d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
178 lines
5.7 KiB
C++
178 lines
5.7 KiB
C++
/*************************************************************************/
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/* editor_settings.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_SETTINGS_H
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#define EDITOR_SETTINGS_H
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#include "object.h"
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#include "resource.h"
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#include "os/thread_safe.h"
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#include "core/io/config_file.h"
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#include "translation.h"
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#include "scene/gui/input_action.h"
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class EditorPlugin;
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class EditorSettings : public Resource {
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OBJ_TYPE( EditorSettings, Resource );
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private:
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_THREAD_SAFE_CLASS_
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public:
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struct Plugin {
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EditorPlugin *instance;
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String path;
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String name;
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String author;
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String version;
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String description;
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bool installs;
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String script;
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Vector<String> install_files;
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};
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private:
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struct VariantContainer {
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int order;
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Variant variant;
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bool hide_from_editor;
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bool save;
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VariantContainer(){ order=0; hide_from_editor=false; save=false;}
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VariantContainer(const Variant& p_variant, int p_order) { variant=p_variant; order=p_order; hide_from_editor=false; }
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};
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HashMap<String,PropertyInfo> hints;
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int last_order;
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HashMap<String,VariantContainer> props;
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String resource_path;
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static Ref<EditorSettings> singleton;
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String config_file_path;
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String settings_path;
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Ref<Resource> clipboard;
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bool save_changed_setting;
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bool optimize_save; //do not save stuff that came from config but was not set from engine
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void _load_defaults(Ref<ConfigFile> p_extra_config = NULL);
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void _load_default_text_editor_theme();
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bool _save_text_editor_theme(String p_file);
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String project_config_path;
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Vector<String> favorite_dirs;
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Vector<String> recent_dirs;
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Vector<Ref<Translation> > translations;
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Map<String,Ref<ShortCut> > shortcuts;
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void _add_property_info_bind(const Dictionary& p_info);
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protected:
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_EDITOR_SETTINGS_CHANGED=10000
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};
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bool has(String p_var) const;
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static EditorSettings *get_singleton();
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void erase(String p_var);
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String get_settings_path() const;
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//String get_global_settings_path() const;
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String get_project_settings_path() const;
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void setup_language();
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void setup_network();
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void raise_order(const String& p_name);
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static void create();
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static void save();
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static void destroy();
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void notify_changes();
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void set_resource_clipboard(const Ref<Resource>& p_resource) { clipboard=p_resource; }
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Ref<Resource> get_resource_clipboard() const { return clipboard; }
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void add_property_hint(const PropertyInfo& p_hint);
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void set_favorite_dirs(const Vector<String>& p_favorite_dirs);
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Vector<String> get_favorite_dirs() const;
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void set_recent_dirs(const Vector<String>& p_recent_dirs);
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Vector<String> get_recent_dirs() const;
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void load_favorites();
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void list_text_editor_themes();
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void load_text_editor_theme();
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bool import_text_editor_theme(String p_file);
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bool save_text_editor_theme();
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bool save_text_editor_theme_as(String p_file);
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void add_shortcut(const String& p_name,Ref<ShortCut>& p_shortcut);
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bool is_shortcut(const String&p_name,const InputEvent& p_event) const;
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Ref<ShortCut> get_shortcut(const String&p_name) const;
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void get_shortcut_list(List<String> *r_shortcuts);
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void set_optimize_save(bool p_optimize);
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EditorSettings();
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~EditorSettings();
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};
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//not a macro any longer
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#define EDITOR_DEF(m_var,m_val) _EDITOR_DEF(m_var,Variant(m_val))
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Variant _EDITOR_DEF( const String& p_var, const Variant& p_default);
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#define ED_IS_SHORTCUT(p_name,p_ev) (EditorSettings::get_singleton()->is_shortcut(p_name,p_ev))
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Ref<ShortCut> ED_SHORTCUT(const String& p_path,const String& p_name,uint32_t p_keycode=0);
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Ref<ShortCut> ED_GET_SHORTCUT(const String& p_path);
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#endif // EDITOR_SETTINGS_H
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