godot/editor/project_settings_editor.h

129 lines
4.4 KiB
C++

/*************************************************************************/
/* project_settings_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef PROJECT_SETTINGS_EDITOR_H
#define PROJECT_SETTINGS_EDITOR_H
#include "core/undo_redo.h"
#include "editor/editor_data.h"
#include "editor/editor_plugin_settings.h"
#include "editor/editor_sectioned_inspector.h"
#include "editor_autoload_settings.h"
#include "input_map_editor.h"
#include "localization_editor.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/tab_container.h"
#include "shader_globals_editor.h"
class ProjectSettingsEditor : public AcceptDialog {
GDCLASS(ProjectSettingsEditor, AcceptDialog);
enum InputType {
INPUT_KEY,
INPUT_KEY_PHYSICAL,
INPUT_JOY_BUTTON,
INPUT_JOY_MOTION,
INPUT_MOUSE_BUTTON
};
TabContainer *tab_container;
AcceptDialog *message;
Timer *timer;
HBoxContainer *search_bar;
Button *search_button;
LineEdit *search_box;
HBoxContainer *add_prop_bar;
LineEdit *category;
LineEdit *property;
OptionButton *type;
SectionedInspector *globals_editor;
MenuButton *popup_copy_to_feature;
InputMapEditor *inputmap_editor;
LocalizationEditor *localization_editor;
EditorAutoloadSettings *autoload_settings;
ShaderGlobalsEditor *shaders_global_variables_editor;
EditorPluginSettings *plugin_settings;
Label *restart_label;
TextureRect *restart_icon;
PanelContainer *restart_container;
Button *restart_close_button;
EditorData *data;
UndoRedo *undo_redo;
void _item_selected(const String &);
void _item_adds(String);
void _item_add();
void _item_del();
void _save();
void _settings_prop_edited(const String &p_name);
void _settings_changed();
void _copy_to_platform(int p_which);
void _copy_to_platform_about_to_show();
void _toggle_search_bar(bool p_pressed);
ProjectSettingsEditor();
static ProjectSettingsEditor *singleton;
void _editor_restart_request();
void _editor_restart();
void _editor_restart_close();
protected:
void _unhandled_input(const Ref<InputEvent> &p_event);
void _notification(int p_what);
static void _bind_methods();
public:
static ProjectSettingsEditor *get_singleton() { return singleton; }
void popup_project_settings();
void set_plugins_page();
void update_plugins();
EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; }
TabContainer *get_tabs();
void queue_save();
ProjectSettingsEditor(EditorData *p_data);
};
#endif // PROJECT_SETTINGS_EDITOR_H