godot/editor/editor_settings.h

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/**************************************************************************/
/* editor_settings.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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#ifndef EDITOR_SETTINGS_H
#define EDITOR_SETTINGS_H
#include "core/input/shortcut.h"
#include "core/io/config_file.h"
#include "core/io/resource.h"
#include "core/os/thread_safe.h"
#include "core/templates/rb_set.h"
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class EditorPlugin;
class EditorSettings : public Resource {
GDCLASS(EditorSettings, Resource);
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_THREAD_SAFE_CLASS_
public:
struct Plugin {
EditorPlugin *instance = nullptr;
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String path;
String name;
String author;
String version;
String description;
bool installs = false;
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String script;
Vector<String> install_files;
};
enum NetworkMode {
NETWORK_OFFLINE,
NETWORK_ONLINE,
};
private:
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struct VariantContainer {
int order = 0;
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Variant variant;
Variant initial;
bool has_default_value = false;
bool hide_from_editor = false;
bool save = false;
bool restart_if_changed = false;
VariantContainer() {}
VariantContainer(const Variant &p_variant, int p_order) :
order(p_order),
variant(p_variant) {
}
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};
static Ref<EditorSettings> singleton;
HashSet<String> changed_settings;
mutable Ref<ConfigFile> project_metadata;
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HashMap<String, PropertyInfo> hints;
HashMap<String, VariantContainer> props;
int last_order;
Ref<Resource> clipboard;
mutable HashMap<String, Ref<Shortcut>> shortcuts;
HashMap<String, List<Ref<InputEvent>>> builtin_action_overrides;
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Vector<String> favorites;
Vector<String> recent_dirs;
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bool save_changed_setting = true;
bool optimize_save = true; //do not save stuff that came from config but was not set from engine
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bool _set(const StringName &p_name, const Variant &p_value);
bool _set_only(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _initial_set(const StringName &p_name, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
void _add_property_info_bind(const Dictionary &p_info);
bool _property_can_revert(const StringName &p_name) const;
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
void _load_defaults(Ref<ConfigFile> p_extra_config = Ref<ConfigFile>());
void _load_godot2_text_editor_theme();
void _load_default_visual_shader_editor_theme();
bool _save_text_editor_theme(const String &p_file);
bool _is_default_text_editor_theme(const String &p_theme_name);
const String _get_project_metadata_path() const;
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protected:
static void _bind_methods();
public:
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enum {
NOTIFICATION_EDITOR_SETTINGS_CHANGED = 10000
};
static EditorSettings *get_singleton();
static void create();
void setup_language();
void setup_network();
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static void save();
static void destroy();
void set_optimize_save(bool p_optimize);
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bool has_default_value(const String &p_setting) const;
void set_setting(const String &p_setting, const Variant &p_value);
Variant get_setting(const String &p_setting) const;
bool has_setting(const String &p_setting) const;
void erase(const String &p_setting);
void raise_order(const String &p_setting);
void set_initial_value(const StringName &p_setting, const Variant &p_value, bool p_update_current = false);
void set_restart_if_changed(const StringName &p_setting, bool p_restart);
void set_manually(const StringName &p_setting, const Variant &p_value, bool p_emit_signal = false) {
if (p_emit_signal) {
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_set(p_setting, p_value);
} else {
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_set_only(p_setting, p_value);
}
}
void add_property_hint(const PropertyInfo &p_hint);
PackedStringArray get_changed_settings() const;
bool check_changed_settings_in_group(const String &p_setting_prefix) const;
void mark_setting_changed(const String &p_setting);
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void set_resource_clipboard(const Ref<Resource> &p_resource) { clipboard = p_resource; }
Ref<Resource> get_resource_clipboard() const { return clipboard; }
void set_project_metadata(const String &p_section, const String &p_key, const Variant &p_data);
Variant get_project_metadata(const String &p_section, const String &p_key, const Variant &p_default) const;
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void set_favorites(const Vector<String> &p_favorites);
Vector<String> get_favorites() const;
void set_recent_dirs(const Vector<String> &p_recent_dirs);
Vector<String> get_recent_dirs() const;
void load_favorites_and_recent_dirs();
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void list_text_editor_themes();
void load_text_editor_theme();
bool import_text_editor_theme(const String &p_file);
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bool save_text_editor_theme();
bool save_text_editor_theme_as(String p_file);
bool is_default_text_editor_theme();
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Vector<String> get_script_templates(const String &p_extension, const String &p_custom_path = String());
String get_editor_layouts_config() const;
float get_auto_display_scale() const;
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void _add_shortcut_default(const String &p_name, const Ref<Shortcut> &p_shortcut);
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void add_shortcut(const String &p_name, const Ref<Shortcut> &p_shortcut);
bool is_shortcut(const String &p_name, const Ref<InputEvent> &p_event) const;
Ref<Shortcut> get_shortcut(const String &p_name) const;
void get_shortcut_list(List<String> *r_shortcuts);
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void set_builtin_action_override(const String &p_name, const TypedArray<InputEvent> &p_events);
const Array get_builtin_action_overrides(const String &p_name) const;
void notify_changes();
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EditorSettings();
~EditorSettings();
};
//not a macro any longer
#define EDITOR_DEF(m_var, m_val) _EDITOR_DEF(m_var, Variant(m_val))
#define EDITOR_DEF_RST(m_var, m_val) _EDITOR_DEF(m_var, Variant(m_val), true)
Variant _EDITOR_DEF(const String &p_setting, const Variant &p_default, bool p_restart_if_changed = false);
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#define EDITOR_GET(m_var) _EDITOR_GET(m_var)
Variant _EDITOR_GET(const String &p_setting);
#define ED_IS_SHORTCUT(p_name, p_ev) (EditorSettings::get_singleton()->is_shortcut(p_name, p_ev))
Ref<Shortcut> ED_SHORTCUT(const String &p_path, const String &p_name, Key p_keycode = Key::NONE, bool p_physical = false);
Ref<Shortcut> ED_SHORTCUT_ARRAY(const String &p_path, const String &p_name, const PackedInt32Array &p_keycodes, bool p_physical = false);
void ED_SHORTCUT_OVERRIDE(const String &p_path, const String &p_feature, Key p_keycode = Key::NONE, bool p_physical = false);
void ED_SHORTCUT_OVERRIDE_ARRAY(const String &p_path, const String &p_feature, const PackedInt32Array &p_keycodes, bool p_physical = false);
Ref<Shortcut> ED_GET_SHORTCUT(const String &p_path);
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#endif // EDITOR_SETTINGS_H