40:55 +00:00
_initial_set ( " interface/scene_tabs/show_extension " , false ) ;
_initial_set ( " interface/scene_tabs/show_thumbnail_on_hover " , true ) ;
_initial_set ( " interface/scene_tabs/resize_if_many_tabs " , true ) ;
_initial_set ( " interface/scene_tabs/minimum_width " , 50 ) ;
hints [ " interface/scene_tabs/minimum_width " ] = PropertyInfo ( Variant : : INT , " interface/scene_tabs/minimum_width " , PROPERTY_HINT_RANGE , " 50,500,1 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED ) ;
2018-12-12 07:18:24 +00:00
_initial_set ( " interface/scene_tabs/show_script_button " , false ) ;
2017-08-03 16:23:46 +00:00
2018-12-12 07:18:24 +00:00
/* Filesystem */
// Directories
2017-10-28 13:40:55 +00:00
_initial_set ( " filesystem/directories/autoscan_project_path " , " " ) ;
hints [ " filesystem/directories/autoscan_project_path " ] = PropertyInfo ( Variant : : STRING , " filesystem/directories/autoscan_project_path " , PROPERTY_HINT_GLOBAL_DIR ) ;
_initial_set ( " filesystem/directories/default_project_path " , OS : : get_singleton ( ) - > has_environment ( " HOME " ) ? OS : : get_singleton ( ) - > get_environment ( " HOME " ) : OS : : get_singleton ( ) - > get_system_dir ( OS : : SYSTEM_DIR_DOCUMENTS ) ) ;
hints [ " filesystem/directories/default_project_path " ] = PropertyInfo ( Variant : : STRING , " filesystem/directories/default_project_path " , PROPERTY_HINT_GLOBAL_DIR ) ;
2017-07-12 18:46:08 +00:00
2018-12-12 07:18:24 +00:00
// On save
_initial_set ( " filesystem/on_save/compress_binary_resources " , true ) ;
_initial_set ( " filesystem/on_save/safe_save_on_backup_then_rename " , true ) ;
// File dialog
_initial_set ( " filesystem/file_dialog/show_hidden_files " , false ) ;
_initial_set ( " filesystem/file_dialog/display_mode " , 0 ) ;
hints [ " filesystem/file_dialog/display_mode " ] = PropertyInfo ( Variant : : INT , " filesystem/file_dialog/display_mode " , PROPERTY_HINT_ENUM , " Thumbnails,List " ) ;
_initial_set ( " filesystem/file_dialog/thumbnail_size " , 64 ) ;
hints [ " filesystem/file_dialog/thumbnail_size " ] = PropertyInfo ( Variant : : INT , " filesystem/file_dialog/thumbnail_size " , PROPERTY_HINT_RANGE , " 32,128,16 " ) ;
// Import
_initial_set ( " filesystem/import/pvrtc_texture_tool " , " " ) ;
# ifdef WINDOWS_ENABLED
hints [ " filesystem/import/pvrtc_texture_tool " ] = PropertyInfo ( Variant : : STRING , " filesystem/import/pvrtc_texture_tool " , PROPERTY_HINT_GLOBAL_FILE , " *.exe " ) ;
# else
hints [ " filesystem/import/pvrtc_texture_tool " ] = PropertyInfo ( Variant : : STRING , " filesystem/import/pvrtc_texture_tool " , PROPERTY_HINT_GLOBAL_FILE , " " ) ;
# endif
_initial_set ( " filesystem/import/pvrtc_fast_conversion " , false ) ;
/* Docks */
// SceneTree
_initial_set ( " docks/scene_tree/start_create_dialog_fully_expanded " , false ) ;
// FileSystem
_initial_set ( " docks/filesystem/thumbnail_size " , 64 ) ;
hints [ " docks/filesystem/thumbnail_size " ] = PropertyInfo ( Variant : : INT , " docks/filesystem/thumbnail_size " , PROPERTY_HINT_RANGE , " 32,128,16 " ) ;
_initial_set ( " docks/filesystem/always_show_folders " , true ) ;
// Property editor
_initial_set ( " docks/property_editor/auto_refresh_interval " , 0.3 ) ;
/* Text editor */
// Theme
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/theme/color_theme " , " Adaptive " ) ;
2017-12-26 19:41:08 +00:00
hints [ " text_editor/theme/color_theme " ] = PropertyInfo ( Variant : : STRING , " text_editor/theme/color_theme " , PROPERTY_HINT_ENUM , " Adaptive,Default,Custom " ) ;
2018-10-14 19:38:35 +00:00
_initial_set ( " text_editor/theme/line_spacing " , 6 ) ;
2019-04-11 16:29:07 +00:00
hints [ " text_editor/theme/line_spacing " ] = PropertyInfo ( Variant : : INT , " text_editor/theme/line_spacing " , PROPERTY_HINT_RANGE , " 0,50,1 " ) ;
2014-02-10 01:10:30 +00:00
2017-10-28 13:40:55 +00:00
_load_default_text_editor_theme ( ) ;
2014-02-10 01:10:30 +00:00
2018-12-12 07:18:24 +00:00
// Highlighting
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/highlighting/highlight_all_occurrences " , true ) ;
_initial_set ( " text_editor/highlighting/highlight_current_line " , true ) ;
2018-06-05 16:50:21 +00:00
_initial_set ( " text_editor/highlighting/highlight_type_safe_lines " , true ) ;
2017-01-11 19:52:21 +00:00
2018-12-12 07:18:24 +00:00
// Indent
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/indent/type " , 0 ) ;
hints [ " text_editor/indent/type " ] = PropertyInfo ( Variant : : INT , " text_editor/indent/type " , PROPERTY_HINT_ENUM , " Tabs,Spaces " ) ;
_initial_set ( " text_editor/indent/size " , 4 ) ;
hints [ " text_editor/indent/size " ] = PropertyInfo ( Variant : : INT , " text_editor/indent/size " , PROPERTY_HINT_RANGE , " 1, 64, 1 " ) ; // size of 0 crashes.
_initial_set ( " text_editor/indent/auto_indent " , true ) ;
2019-10-14 19:35:17 +00:00
_initial_set ( " text_editor/indent/convert_indent_on_save " , true ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/indent/draw_tabs " , true ) ;
2019-04-23 23:33:20 +00:00
_initial_set ( " text_editor/indent/draw_spaces " , false ) ;
2014-02-10 01:10:30 +00:00
2019-09-01 11:28:57 +00:00
// Navigation
_initial_set ( " text_editor/navigation/smooth_scrolling " , true ) ;
_initial_set ( " text_editor/navigation/v_scroll_speed " , 80 ) ;
_initial_set ( " text_editor/navigation/show_minimap " , true ) ;
_initial_set ( " text_editor/navigation/minimap_width " , 80 ) ;
hints [ " text_editor/navigation/minimap_width " ] = PropertyInfo ( Variant : : INT , " text_editor/navigation/minimap_width " , PROPERTY_HINT_RANGE , " 50,250,1 " ) ;
// Appearance
_initial_set ( " text_editor/appearance/show_line_numbers " , true ) ;
_initial_set ( " text_editor/appearance/line_numbers_zero_padded " , false ) ;
_initial_set ( " text_editor/appearance/show_bookmark_gutter " , true ) ;
_initial_set ( " text_editor/appearance/show_info_gutter " , true ) ;
_initial_set ( " text_editor/appearance/code_folding " , true ) ;
_initial_set ( " text_editor/appearance/word_wrap " , false ) ;
2020-02-15 01:59:59 +00:00
_initial_set ( " text_editor/appearance/show_line_length_guidelines " , true ) ;
_initial_set ( " text_editor/appearance/line_length_guideline_soft_column " , 80 ) ;
hints [ " text_editor/appearance/line_length_guideline_soft_column " ] = PropertyInfo ( Variant : : INT , " text_editor/appearance/line_length_guideline_soft_column " , PROPERTY_HINT_RANGE , " 20, 160, 1 " ) ;
_initial_set ( " text_editor/appearance/line_length_guideline_hard_column " , 100 ) ;
hints [ " text_editor/appearance/line_length_guideline_hard_column " ] = PropertyInfo ( Variant : : INT , " text_editor/appearance/line_length_guideline_hard_column " , PROPERTY_HINT_RANGE , " 20, 160, 1 " ) ;
2019-09-01 11:28:57 +00:00
// Script list
_initial_set ( " text_editor/script_list/show_members_overview " , true ) ;
2016-02-19 07:41:08 +00:00
2018-12-12 07:18:24 +00:00
// Files
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/files/trim_trailing_whitespace_on_save " , false ) ;
2018-12-12 07:18:24 +00:00
_initial_set ( " text_editor/files/autosave_interval_secs " , 0 ) ;
_initial_set ( " text_editor/files/restore_scripts_on_load " , true ) ;
// Tools
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/tools/create_signal_callbacks " , true ) ;
2018-04-30 12:27:00 +00:00
_initial_set ( " text_editor/tools/sort_members_outline_alphabetically " , false ) ;
2014-02-10 01:10:30 +00:00
2018-12-12 07:18:24 +00:00
// Cursor
_initial_set ( " text_editor/cursor/scroll_past_end_of_file " , false ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/cursor/block_caret " , false ) ;
2017-12-05 09:28:00 +00:00
_initial_set ( " text_editor/cursor/caret_blink " , true ) ;
2018-08-02 19:01:45 +00:00
_initial_set ( " text_editor/cursor/caret_blink_speed " , 0.5 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " text_editor/cursor/caret_blink_speed " ] = PropertyInfo ( Variant : : FLOAT , " text_editor/cursor/caret_blink_speed " , PROPERTY_HINT_RANGE , " 0.1, 10, 0.01 " ) ;
2017-12-20 01:36:47 +00:00
_initial_set ( " text_editor/cursor/right_click_moves_caret " , true ) ;
2014-02-10 01:10:30 +00:00
2018-12-12 07:18:24 +00:00
// Completion
2019-04-25 21:48:59 +00:00
_initial_set ( " text_editor/completion/idle_parse_delay " , 2.0 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " text_editor/completion/idle_parse_delay " ] = PropertyInfo ( Variant : : FLOAT , " text_editor/completion/idle_parse_delay " , PROPERTY_HINT_RANGE , " 0.1, 10, 0.01 " ) ;
2019-07-18 19:34:28 +00:00
_initial_set ( " text_editor/completion/auto_brace_complete " , true ) ;
_initial_set ( " text_editor/completion/code_complete_delay " , 0.3 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " text_editor/completion/code_complete_delay " ] = PropertyInfo ( Variant : : FLOAT , " text_editor/completion/code_complete_delay " , PROPERTY_HINT_RANGE , " 0.01, 5, 0.01 " ) ;
2018-01-06 11:40:43 +00:00
_initial_set ( " text_editor/completion/put_callhint_tooltip_below_current_line " , true ) ;
_initial_set ( " text_editor/completion/callhint_tooltip_offset " , Vector2 ( ) ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/completion/complete_file_paths " , true ) ;
2018-05-30 02:16:59 +00:00
_initial_set ( " text_editor/completion/add_type_hints " , false ) ;
2018-12-18 01:53:54 +00:00
_initial_set ( " text_editor/completion/use_single_quotes " , false ) ;
2014-02-10 01:10:30 +00:00
2018-12-12 07:18:24 +00:00
// Help
_initial_set ( " text_editor/help/show_help_index " , true ) ;
2019-06-14 12:23:49 +00:00
_initial_set ( " text_editor/help/help_font_size " , 15 ) ;
hints [ " text_editor/help/help_font_size " ] = PropertyInfo ( Variant : : INT , " text_editor/help/help_font_size " , PROPERTY_HINT_RANGE , " 8,48,1 " ) ;
_initial_set ( " text_editor/help/help_source_font_size " , 14 ) ;
hints [ " text_editor/help/help_source_font_size " ] = PropertyInfo ( Variant : : INT , " text_editor/help/help_source_font_size " , PROPERTY_HINT_RANGE , " 8,48,1 " ) ;
_initial_set ( " text_editor/help/help_title_font_size " , 23 ) ;
hints [ " text_editor/help/help_title_font_size " ] = PropertyInfo ( Variant : : INT , " text_editor/help/help_title_font_size " , PROPERTY_HINT_RANGE , " 8,48,1 " ) ;
2020-07-22 20:41:10 +00:00
_initial_set ( " text_editor/help/class_reference_examples " , 0 ) ;
hints [ " text_editor/help/class_reference_examples " ] = PropertyInfo ( Variant : : INT , " text_editor/help/class_reference_examples " , PROPERTY_HINT_ENUM , " GDScript,C#,GDScript and C# " ) ;
2018-12-12 07:18:24 +00:00
/* Editors */
2014-02-10 01:10:30 +00:00
2018-12-12 07:18:24 +00:00
// GridMap
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/grid_map/pick_distance " , 5000.0 ) ;
2014-02-10 01:10:30 +00:00
2018-12-12 07:18:24 +00:00
// 3D
2019-04-21 10:15:45 +00:00
_initial_set ( " editors/3d/primary_grid_color " , Color ( 0.56 , 0.56 , 0.56 , 0.5 ) ) ;
hints [ " editors/3d/primary_grid_color " ] = PropertyInfo ( Variant : : COLOR , " editors/3d/primary_grid_color " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT ) ;
2018-04-29 23:43:20 +00:00
2019-04-21 10:15:45 +00:00
_initial_set ( " editors/3d/secondary_grid_color " , Color ( 0.38 , 0.38 , 0.38 , 0.5 ) ) ;
hints [ " editors/3d/secondary_grid_color " ] = PropertyInfo ( Variant : : COLOR , " editors/3d/secondary_grid_color " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT ) ;
2018-04-29 23:43:20 +00:00
2019-04-21 10:15:45 +00:00
// If a line is a multiple of this, it uses the primary grid color.
2018-04-29 23:43:20 +00:00
_initial_set ( " editors/3d/primary_grid_steps " , 10 ) ;
2019-04-21 10:15:45 +00:00
hints [ " editors/3d/primary_grid_steps " ] = PropertyInfo ( Variant : : INT , " editors/3d/primary_grid_steps " , PROPERTY_HINT_RANGE , " 1,100,1 " , PROPERTY_USAGE_DEFAULT ) ;
// At 1000, the grid mostly looks like it has no edge.
_initial_set ( " editors/3d/grid_size " , 200 ) ;
hints [ " editors/3d/grid_size " ] = PropertyInfo ( Variant : : INT , " editors/3d/grid_size " , PROPERTY_HINT_RANGE , " 1,2000,1 " , PROPERTY_USAGE_DEFAULT ) ;
// Default largest grid size is 100m, 10^2 (primary grid lines are 1km apart when primary_grid_steps is 10).
_initial_set ( " editors/3d/grid_division_level_max " , 2 ) ;
// Higher values produce graphical artifacts when far away unless View Z-Far
// is increased significantly more than it really should need to be.
hints [ " editors/3d/grid_division_level_max " ] = PropertyInfo ( Variant : : INT , " editors/3d/grid_division_level_max " , PROPERTY_HINT_RANGE , " -1,3,1 " , PROPERTY_USAGE_DEFAULT ) ;
// Default smallest grid size is 1cm, 10^-2.
_initial_set ( " editors/3d/grid_division_level_min " , - 2 ) ;
// Lower values produce graphical artifacts regardless of view clipping planes, so limit to -2 as a lower bound.
hints [ " editors/3d/grid_division_level_min " ] = PropertyInfo ( Variant : : INT , " editors/3d/grid_division_level_min " , PROPERTY_HINT_RANGE , " -2,2,1 " , PROPERTY_USAGE_DEFAULT ) ;
// -0.2 seems like a sensible default. -1.0 gives Blender-like behavior, 0.5 gives huge grids.
_initial_set ( " editors/3d/grid_division_level_bias " , - 0.2 ) ;
hints [ " editors/3d/grid_division_level_bias " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/grid_division_level_bias " , PROPERTY_HINT_RANGE , " -1.0,0.5,0.1 " , PROPERTY_USAGE_DEFAULT ) ;
_initial_set ( " editors/3d/grid_xz_plane " , true ) ;
_initial_set ( " editors/3d/grid_xy_plane " , false ) ;
_initial_set ( " editors/3d/grid_yz_plane " , false ) ;
2014-02-10 01:10:30 +00:00
2017-11-25 22:03:26 +00:00
_initial_set ( " editors/3d/default_fov " , 70.0 ) ;
_initial_set ( " editors/3d/default_z_near " , 0.05 ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/default_z_far " , 500.0 ) ;
2018-12-12 07:18:24 +00:00
// 3D: Navigation
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/navigation/navigation_scheme " , 0 ) ;
2018-11-17 15:24:34 +00:00
_initial_set ( " editors/3d/navigation/invert_y_axis " , false ) ;
2020-08-15 11:18:01 +00:00
_initial_set ( " editors/3d/navigation/invert_x_axis " , false ) ;
2017-10-28 13:40:55 +00:00
hints [ " editors/3d/navigation/navigation_scheme " ] = PropertyInfo ( Variant : : INT , " editors/3d/navigation/navigation_scheme " , PROPERTY_HINT_ENUM , " Godot,Maya,Modo " ) ;
_initial_set ( " editors/3d/navigation/zoom_style " , 0 ) ;
hints [ " editors/3d/navigation/zoom_style " ] = PropertyInfo ( Variant : : INT , " editors/3d/navigation/zoom_style " , PROPERTY_HINT_ENUM , " Vertical, Horizontal " ) ;
_initial_set ( " editors/3d/navigation/emulate_3_button_mouse " , false ) ;
_initial_set ( " editors/3d/navigation/orbit_modifier " , 0 ) ;
hints [ " editors/3d/navigation/orbit_modifier " ] = PropertyInfo ( Variant : : INT , " editors/3d/navigation/orbit_modifier " , PROPERTY_HINT_ENUM , " None,Shift,Alt,Meta,Ctrl " ) ;
_initial_set ( " editors/3d/navigation/pan_modifier " , 1 ) ;
hints [ " editors/3d/navigation/pan_modifier " ] = PropertyInfo ( Variant : : INT , " editors/3d/navigation/pan_modifier " , PROPERTY_HINT_ENUM , " None,Shift,Alt,Meta,Ctrl " ) ;
_initial_set ( " editors/3d/navigation/zoom_modifier " , 4 ) ;
hints [ " editors/3d/navigation/zoom_modifier " ] = PropertyInfo ( Variant : : INT , " editors/3d/navigation/zoom_modifier " , PROPERTY_HINT_ENUM , " None,Shift,Alt,Meta,Ctrl " ) ;
_initial_set ( " editors/3d/navigation/warped_mouse_panning " , true ) ;
2018-12-12 07:18:24 +00:00
// 3D: Navigation feel
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/navigation_feel/orbit_sensitivity " , 0.4 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " editors/3d/navigation_feel/orbit_sensitivity " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/navigation_feel/orbit_sensitivity " , PROPERTY_HINT_RANGE , " 0.0, 2, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/navigation_feel/orbit_inertia " , 0.05 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " editors/3d/navigation_feel/orbit_inertia " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/navigation_feel/orbit_inertia " , PROPERTY_HINT_RANGE , " 0.0, 1, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/navigation_feel/translation_inertia " , 0.15 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " editors/3d/navigation_feel/translation_inertia " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/navigation_feel/translation_inertia " , PROPERTY_HINT_RANGE , " 0.0, 1, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/navigation_feel/zoom_inertia " , 0.075 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " editors/3d/navigation_feel/zoom_inertia " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/navigation_feel/zoom_inertia " , PROPERTY_HINT_RANGE , " 0.0, 1, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/navigation_feel/manipulation_orbit_inertia " , 0.075 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " editors/3d/navigation_feel/manipulation_orbit_inertia " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/navigation_feel/manipulation_orbit_inertia " , PROPERTY_HINT_RANGE , " 0.0, 1, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/navigation_feel/manipulation_translation_inertia " , 0.075 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " editors/3d/navigation_feel/manipulation_translation_inertia " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/navigation_feel/manipulation_translation_inertia " , PROPERTY_HINT_RANGE , " 0.0, 1, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
2018-12-12 07:18:24 +00:00
// 3D: Freelook
2020-04-18 14:20:35 +00:00
_initial_set ( " editors/3d/freelook/freelook_navigation_scheme " , false ) ;
hints [ " editors/3d/freelook/freelook_navigation_scheme " ] = PropertyInfo ( Variant : : INT , " editors/3d/freelook/freelook_navigation_scheme " , PROPERTY_HINT_ENUM , " Default,Partially Axis-Locked (id Tech),Fully Axis-Locked (Minecraft) " ) ;
2020-04-02 14:47:15 +00:00
_initial_set ( " editors/3d/freelook/freelook_sensitivity " , 0.4 ) ;
hints [ " editors/3d/freelook/freelook_sensitivity " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/freelook/freelook_sensitivity " , PROPERTY_HINT_RANGE , " 0.0, 2, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/freelook/freelook_inertia " , 0.1 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " editors/3d/freelook/freelook_inertia " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/freelook/freelook_inertia " , PROPERTY_HINT_RANGE , " 0.0, 1, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/freelook/freelook_base_speed " , 5.0 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
hints [ " editors/3d/freelook/freelook_base_speed " ] = PropertyInfo ( Variant : : FLOAT , " editors/3d/freelook/freelook_base_speed " , PROPERTY_HINT_RANGE , " 0.0, 10, 0.01 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " editors/3d/freelook/freelook_activation_modifier " , 0 ) ;
hints [ " editors/3d/freelook/freelook_activation_modifier " ] = PropertyInfo ( Variant : : INT , " editors/3d/freelook/freelook_activation_modifier " , PROPERTY_HINT_ENUM , " None,Shift,Alt,Meta,Ctrl " ) ;
_initial_set ( " editors/3d/freelook/freelook_speed_zoom_link " , false ) ;
2018-12-12 07:18:24 +00:00
// 2D
2018-08-18 15:32:09 +00:00
_initial_set ( " editors/2d/grid_color " , Color ( 1.0 , 1.0 , 1.0 , 0.07 ) ) ;
2017-12-05 20:42:33 +00:00
_initial_set ( " editors/2d/guides_color " , Color ( 0.6 , 0.0 , 0.8 ) ) ;
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_initial_set ( " editors/2d/smart_snapping_line_color " , Color ( 0.9 , 0.1 , 0.1 ) ) ;
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_initial_set ( " editors/2d/bone_width " , 5 ) ;
_initial_set ( " editors/2d/bone_color1 " , Color ( 1.0 , 1.0 , 1.0 , 0.9 ) ) ;
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_initial_set ( " editors/2d/bone_color2 " , Color ( 0.6 , 0.6 , 0.6 , 0.9 ) ) ;
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_initial_set ( " editors/2d/bone_selected_color " , Color ( 0.9 , 0.45 , 0.45 , 0.9 ) ) ;
_initial_set ( " editors/2d/bone_ik_color " , Color ( 0.9 , 0.9 , 0.45 , 0.9 ) ) ;
2018-05-04 14:54:04 +00:00
_initial_set ( " editors/2d/bone_outline_color " , Color ( 0.35 , 0.35 , 0.35 ) ) ;
_initial_set ( " editors/2d/bone_outline_size " , 2 ) ;
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_initial_set ( " editors/2d/viewport_border_color " , Color ( 0.4 , 0.4 , 1.0 , 0.4 ) ) ;
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_initial_set ( " editors/2d/constrain_editor_view " , true ) ;
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_initial_set ( " editors/2d/warped_mouse_panning " , true ) ;
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_initial_set ( " editors/2d/simple_panning " , false ) ;
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_initial_set ( " editors/2d/scroll_to_pan " , false ) ;
_initial_set ( " editors/2d/pan_speed " , 20 ) ;
2018-12-12 07:18:24 +00:00
// Polygon editor
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_initial_set ( " editors/poly_editor/point_grab_radius " , 8 ) ;
_initial_set ( " editors/poly_editor/show_previous_outline " , true ) ;
2018-12-12 07:18:24 +00:00
// Animation
_initial_set ( " editors/animation/autorename_animation_tracks " , true ) ;
_initial_set ( " editors/animation/confirm_insert_track " , true ) ;
_initial_set ( " editors/animation/onion_layers_past_color " , Color ( 1 , 0 , 0 ) ) ;
_initial_set ( " editors/animation/onion_layers_future_color " , Color ( 0 , 1 , 0 ) ) ;
/* Run */
// Window placement
2017-10-28 13:40:55 +00:00
_initial_set ( " run/window_placement/rect " , 1 ) ;
hints [ " run/window_placement/rect " ] = PropertyInfo ( Variant : : INT , " run/window_placement/rect " , PROPERTY_HINT_ENUM , " Top Left,Centered,Custom Position,Force Maximized,Force Fullscreen " ) ;
2018-08-18 13:30:00 +00:00
String screen_hints = " Same as Editor,Previous Monitor,Next Monitor " ;
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for ( int i = 0 ; i < DisplayServer : : get_singleton ( ) - > get_screen_count ( ) ; i + + ) {
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screen_hints + = " ,Monitor " + itos ( i + 1 ) ;
}
_initial_set ( " run/window_placement/rect_custom_position " , Vector2 ( ) ) ;
_initial_set ( " run/window_placement/screen " , 0 ) ;
hints [ " run/window_placement/screen " ] = PropertyInfo ( Variant : : INT , " run/window_placement/screen " , PROPERTY_HINT_ENUM , screen_hints ) ;
2018-12-12 07:18:24 +00:00
// Auto save
2017-10-28 13:40:55 +00:00
_initial_set ( " run/auto_save/save_before_running " , true ) ;
2018-12-12 07:18:24 +00:00
// Output
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_initial_set ( " run/output/font_size " , 13 ) ;
hints [ " run/output/font_size " ] = PropertyInfo ( Variant : : INT , " run/output/font_size " , PROPERTY_HINT_RANGE , " 8,48,1 " ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " run/output/always_clear_output_on_play " , true ) ;
_initial_set ( " run/output/always_open_output_on_play " , true ) ;
_initial_set ( " run/output/always_close_output_on_stop " , false ) ;
2019-08-21 15:05:06 +00:00
/* Network */
// Debug
_initial_set ( " network/debug/remote_host " , " 127.0.0.1 " ) ; // Hints provided in setup_network
_initial_set ( " network/debug/remote_port " , 6007 ) ;
hints [ " network/debug/remote_port " ] = PropertyInfo ( Variant : : INT , " network/debug/remote_port " , PROPERTY_HINT_RANGE , " 1,65535,1 " ) ;
// SSL
_initial_set ( " network/ssl/editor_ssl_certificates " , _SYSTEM_CERTS_PATH ) ;
hints [ " network/ssl/editor_ssl_certificates " ] = PropertyInfo ( Variant : : STRING , " network/ssl/editor_ssl_certificates " , PROPERTY_HINT_GLOBAL_FILE , " *.crt,*.pem " ) ;
2018-12-12 07:18:24 +00:00
/* Extra config */
2017-10-28 13:40:55 +00:00
2018-12-12 20:12:41 +00:00
_initial_set ( " project_manager/sorting_order " , 0 ) ;
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hints [ " project_manager/sorting_order " ] = PropertyInfo ( Variant : : INT , " project_manager/sorting_order " , PROPERTY_HINT_ENUM , " Name,Path,Last Edited " ) ;
2018-12-12 20:12:41 +00:00
2017-10-28 13:40:55 +00:00
if ( p_extra_config . is_valid ( ) ) {
if ( p_extra_config - > has_section ( " init_projects " ) & & p_extra_config - > has_section_key ( " init_projects " , " list " ) ) {
Vector < String > list = p_extra_config - > get_value ( " init_projects " , " list " ) ;
for ( int i = 0 ; i < list . size ( ) ; i + + ) {
String name = list [ i ] . replace ( " / " , " :: " ) ;
set ( " projects/ " + name , list [ i ] ) ;
} ;
} ;
if ( p_extra_config - > has_section ( " presets " ) ) {
List < String > keys ;
p_extra_config - > get_section_keys ( " presets " , & keys ) ;
for ( List < String > : : Element * E = keys . front ( ) ; E ; E = E - > next ( ) ) {
String key = E - > get ( ) ;
Variant val = p_extra_config - > get_value ( " presets " , key ) ;
set ( key , val ) ;
} ;
} ;
} ;
}
void EditorSettings : : _load_default_text_editor_theme ( ) {
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bool dark_theme = is_dark_theme ( ) ;
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_initial_set ( " text_editor/highlighting/symbol_color " , Color ( 0.73 , 0.87 , 1.0 ) ) ;
_initial_set ( " text_editor/highlighting/keyword_color " , Color ( 1.0 , 1.0 , 0.7 ) ) ;
_initial_set ( " text_editor/highlighting/base_type_color " , Color ( 0.64 , 1.0 , 0.83 ) ) ;
_initial_set ( " text_editor/highlighting/engine_type_color " , Color ( 0.51 , 0.83 , 1.0 ) ) ;
2019-09-28 10:11:06 +00:00
_initial_set ( " text_editor/highlighting/user_type_color " , Color ( 0.42 , 0.67 , 0.93 ) ) ;
2019-07-08 18:03:06 +00:00
_initial_set ( " text_editor/highlighting/comment_color " , Color ( 0.4 , 0.4 , 0.4 ) ) ;
_initial_set ( " text_editor/highlighting/string_color " , Color ( 0.94 , 0.43 , 0.75 ) ) ;
_initial_set ( " text_editor/highlighting/background_color " , dark_theme ? Color ( 0.0 , 0.0 , 0.0 , 0.23 ) : Color ( 0.2 , 0.23 , 0.31 ) ) ;
_initial_set ( " text_editor/highlighting/completion_background_color " , Color ( 0.17 , 0.16 , 0.2 ) ) ;
_initial_set ( " text_editor/highlighting/completion_selected_color " , Color ( 0.26 , 0.26 , 0.27 ) ) ;
_initial_set ( " text_editor/highlighting/completion_existing_color " , Color ( 0.13 , 0.87 , 0.87 , 0.87 ) ) ;
_initial_set ( " text_editor/highlighting/completion_scroll_color " , Color ( 1 , 1 , 1 ) ) ;
_initial_set ( " text_editor/highlighting/completion_font_color " , Color ( 0.67 , 0.67 , 0.67 ) ) ;
_initial_set ( " text_editor/highlighting/text_color " , Color ( 0.67 , 0.67 , 0.67 ) ) ;
_initial_set ( " text_editor/highlighting/line_number_color " , Color ( 0.67 , 0.67 , 0.67 , 0.4 ) ) ;
_initial_set ( " text_editor/highlighting/safe_line_number_color " , Color ( 0.67 , 0.78 , 0.67 , 0.6 ) ) ;
_initial_set ( " text_editor/highlighting/caret_color " , Color ( 0.67 , 0.67 , 0.67 ) ) ;
_initial_set ( " text_editor/highlighting/caret_background_color " , Color ( 0 , 0 , 0 ) ) ;
_initial_set ( " text_editor/highlighting/text_selected_color " , Color ( 0 , 0 , 0 ) ) ;
_initial_set ( " text_editor/highlighting/selection_color " , Color ( 0.41 , 0.61 , 0.91 , 0.35 ) ) ;
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_initial_set ( " text_editor/highlighting/brace_mismatch_color " , Color ( 1 , 0.2 , 0.2 ) ) ;
_initial_set ( " text_editor/highlighting/current_line_color " , Color ( 0.3 , 0.5 , 0.8 , 0.15 ) ) ;
_initial_set ( " text_editor/highlighting/line_length_guideline_color " , Color ( 0.3 , 0.5 , 0.8 , 0.1 ) ) ;
2018-06-10 14:30:49 +00:00
_initial_set ( " text_editor/highlighting/word_highlighted_color " , Color ( 0.8 , 0.9 , 0.9 , 0.15 ) ) ;
2019-07-08 18:03:06 +00:00
_initial_set ( " text_editor/highlighting/number_color " , Color ( 0.92 , 0.58 , 0.2 ) ) ;
_initial_set ( " text_editor/highlighting/function_color " , Color ( 0.4 , 0.64 , 0.81 ) ) ;
_initial_set ( " text_editor/highlighting/member_variable_color " , Color ( 0.9 , 0.31 , 0.35 ) ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/highlighting/mark_color " , Color ( 1.0 , 0.4 , 0.4 , 0.4 ) ) ;
2019-04-19 23:51:25 +00:00
_initial_set ( " text_editor/highlighting/bookmark_color " , Color ( 0.08 , 0.49 , 0.98 ) ) ;
2020-07-26 14:57:23 +00:00
_initial_set ( " text_editor/highlighting/breakpoint_color " , Color ( 0.9 , 0.29 , 0.3 ) ) ;
_initial_set ( " text_editor/highlighting/executing_line_color " , Color ( 0.98 , 0.89 , 0.27 ) ) ;
2017-12-04 21:48:20 +00:00
_initial_set ( " text_editor/highlighting/code_folding_color " , Color ( 0.8 , 0.8 , 0.8 , 0.8 ) ) ;
2017-10-28 13:40:55 +00:00
_initial_set ( " text_editor/highlighting/search_result_color " , Color ( 0.05 , 0.25 , 0.05 , 1 ) ) ;
2019-03-15 17:15:24 +00:00
_initial_set ( " text_editor/highlighting/search_result_border_color " , Color ( 0.41 , 0.61 , 0.91 , 0.38 ) ) ;
2017-10-28 13:40:55 +00:00
}
bool EditorSettings : : _save_text_editor_theme ( String p_file ) {
String theme_section = " color_theme " ;
Ref < ConfigFile > cf = memnew ( ConfigFile ) ; // hex is better?
2018-06-10 12:06:24 +00:00
List < String > keys ;
props . get_key_list ( & keys ) ;
keys . sort ( ) ;
for ( const List < String > : : Element * E = keys . front ( ) ; E ; E = E - > next ( ) ) {
2019-06-26 13:08:25 +00:00
const String & key = E - > get ( ) ;
2018-06-10 12:06:24 +00:00
if ( key . begins_with ( " text_editor/highlighting/ " ) & & key . find ( " color " ) > = 0 ) {
cf - > set_value ( theme_section , key . replace ( " text_editor/highlighting/ " , " " ) , ( ( Color ) props [ key ] . variant ) . to_html ( ) ) ;
}
}
2018-04-12 21:26:15 +00:00
2017-10-28 13:40:55 +00:00
Error err = cf - > save ( p_file ) ;
2019-06-26 13:08:25 +00:00
return err = = OK ;
2017-10-28 13:40:55 +00:00
}
2019-05-23 15:18:24 +00:00
bool EditorSettings : : _is_default_text_editor_theme ( String p_theme_name ) {
return p_theme_name = = " default " | | p_theme_name = = " adaptive " | | p_theme_name = = " custom " ;
}
2017-10-28 13:40:55 +00:00
static Dictionary _get_builtin_script_templates ( ) {
Dictionary templates ;
2019-04-05 21:15:12 +00:00
// No Comments
2017-10-28 13:40:55 +00:00
templates [ " no_comments.gd " ] =
" extends %BASE% \n "
" \n "
2019-11-17 11:54:43 +00:00
" \n "
2019-04-05 21:15:12 +00:00
" func _ready()%VOID_RETURN%: \n "
2017-10-28 13:40:55 +00:00
" %TS%pass \n " ;
2019-04-05 21:15:12 +00:00
// Empty
2017-10-28 13:40:55 +00:00
templates [ " empty.gd " ] =
" extends %BASE% "
" \n "
" \n " ;
return templates ;
}
static void _create_script_templates ( const String & p_path ) {
Dictionary templates = _get_builtin_script_templates ( ) ;
List < Variant > keys ;
templates . get_key_list ( & keys ) ;
FileAccess * file = FileAccess : : create ( FileAccess : : ACCESS_FILESYSTEM ) ;
DirAccess * dir = DirAccess : : create ( DirAccess : : ACCESS_FILESYSTEM ) ;
dir - > change_dir ( p_path ) ;
for ( int i = 0 ; i < keys . size ( ) ; i + + ) {
if ( ! dir - > file_exists ( keys [ i ] ) ) {
Error err = file - > reopen ( p_path . plus_file ( ( String ) keys [ i ] ) , FileAccess : : WRITE ) ;
ERR_FAIL_COND ( err ! = OK ) ;
file - > store_string ( templates [ keys [ i ] ] ) ;
file - > close ( ) ;
}
}
memdelete ( dir ) ;
memdelete ( file ) ;
}
// PUBLIC METHODS
EditorSettings * EditorSettings : : get_singleton ( ) {
return singleton . ptr ( ) ;
}
void EditorSettings : : create ( ) {
2020-05-14 14:41:43 +00:00
if ( singleton . ptr ( ) ) {
2017-10-28 13:40:55 +00:00
return ; //pointless
2020-05-14 14:41:43 +00:00
}
2017-10-28 13:40:55 +00:00
2020-04-01 23:20:12 +00:00
DirAccess * dir = nullptr ;
2017-10-28 13:40:55 +00:00
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
String data_path ;
String data_dir ;
2017-10-28 13:40:55 +00:00
String config_path ;
String config_dir ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
String cache_path ;
String cache_dir ;
2017-10-28 13:40:55 +00:00
Ref < ConfigFile > extra_config = memnew ( ConfigFile ) ;
String exe_path = OS : : get_singleton ( ) - > get_executable_path ( ) . get_base_dir ( ) ;
DirAccess * d = DirAccess : : create_for_path ( exe_path ) ;
bool self_contained = false ;
if ( d - > file_exists ( exe_path + " /._sc_ " ) ) {
self_contained = true ;
2019-08-07 10:54:30 +00:00
Error err = extra_config - > load ( exe_path + " /._sc_ " ) ;
if ( err ! = OK ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Can't load config from path ' " + exe_path + " /._sc_'. " ) ;
2019-08-07 10:54:30 +00:00
}
2017-10-28 13:40:55 +00:00
} else if ( d - > file_exists ( exe_path + " /_sc_ " ) ) {
self_contained = true ;
2019-08-07 10:54:30 +00:00
Error err = extra_config - > load ( exe_path + " /_sc_ " ) ;
if ( err ! = OK ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Can't load config from path ' " + exe_path + " /_sc_'. " ) ;
2019-08-07 10:54:30 +00:00
}
2017-10-28 13:40:55 +00:00
}
memdelete ( d ) ;
if ( self_contained ) {
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
// editor is self contained, all in same folder
data_path = exe_path ;
data_dir = data_path . plus_file ( " editor_data " ) ;
2017-10-28 13:40:55 +00:00
config_path = exe_path ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
config_dir = data_dir ;
cache_path = exe_path ;
cache_dir = data_dir . plus_file ( " cache " ) ;
2017-10-28 13:40:55 +00:00
} else {
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
// Typically XDG_DATA_HOME or %APPDATA%
data_path = OS : : get_singleton ( ) - > get_data_path ( ) ;
data_dir = data_path . plus_file ( OS : : get_singleton ( ) - > get_godot_dir_name ( ) ) ;
// Can be different from data_path e.g. on Linux or macOS
config_path = OS : : get_singleton ( ) - > get_config_path ( ) ;
config_dir = config_path . plus_file ( OS : : get_singleton ( ) - > get_godot_dir_name ( ) ) ;
// Can be different from above paths, otherwise a subfolder of data_dir
cache_path = OS : : get_singleton ( ) - > get_cache_path ( ) ;
if ( cache_path = = data_path ) {
cache_dir = data_dir . plus_file ( " cache " ) ;
} else {
cache_dir = cache_path . plus_file ( OS : : get_singleton ( ) - > get_godot_dir_name ( ) ) ;
2017-10-28 13:40:55 +00:00
}
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
}
2017-10-28 13:40:55 +00:00
ClassDB : : register_class < EditorSettings > ( ) ; //otherwise it can't be unserialized
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
2017-10-28 13:40:55 +00:00
String config_file_path ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
if ( data_path ! = " " & & config_path ! = " " & & cache_path ! = " " ) {
// Validate/create data dir and subdirectories
2017-10-28 13:40:55 +00:00
dir = DirAccess : : create ( DirAccess : : ACCESS_FILESYSTEM ) ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
if ( dir - > change_dir ( data_dir ) ! = OK ) {
2018-08-12 19:26:08 +00:00
dir - > make_dir_recursive ( data_dir ) ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
if ( dir - > change_dir ( data_dir ) ! = OK ) {
ERR_PRINT ( " Cannot create data directory! " ) ;
2017-10-28 13:40:55 +00:00
memdelete ( dir ) ;
goto fail ;
}
}
if ( dir - > change_dir ( " templates " ) ! = OK ) {
dir - > make_dir ( " templates " ) ;
} else {
dir - > change_dir ( " .. " ) ;
}
2014-02-10 01:10:30 +00:00
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
// Validate/create cache dir
if ( dir - > change_dir ( cache_dir ) ! = OK ) {
2018-08-12 19:26:08 +00:00
dir - > make_dir_recursive ( cache_dir ) ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
if ( dir - > change_dir ( cache_dir ) ! = OK ) {
ERR_PRINT ( " Cannot create cache directory! " ) ;
memdelete ( dir ) ;
goto fail ;
}
}
// Validate/create config dir and subdirectories
2017-10-28 13:40:55 +00:00
if ( dir - > change_dir ( config_dir ) ! = OK ) {
2018-08-12 19:26:08 +00:00
dir - > make_dir_recursive ( config_dir ) ;
2017-10-28 13:40:55 +00:00
if ( dir - > change_dir ( config_dir ) ! = OK ) {
ERR_PRINT ( " Cannot create config directory! " ) ;
memdelete ( dir ) ;
goto fail ;
}
}
2017-03-05 15:44:50 +00:00
if ( dir - > change_dir ( " text_editor_themes " ) ! = OK ) {
2016-04-12 14:45:31 +00:00
dir - > make_dir ( " text_editor_themes " ) ;
} else {
dir - > change_dir ( " .. " ) ;
}
2017-06-13 20:03:08 +00:00
if ( dir - > change_dir ( " script_templates " ) ! = OK ) {
dir - > make_dir ( " script_templates " ) ;
} else {
dir - > change_dir ( " .. " ) ;
}
2019-04-08 22:18:03 +00:00
if ( dir - > change_dir ( " feature_profiles " ) ! = OK ) {
dir - > make_dir ( " feature_profiles " ) ;
} else {
dir - > change_dir ( " .. " ) ;
}
2017-11-17 20:48:24 +00:00
_create_script_templates ( dir - > get_current_dir ( ) . plus_file ( " script_templates " ) ) ;
2014-02-10 01:10:30 +00:00
2017-11-17 20:48:24 +00:00
if ( dir - > change_dir ( " projects " ) ! = OK ) {
dir - > make_dir ( " projects " ) ;
2015-06-06 12:44:38 +00:00
} else {
dir - > change_dir ( " .. " ) ;
}
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
// Validate/create project-specific config dir
2015-06-06 12:44:38 +00:00
2017-11-17 20:48:24 +00:00
dir - > change_dir ( " projects " ) ;
2017-11-17 14:50:18 +00:00
String project_config_dir = ProjectSettings : : get_singleton ( ) - > get_resource_path ( ) ;
2020-05-14 14:41:43 +00:00
if ( project_config_dir . ends_with ( " / " ) ) {
2017-11-17 14:50:18 +00:00
project_config_dir = config_path . substr ( 0 , project_config_dir . size ( ) - 1 ) ;
2020-05-14 14:41:43 +00:00
}
2017-11-17 14:50:18 +00:00
project_config_dir = project_config_dir . get_file ( ) + " - " + project_config_dir . md5_text ( ) ;
2015-06-06 12:44:38 +00:00
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
if ( dir - > change_dir ( project_config_dir ) ! = OK ) {
2017-11-17 14:50:18 +00:00
dir - > make_dir ( project_config_dir ) ;
2015-06-06 12:44:38 +00:00
} else {
dir - > change_dir ( " .. " ) ;
}
dir - > change_dir ( " .. " ) ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
// Validate editor config file
2016-06-05 00:31:29 +00:00
2017-11-20 06:40:06 +00:00
String config_file_name = " editor_settings- " + itos ( VERSION_MAJOR ) + " .tres " ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
config_file_path = config_dir . plus_file ( config_file_name ) ;
2017-01-11 21:38:00 +00:00
if ( ! dir - > file_exists ( config_file_name ) ) {
2020-08-04 14:08:06 +00:00
memdelete ( dir ) ;
2017-01-05 22:41:36 +00:00
goto fail ;
2014-02-10 01:10:30 +00:00
}
memdelete ( dir ) ;
2017-11-17 14:50:18 +00:00
singleton = ResourceLoader : : load ( config_file_path , " EditorSettings " ) ;
2016-06-05 00:31:29 +00:00
2014-02-10 01:10:30 +00:00
if ( singleton . is_null ( ) ) {
WARN_PRINT ( " Could not open config file. " ) ;
goto fail ;
}
2017-03-05 15:44:50 +00:00
singleton - > save_changed_setting = true ;
singleton - > config_file_path = config_file_path ;
2017-11-17 14:50:18 +00:00
singleton - > project_config_dir = project_config_dir ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
singleton - > settings_dir = config_dir ;
singleton - > data_dir = data_dir ;
singleton - > cache_dir = cache_dir ;
2014-02-10 01:10:30 +00:00
2018-08-24 06:47:34 +00:00
print_verbose ( " EditorSettings: Load OK! " ) ;
2014-02-10 01:10:30 +00:00
2016-05-27 22:58:28 +00:00
singleton - > setup_language ( ) ;
2015-08-06 05:37:40 +00:00
singleton - > setup_network ( ) ;
2015-06-06 12:44:38 +00:00
singleton - > load_favorites ( ) ;
2016-04-12 14:45:31 +00:00
singleton - > list_text_editor_themes ( ) ;
2014-02-10 01:10:30 +00:00
return ;
}
2017-10-28 13:40:55 +00:00
fail :
2017-01-05 22:41:36 +00:00
2017-10-28 13:40:55 +00:00
// patch init projects
if ( extra_config - > has_section ( " init_projects " ) ) {
Vector < String > list = extra_config - > get_value ( " init_projects " , " list " ) ;
for ( int i = 0 ; i < list . size ( ) ; i + + ) {
2019-06-16 12:31:57 +00:00
list . write [ i ] = exe_path . plus_file ( list [ i ] ) ;
2017-10-28 13:40:55 +00:00
} ;
extra_config - > set_value ( " init_projects " , " list " , list ) ;
} ;
2017-01-05 22:41:36 +00:00
2017-10-28 13:40:55 +00:00
singleton = Ref < EditorSettings > ( memnew ( EditorSettings ) ) ;
singleton - > save_changed_setting = true ;
singleton - > config_file_path = config_file_path ;
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
singleton - > settings_dir = config_dir ;
singleton - > data_dir = data_dir ;
singleton - > cache_dir = cache_dir ;
2017-10-28 13:40:55 +00:00
singleton - > _load_defaults ( extra_config ) ;
singleton - > setup_language ( ) ;
singleton - > setup_network ( ) ;
singleton - > list_text_editor_themes ( ) ;
}
2017-01-05 22:41:36 +00:00
2017-10-28 13:40:55 +00:00
void EditorSettings : : setup_language ( ) {
String lang = get ( " interface/editor/editor_language " ) ;
2020-05-14 14:41:43 +00:00
if ( lang = = " en " ) {
2020-03-18 17:34:36 +00:00
return ; // Default, nothing to do.
2020-05-14 14:41:43 +00:00
}
2017-03-05 15:44:50 +00:00
2020-03-18 17:34:36 +00:00
// Load editor translation for configured/detected locale.
2018-01-06 12:17:12 +00:00
EditorTranslationList * etl = _editor_translations ;
while ( etl - > data ) {
if ( etl - > lang = = lang ) {
Vector < uint8_t > data ;
data . resize ( etl - > uncomp_size ) ;
Compression : : decompress ( data . ptrw ( ) , etl - > uncomp_size , etl - > data , etl - > comp_size , Compression : : MODE_DEFLATE ) ;
FileAccessMemory * fa = memnew ( FileAccessMemory ) ;
fa - > open_custom ( data . ptr ( ) , data . size ( ) ) ;
2020-03-18 17:34:36 +00:00
Ref < Translation > tr = TranslationLoaderPO : : load_translation ( fa ) ;
2018-01-06 12:17:12 +00:00
if ( tr . is_valid ( ) ) {
tr - > set_locale ( etl - > lang ) ;
TranslationServer : : get_singleton ( ) - > set_tool_translation ( tr ) ;
break ;
}
2017-10-28 13:40:55 +00:00
}
2018-01-06 12:17:12 +00:00
etl + + ;
2017-10-28 13:40:55 +00:00
}
2020-03-18 17:34:36 +00:00
// Load class reference translation.
DocTranslationList * dtl = _doc_translations ;
while ( dtl - > data ) {
if ( dtl - > lang = = lang ) {
Vector < uint8_t > data ;
data . resize ( dtl - > uncomp_size ) ;
Compression : : decompress ( data . ptrw ( ) , dtl - > uncomp_size , dtl - > data , dtl - > comp_size , Compression : : MODE_DEFLATE ) ;
FileAccessMemory * fa = memnew ( FileAccessMemory ) ;
fa - > open_custom ( data . ptr ( ) , data . size ( ) ) ;
Ref < Translation > tr = TranslationLoaderPO : : load_translation ( fa ) ;
if ( tr . is_valid ( ) ) {
tr - > set_locale ( dtl - > lang ) ;
TranslationServer : : get_singleton ( ) - > set_doc_translation ( tr ) ;
break ;
}
}
dtl + + ;
}
2017-10-28 13:40:55 +00:00
}
2017-09-19 00:30:48 +00:00
2017-10-28 13:40:55 +00:00
void EditorSettings : : setup_network ( ) {
List < IP_Address > local_ip ;
IP : : get_singleton ( ) - > get_local_addresses ( & local_ip ) ;
String hint ;
String current = has_setting ( " network/debug/remote_host " ) ? get ( " network/debug/remote_host " ) : " " ;
2019-08-21 15:05:06 +00:00
String selected = " 127.0.0.1 " ;
2017-01-05 22:41:36 +00:00
2019-08-21 15:05:06 +00:00
// Check that current remote_host is a valid interface address and populate hints.
2017-10-28 13:40:55 +00:00
for ( List < IP_Address > : : Element * E = local_ip . front ( ) ; E ; E = E - > next ( ) ) {
String ip = E - > get ( ) ;
2017-09-18 23:30:14 +00:00
2017-10-28 13:40:55 +00:00
// link-local IPv6 addresses don't work, skipping them
2020-05-14 14:41:43 +00:00
if ( ip . begins_with ( " fe80:0:0:0: " ) ) { // fe80::/64
2017-10-28 13:40:55 +00:00
continue ;
2020-05-14 14:41:43 +00:00
}
2019-03-31 14:57:23 +00:00
// Same goes for IPv4 link-local (APIPA) addresses.
2020-05-14 14:41:43 +00:00
if ( ip . begins_with ( " 169.254. " ) ) { // 169.254.0.0/16
2019-03-31 14:57:23 +00:00
continue ;
2020-05-14 14:41:43 +00:00
}
2019-08-21 15:05:06 +00:00
// Select current IP (found)
2020-05-14 14:41:43 +00:00
if ( ip = = current ) {
2019-08-21 15:05:06 +00:00
selected = ip ;
2020-05-14 14:41:43 +00:00
}
if ( hint ! = " " ) {
2017-10-28 13:40:55 +00:00
hint + = " , " ;
2020-05-14 14:41:43 +00:00
}
2017-10-28 13:40:55 +00:00
hint + = ip ;
}
2017-05-01 18:57:35 +00:00
2019-08-21 15:05:06 +00:00
// Add hints with valid IP addresses to remote_host property.
2017-10-28 13:40:55 +00:00
add_property_hint ( PropertyInfo ( Variant : : STRING , " network/debug/remote_host " , PROPERTY_HINT_ENUM , hint ) ) ;
2019-08-21 15:05:06 +00:00
// Fix potentially invalid remote_host due to network change.
set ( " network/debug/remote_host " , selected ) ;
2017-10-28 13:40:55 +00:00
}
2017-04-25 12:18:08 +00:00
2017-10-28 13:40:55 +00:00
void EditorSettings : : save ( ) {
//_THREAD_SAFE_METHOD_
2014-02-10 01:10:30 +00:00
2020-05-14 14:41:43 +00:00
if ( ! singleton . ptr ( ) ) {
2017-10-28 13:40:55 +00:00
return ;
2020-05-14 14:41:43 +00:00
}
2014-02-10 01:10:30 +00:00
2017-10-28 13:40:55 +00:00
if ( singleton - > config_file_path = = " " ) {
ERR_PRINT ( " Cannot save EditorSettings config, no valid path " ) ;
return ;
}
2014-02-10 01:10:30 +00:00
2017-10-28 13:40:55 +00:00
Error err = ResourceSaver : : save ( singleton - > config_file_path , singleton ) ;
2016-08-16 16:25:42 +00:00
2017-10-28 13:40:55 +00:00
if ( err ! = OK ) {
2019-11-06 16:03:04 +00:00
ERR_PRINT ( " Error saving editor settings to " + singleton - > config_file_path ) ;
2018-08-24 06:47:34 +00:00
} else {
print_verbose ( " EditorSettings: Save OK! " ) ;
2017-10-28 13:40:55 +00:00
}
}
2014-02-10 01:10:30 +00:00
2017-10-28 13:40:55 +00:00
void EditorSettings : : destroy ( ) {
2020-05-14 14:41:43 +00:00
if ( ! singleton . ptr ( ) ) {
2017-10-28 13:40:55 +00:00
return ;
2020-05-14 14:41:43 +00:00
}
2017-10-28 13:40:55 +00:00
save ( ) ;
singleton = Ref < EditorSettings > ( ) ;
}
2014-02-10 01:10:30 +00:00
2017-10-28 13:40:55 +00:00
void EditorSettings : : set_optimize_save ( bool p_optimize ) {
optimize_save = p_optimize ;
}
2016-05-27 17:18:40 +00:00
2017-10-28 13:40:55 +00:00
// Properties
2016-02-21 23:15:47 +00:00
2017-10-28 13:40:55 +00:00
void EditorSettings : : set_setting ( const String & p_setting , const Variant & p_value ) {
_THREAD_SAFE_METHOD_
set ( p_setting , p_value ) ;
}
2016-02-27 15:11:40 +00:00
2017-10-28 13:40:55 +00:00
Variant EditorSettings : : get_setting ( const String & p_setting ) const {
_THREAD_SAFE_METHOD_
return get ( p_setting ) ;
}
2016-02-27 15:11:40 +00:00
2017-10-31 14:24:35 +00:00
bool EditorSettings : : has_setting ( const String & p_setting ) const {
2017-10-28 13:40:55 +00:00
_THREAD_SAFE_METHOD_
2016-02-27 15:11:40 +00:00
2017-10-31 14:24:35 +00:00
return props . has ( p_setting ) ;
2017-10-28 13:40:55 +00:00
}
2016-02-27 15:11:40 +00:00
2017-10-31 14:24:35 +00:00
void EditorSettings : : erase ( const String & p_setting ) {
2017-10-28 13:40:55 +00:00
_THREAD_SAFE_METHOD_
2017-10-31 14:24:35 +00:00
props . erase ( p_setting ) ;
2016-04-12 14:45:31 +00:00
}
2017-10-31 14:24:35 +00:00
void EditorSettings : : raise_order ( const String & p_setting ) {
2017-10-28 13:40:55 +00:00
_THREAD_SAFE_METHOD_
2017-10-31 14:24:35 +00:00
ERR_FAIL_COND ( ! props . has ( p_setting ) ) ;
props [ p_setting ] . order = + + last_order ;
2014-02-10 01:10:30 +00:00
}
2018-07-19 21:58:15 +00:00
void EditorSettings : : set_restart_if_changed ( const StringName & p_setting , bool p_restart ) {
_THREAD_SAFE_METHOD_
2020-05-14 14:41:43 +00:00
if ( ! props . has ( p_setting ) ) {
2018-07-19 21:58:15 +00:00
return ;
2020-05-14 14:41:43 +00:00
}
2018-07-19 21:58:15 +00:00
props [ p_setting ] . restart_if_changed = p_restart ;
}
2018-01-09 15:52:46 +00:00
void EditorSettings : : set_initial_value ( const StringName & p_setting , const Variant & p_value , bool p_update_current ) {
2017-11-30 03:11:53 +00:00
_THREAD_SAFE_METHOD_
2020-05-14 14:41:43 +00:00
if ( ! props . has ( p_setting ) ) {
2017-11-17 20:22:27 +00:00
return ;
2020-05-14 14:41:43 +00:00
}
2018-01-07 19:39:38 +00:00
props [ p_setting ] . initial = p_value ;
props [ p_setting ] . has_default_value = true ;
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if ( p_update_current ) {
2018-01-07 19:39:38 +00:00
set ( p_setting , p_value ) ;
}
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}
2014-02-10 01:10:30 +00:00
2018-07-19 21:58:15 +00:00
Variant _EDITOR_DEF ( const String & p_setting , const Variant & p_default , bool p_restart_if_changed ) {
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Variant ret = p_default ;
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if ( EditorSettings : : get_singleton ( ) - > has_setting ( p_setting ) ) {
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ret = EditorSettings : : get_singleton ( ) - > get ( p_setting ) ;
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} else {
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EditorSettings : : get_singleton ( ) - > set_manually ( p_setting , p_default ) ;
2018-07-19 21:58:15 +00:00
EditorSettings : : get_singleton ( ) - > set_restart_if_changed ( p_setting , p_restart_if_changed ) ;
}
2017-11-30 03:11:53 +00:00
2018-07-19 21:58:15 +00:00
if ( ! EditorSettings : : get_singleton ( ) - > has_default_value ( p_setting ) ) {
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EditorSettings : : get_singleton ( ) - > set_initial_value ( p_setting , p_default ) ;
2018-07-19 21:58:15 +00:00
}
2014-02-10 01:10:30 +00:00
2017-10-28 21:25:28 +00:00
return ret ;
2017-10-28 13:40:55 +00:00
}
2014-02-10 01:10:30 +00:00
2017-10-31 14:24:35 +00:00
Variant _EDITOR_GET ( const String & p_setting ) {
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ERR_FAIL_COND_V ( ! EditorSettings : : get_singleton ( ) - > has_setting ( p_setting ) , Variant ( ) ) ;
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return EditorSettings : : get_singleton ( ) - > get ( p_setting ) ;
2014-02-10 01:10:30 +00:00
}
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bool EditorSettings : : property_can_revert ( const String & p_setting ) {
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if ( ! props . has ( p_setting ) ) {
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return false ;
2020-05-14 14:41:43 +00:00
}
2016-08-16 20:10:53 +00:00
2020-05-14 14:41:43 +00:00
if ( ! props [ p_setting ] . has_default_value ) {
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return false ;
2020-05-14 14:41:43 +00:00
}
2017-11-30 03:11:53 +00:00
2017-10-31 14:24:35 +00:00
return props [ p_setting ] . initial ! = props [ p_setting ] . variant ;
2017-10-28 13:40:55 +00:00
}
2016-08-16 20:10:53 +00:00
2017-10-31 14:24:35 +00:00
Variant EditorSettings : : property_get_revert ( const String & p_setting ) {
2020-05-14 14:41:43 +00:00
if ( ! props . has ( p_setting ) | | ! props [ p_setting ] . has_default_value ) {
2017-10-28 13:40:55 +00:00
return Variant ( ) ;
2020-05-14 14:41:43 +00:00
}
2017-10-28 13:40:55 +00:00
2017-10-31 14:24:35 +00:00
return props [ p_setting ] . initial ;
2016-08-16 20:10:53 +00:00
}
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void EditorSettings : : add_property_hint ( const PropertyInfo & p_hint ) {
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_THREAD_SAFE_METHOD_
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hints [ p_hint . name ] = p_hint ;
2014-02-10 01:10:30 +00:00
}
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
// Data directories
String EditorSettings : : get_data_dir ( ) const {
return data_dir ;
}
String EditorSettings : : get_templates_dir ( ) const {
return get_data_dir ( ) . plus_file ( " templates " ) ;
}
// Config directories
2017-10-28 13:40:55 +00:00
2017-11-17 14:50:18 +00:00
String EditorSettings : : get_settings_dir ( ) const {
return settings_dir ;
2017-10-28 13:40:55 +00:00
}
2017-11-17 14:50:18 +00:00
String EditorSettings : : get_project_settings_dir ( ) const {
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return get_settings_dir ( ) . plus_file ( " projects " ) . plus_file ( project_config_dir ) ;
2017-10-28 13:40:55 +00:00
}
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
String EditorSettings : : get_text_editor_themes_dir ( ) const {
return get_settings_dir ( ) . plus_file ( " text_editor_themes " ) ;
}
2017-10-28 13:40:55 +00:00
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
String EditorSettings : : get_script_templates_dir ( ) const {
return get_settings_dir ( ) . plus_file ( " script_templates " ) ;
2017-10-28 13:40:55 +00:00
}
2019-08-22 15:59:43 +00:00
String EditorSettings : : get_project_script_templates_dir ( ) const {
return ProjectSettings : : get_singleton ( ) - > get ( " editor/script_templates_search_path " ) ;
}
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
// Cache directory
String EditorSettings : : get_cache_dir ( ) const {
return cache_dir ;
2017-10-28 13:40:55 +00:00
}
2019-04-08 22:18:03 +00:00
String EditorSettings : : get_feature_profiles_dir ( ) const {
return get_settings_dir ( ) . plus_file ( " feature_profiles " ) ;
}
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
2017-11-17 16:11:41 +00:00
// Metadata
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void EditorSettings : : set_project_metadata ( const String & p_section , const String & p_key , Variant p_data ) {
Ref < ConfigFile > cf = memnew ( ConfigFile ) ;
2017-11-17 14:50:18 +00:00
String path = get_project_settings_dir ( ) . plus_file ( " project_metadata.cfg " ) ;
2019-08-07 10:54:30 +00:00
Error err ;
err = cf - > load ( path ) ;
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ERR_FAIL_COND_MSG ( err ! = OK & & err ! = ERR_FILE_NOT_FOUND , " Cannot load editor settings from file ' " + path + " '. " ) ;
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cf - > set_value ( p_section , p_key , p_data ) ;
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err = cf - > save ( path ) ;
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ERR_FAIL_COND_MSG ( err ! = OK , " Cannot save editor settings to file ' " + path + " '. " ) ;
2017-10-28 13:40:55 +00:00
}
2018-05-16 15:23:20 +00:00
Variant EditorSettings : : get_project_metadata ( const String & p_section , const String & p_key , Variant p_default ) const {
2017-10-28 13:40:55 +00:00
Ref < ConfigFile > cf = memnew ( ConfigFile ) ;
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String path = get_project_settings_dir ( ) . plus_file ( " project_metadata.cfg " ) ;
2017-10-28 13:40:55 +00:00
Error err = cf - > load ( path ) ;
if ( err ! = OK ) {
return p_default ;
}
return cf - > get_value ( p_section , p_key , p_default ) ;
}
2018-09-18 12:02:59 +00:00
void EditorSettings : : set_favorites ( const Vector < String > & p_favorites ) {
favorites = p_favorites ;
FileAccess * f = FileAccess : : open ( get_project_settings_dir ( ) . plus_file ( " favorites " ) , FileAccess : : WRITE ) ;
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if ( f ) {
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for ( int i = 0 ; i < favorites . size ( ) ; i + + ) {
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f - > store_line ( favorites [ i ] ) ;
2020-05-14 14:41:43 +00:00
}
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memdelete ( f ) ;
}
}
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Vector < String > EditorSettings : : get_favorites ( ) const {
return favorites ;
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}
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void EditorSettings : : set_recent_dirs ( const Vector < String > & p_recent_dirs ) {
recent_dirs = p_recent_dirs ;
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FileAccess * f = FileAccess : : open ( get_project_settings_dir ( ) . plus_file ( " recent_dirs " ) , FileAccess : : WRITE ) ;
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if ( f ) {
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for ( int i = 0 ; i < recent_dirs . size ( ) ; i + + ) {
2015-06-06 12:44:38 +00:00
f - > store_line ( recent_dirs [ i ] ) ;
2020-05-14 14:41:43 +00:00
}
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memdelete ( f ) ;
}
}
Vector < String > EditorSettings : : get_recent_dirs ( ) const {
return recent_dirs ;
}
void EditorSettings : : load_favorites ( ) {
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FileAccess * f = FileAccess : : open ( get_project_settings_dir ( ) . plus_file ( " favorites " ) , FileAccess : : READ ) ;
2015-06-06 12:44:38 +00:00
if ( f ) {
String line = f - > get_line ( ) . strip_edges ( ) ;
2017-03-05 15:44:50 +00:00
while ( line ! = " " ) {
2018-09-18 12:02:59 +00:00
favorites . push_back ( line ) ;
2015-06-06 12:44:38 +00:00
line = f - > get_line ( ) . strip_edges ( ) ;
}
memdelete ( f ) ;
}
2017-11-17 14:50:18 +00:00
f = FileAccess : : open ( get_project_settings_dir ( ) . plus_file ( " recent_dirs " ) , FileAccess : : READ ) ;
2015-06-06 12:44:38 +00:00
if ( f ) {
String line = f - > get_line ( ) . strip_edges ( ) ;
2017-03-05 15:44:50 +00:00
while ( line ! = " " ) {
2015-06-06 12:44:38 +00:00
recent_dirs . push_back ( line ) ;
line = f - > get_line ( ) . strip_edges ( ) ;
}
memdelete ( f ) ;
}
}
2018-06-10 14:30:49 +00:00
bool EditorSettings : : is_dark_theme ( ) {
int AUTO_COLOR = 0 ;
int LIGHT_COLOR = 2 ;
Color base_color = get ( " interface/theme/base_color " ) ;
int icon_font_color_setting = get ( " interface/theme/icon_and_font_color " ) ;
return ( icon_font_color_setting = = AUTO_COLOR & & ( ( base_color . r + base_color . g + base_color . b ) / 3.0 ) < 0.5 ) | | icon_font_color_setting = = LIGHT_COLOR ;
}
2016-04-12 14:45:31 +00:00
void EditorSettings : : list_text_editor_themes ( ) {
2017-12-26 19:41:08 +00:00
String themes = " Adaptive,Default,Custom " ;
2018-09-22 08:02:20 +00:00
2017-11-17 20:48:24 +00:00
DirAccess * d = DirAccess : : open ( get_text_editor_themes_dir ( ) ) ;
2016-04-12 14:45:31 +00:00
if ( d ) {
2018-09-22 08:02:20 +00:00
List < String > custom_themes ;
2016-04-12 14:45:31 +00:00
d - > list_dir_begin ( ) ;
String file = d - > get_next ( ) ;
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while ( file ! = String ( ) ) {
2019-05-23 15:18:24 +00:00
if ( file . get_extension ( ) = = " tet " & & ! _is_default_text_editor_theme ( file . get_basename ( ) . to_lower ( ) ) ) {
2018-09-22 08:02:20 +00:00
custom_themes . push_back ( file . get_basename ( ) ) ;
2016-04-12 14:45:31 +00:00
}
file = d - > get_next ( ) ;
}
d - > list_dir_end ( ) ;
memdelete ( d ) ;
2018-09-22 08:02:20 +00:00
custom_themes . sort ( ) ;
for ( List < String > : : Element * E = custom_themes . front ( ) ; E ; E = E - > next ( ) ) {
themes + = " , " + E - > get ( ) ;
}
2016-04-12 14:45:31 +00:00
}
2017-03-05 15:44:50 +00:00
add_property_hint ( PropertyInfo ( Variant : : STRING , " text_editor/theme/color_theme " , PROPERTY_HINT_ENUM , themes ) ) ;
2016-04-12 14:45:31 +00:00
}
void EditorSettings : : load_text_editor_theme ( ) {
2019-05-23 15:18:24 +00:00
String p_file = get ( " text_editor/theme/color_theme " ) ;
if ( _is_default_text_editor_theme ( p_file . get_file ( ) . to_lower ( ) ) ) {
if ( p_file = = " Default " ) {
2018-01-06 11:40:43 +00:00
_load_default_text_editor_theme ( ) ;
}
return ; // sorry for "Settings changed" console spam
2016-04-12 14:45:31 +00:00
}
2019-05-23 15:18:24 +00:00
String theme_path = get_text_editor_themes_dir ( ) . plus_file ( p_file + " .tet " ) ;
2016-04-12 14:45:31 +00:00
2017-03-05 15:44:50 +00:00
Ref < ConfigFile > cf = memnew ( ConfigFile ) ;
2016-04-12 14:45:31 +00:00
Error err = cf - > load ( theme_path ) ;
if ( err ! = OK ) {
return ;
}
List < String > keys ;
cf - > get_section_keys ( " color_theme " , & keys ) ;
2017-03-05 15:44:50 +00:00
for ( List < String > : : Element * E = keys . front ( ) ; E ; E = E - > next ( ) ) {
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String key = E - > get ( ) ;
String val = cf - > get_value ( " color_theme " , key ) ;
// don't load if it's not already there!
2017-10-05 18:34:34 +00:00
if ( has_setting ( " text_editor/highlighting/ " + key ) ) {
2016-04-12 14:45:31 +00:00
// make sure it is actually a color
if ( val . is_valid_html_color ( ) & & key . find ( " color " ) > = 0 ) {
2017-03-05 15:44:50 +00:00
props [ " text_editor/highlighting/ " + key ] . variant = Color : : html ( val ) ; // change manually to prevent "Settings changed" console spam
2016-04-12 14:45:31 +00:00
}
}
}
emit_signal ( " settings_changed " ) ;
// if it doesn't load just use what is currently loaded
}
bool EditorSettings : : import_text_editor_theme ( String p_file ) {
if ( ! p_file . ends_with ( " .tet " ) ) {
return false ;
} else {
if ( p_file . get_file ( ) . to_lower ( ) = = " default.tet " ) {
return false ;
}
2017-11-17 20:48:24 +00:00
DirAccess * d = DirAccess : : open ( get_text_editor_themes_dir ( ) ) ;
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if ( d ) {
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d - > copy ( p_file , get_text_editor_themes_dir ( ) . plus_file ( p_file . get_file ( ) ) ) ;
2016-04-12 14:45:31 +00:00
memdelete ( d ) ;
return true ;
}
}
return false ;
}
bool EditorSettings : : save_text_editor_theme ( ) {
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String p_file = get ( " text_editor/theme/color_theme " ) ;
2016-04-12 14:45:31 +00:00
2019-05-23 15:18:24 +00:00
if ( _is_default_text_editor_theme ( p_file . get_file ( ) . to_lower ( ) ) ) {
2016-04-12 14:45:31 +00:00
return false ;
}
2017-11-17 20:48:24 +00:00
String theme_path = get_text_editor_themes_dir ( ) . plus_file ( p_file + " .tet " ) ;
2016-04-12 14:45:31 +00:00
return _save_text_editor_theme ( theme_path ) ;
}
bool EditorSettings : : save_text_editor_theme_as ( String p_file ) {
if ( ! p_file . ends_with ( " .tet " ) ) {
p_file + = " .tet " ;
}
2019-05-23 15:18:24 +00:00
if ( _is_default_text_editor_theme ( p_file . get_file ( ) . to_lower ( ) . trim_suffix ( " .tet " ) ) ) {
2016-04-12 14:45:31 +00:00
return false ;
}
2017-03-05 15:44:50 +00:00
if ( _save_text_editor_theme ( p_file ) ) {
2016-04-12 14:45:31 +00:00
// switch to theme is saved in the theme directory
list_text_editor_themes ( ) ;
String theme_name = p_file . substr ( 0 , p_file . length ( ) - 4 ) . get_file ( ) ;
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if ( p_file . get_base_dir ( ) = = get_text_editor_themes_dir ( ) ) {
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_initial_set ( " text_editor/theme/color_theme " , theme_name ) ;
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load_text_editor_theme ( ) ;
}
return true ;
}
return false ;
}
2019-05-23 15:18:24 +00:00
bool EditorSettings : : is_default_text_editor_theme ( ) {
String p_file = get ( " text_editor/theme/color_theme " ) ;
return _is_default_text_editor_theme ( p_file . get_file ( ) . to_lower ( ) ) ;
}
2019-08-22 15:59:43 +00:00
Vector < String > EditorSettings : : get_script_templates ( const String & p_extension , const String & p_custom_path ) {
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Vector < String > templates ;
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String template_dir = get_script_templates_dir ( ) ;
if ( ! p_custom_path . empty ( ) ) {
template_dir = p_custom_path ;
}
DirAccess * d = DirAccess : : open ( template_dir ) ;
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if ( d ) {
d - > list_dir_begin ( ) ;
String file = d - > get_next ( ) ;
while ( file ! = String ( ) ) {
if ( file . get_extension ( ) = = p_extension ) {
templates . push_back ( file . get_basename ( ) ) ;
}
file = d - > get_next ( ) ;
}
d - > list_dir_end ( ) ;
memdelete ( d ) ;
}
return templates ;
}
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String EditorSettings : : get_editor_layouts_config ( ) const {
return get_settings_dir ( ) . plus_file ( " editor_layouts.cfg " ) ;
}
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// Shortcuts
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void EditorSettings : : add_shortcut ( const String & p_name , Ref < Shortcut > & p_shortcut ) {
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shortcuts [ p_name ] = p_shortcut ;
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}
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bool EditorSettings : : is_shortcut ( const String & p_name , const Ref < InputEvent > & p_event ) const {
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const Map < String , Ref < Shortcut > > : : Element * E = shortcuts . find ( p_name ) ;
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ERR_FAIL_COND_V_MSG ( ! E , false , " Unknown Shortcut: " + p_name + " . " ) ;
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return E - > get ( ) - > is_shortcut ( p_event ) ;
}
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Ref < Shortcut > EditorSettings : : get_shortcut ( const String & p_name ) const {
const Map < String , Ref < Shortcut > > : : Element * E = shortcuts . find ( p_name ) ;
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if ( ! E ) {
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return Ref < Shortcut > ( ) ;
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}
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return E - > get ( ) ;
}
void EditorSettings : : get_shortcut_list ( List < String > * r_shortcuts ) {
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for ( const Map < String , Ref < Shortcut > > : : Element * E = shortcuts . front ( ) ; E ; E = E - > next ( ) ) {
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r_shortcuts - > push_back ( E - > key ( ) ) ;
}
}
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Ref < Shortcut > ED_GET_SHORTCUT ( const String & p_path ) {
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if ( ! EditorSettings : : get_singleton ( ) ) {
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return nullptr ;
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}
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Ref < Shortcut > sc = EditorSettings : : get_singleton ( ) - > get_shortcut ( p_path ) ;
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ERR_FAIL_COND_V_MSG ( ! sc . is_valid ( ) , sc , " Used ED_GET_SHORTCUT with invalid shortcut: " + p_path + " . " ) ;
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return sc ;
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}
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struct ShortcutMapping {
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const char * path ;
uint32_t keycode ;
} ;
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Ref < Shortcut > ED_SHORTCUT ( const String & p_path , const String & p_name , uint32_t p_keycode ) {
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# ifdef OSX_ENABLED
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// Use Cmd+Backspace as a general replacement for Delete shortcuts on macOS
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if ( p_keycode = = KEY_DELETE ) {
p_keycode = KEY_MASK_CMD | KEY_BACKSPACE ;
}
# endif
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Ref < InputEventKey > ie ;
if ( p_keycode ) {
ie . instance ( ) ;
ie - > set_unicode ( p_keycode & KEY_CODE_MASK ) ;
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ie - > set_keycode ( p_keycode & KEY_CODE_MASK ) ;
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ie - > set_shift ( bool ( p_keycode & KEY_MASK_SHIFT ) ) ;
ie - > set_alt ( bool ( p_keycode & KEY_MASK_ALT ) ) ;
ie - > set_control ( bool ( p_keycode & KEY_MASK_CTRL ) ) ;
ie - > set_metakey ( bool ( p_keycode & KEY_MASK_META ) ) ;
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}
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if ( ! EditorSettings : : get_singleton ( ) ) {
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Ref < Shortcut > sc ;
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sc . instance ( ) ;
sc - > set_name ( p_name ) ;
sc - > set_shortcut ( ie ) ;
sc - > set_meta ( " original " , ie ) ;
return sc ;
}
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Ref < Shortcut > sc = EditorSettings : : get_singleton ( ) - > get_shortcut ( p_path ) ;
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if ( sc . is_valid ( ) ) {
sc - > set_name ( p_name ) ; //keep name (the ones that come from disk have no name)
sc - > set_meta ( " original " , ie ) ; //to compare against changes
return sc ;
}
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sc . instance ( ) ;
sc - > set_name ( p_name ) ;
sc - > set_shortcut ( ie ) ;
sc - > set_meta ( " original " , ie ) ; //to compare against changes
EditorSettings : : get_singleton ( ) - > add_shortcut ( p_path , sc ) ;
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return sc ;
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}
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void EditorSettings : : notify_changes ( ) {
_THREAD_SAFE_METHOD_
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SceneTree * sml = Object : : cast_to < SceneTree > ( OS : : get_singleton ( ) - > get_main_loop ( ) ) ;
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if ( ! sml ) {
return ;
}
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Node * root = sml - > get_root ( ) - > get_child ( 0 ) ;
if ( ! root ) {
return ;
}
root - > propagate_notification ( NOTIFICATION_EDITOR_SETTINGS_CHANGED ) ;
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}
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void EditorSettings : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " has_setting " , " name " ) , & EditorSettings : : has_setting ) ;
ClassDB : : bind_method ( D_METHOD ( " set_setting " , " name " , " value " ) , & EditorSettings : : set_setting ) ;
ClassDB : : bind_method ( D_METHOD ( " get_setting " , " name " ) , & EditorSettings : : get_setting ) ;
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ClassDB : : bind_method ( D_METHOD ( " erase " , " property " ) , & EditorSettings : : erase ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_initial_value " , " name " , " value " , " update_current " ) , & EditorSettings : : set_initial_value ) ;
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ClassDB : : bind_method ( D_METHOD ( " property_can_revert " , " name " ) , & EditorSettings : : property_can_revert ) ;
ClassDB : : bind_method ( D_METHOD ( " property_get_revert " , " name " ) , & EditorSettings : : property_get_revert ) ;
ClassDB : : bind_method ( D_METHOD ( " add_property_info " , " info " ) , & EditorSettings : : _add_property_info_bind ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_settings_dir " ) , & EditorSettings : : get_settings_dir ) ;
ClassDB : : bind_method ( D_METHOD ( " get_project_settings_dir " ) , & EditorSettings : : get_project_settings_dir ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_project_metadata " , " section " , " key " , " data " ) , & EditorSettings : : set_project_metadata ) ;
ClassDB : : bind_method ( D_METHOD ( " get_project_metadata " , " section " , " key " , " default " ) , & EditorSettings : : get_project_metadata , DEFVAL ( Variant ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_favorites " , " dirs " ) , & EditorSettings : : set_favorites ) ;
ClassDB : : bind_method ( D_METHOD ( " get_favorites " ) , & EditorSettings : : get_favorites ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_recent_dirs " , " dirs " ) , & EditorSettings : : set_recent_dirs ) ;
ClassDB : : bind_method ( D_METHOD ( " get_recent_dirs " ) , & EditorSettings : : get_recent_dirs ) ;
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ADD_SIGNAL ( MethodInfo ( " settings_changed " ) ) ;
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BIND_CONSTANT ( NOTIFICATION_EDITOR_SETTINGS_CHANGED ) ;
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}
EditorSettings : : EditorSettings ( ) {
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last_order = 0 ;
optimize_save = true ;
save_changed_setting = true ;
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_load_defaults ( ) ;
}
EditorSettings : : ~ EditorSettings ( ) {
}