godot/editor/editor_feature_profile.h

178 lines
6.0 KiB
C++

/*************************************************************************/
/* editor_feature_profile.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 EDITOR_FEATURE_PROFILE_H
#define EDITOR_FEATURE_PROFILE_H
#include "core/os/file_access.h"
#include "core/reference.h"
#include "editor/editor_file_dialog.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/option_button.h"
#include "scene/gui/separator.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tree.h"
class EditorFeatureProfile : public Reference {
GDCLASS(EditorFeatureProfile, Reference);
public:
enum Feature {
FEATURE_3D,
FEATURE_SCRIPT,
FEATURE_ASSET_LIB,
FEATURE_SCENE_TREE,
FEATURE_NODE_DOCK,
FEATURE_FILESYSTEM_DOCK,
FEATURE_IMPORT_DOCK,
FEATURE_MAX
};
private:
Set<StringName> disabled_classes;
Set<StringName> disabled_editors;
Map<StringName, Set<StringName>> disabled_properties;
Set<StringName> collapsed_classes;
bool features_disabled[FEATURE_MAX];
static const char *feature_names[FEATURE_MAX];
static const char *feature_identifiers[FEATURE_MAX];
String _get_feature_name(Feature p_feature) { return get_feature_name(p_feature); }
protected:
static void _bind_methods();
public:
void set_disable_class(const StringName &p_class, bool p_disabled);
bool is_class_disabled(const StringName &p_class) const;
void set_disable_class_editor(const StringName &p_class, bool p_disabled);
bool is_class_editor_disabled(const StringName &p_class) const;
void set_disable_class_property(const StringName &p_class, const StringName &p_property, bool p_disabled);
bool is_class_property_disabled(const StringName &p_class, const StringName &p_property) const;
bool has_class_properties_disabled(const StringName &p_class) const;
void set_item_collapsed(const StringName &p_class, bool p_collapsed);
bool is_item_collapsed(const StringName &p_class) const;
void set_disable_feature(Feature p_feature, bool p_disable);
bool is_feature_disabled(Feature p_feature) const;
Error save_to_file(const String &p_path);
Error load_from_file(const String &p_path);
static String get_feature_name(Feature p_feature);
EditorFeatureProfile();
};
VARIANT_ENUM_CAST(EditorFeatureProfile::Feature)
class EditorFeatureProfileManager : public AcceptDialog {
GDCLASS(EditorFeatureProfileManager, AcceptDialog);
enum Action {
PROFILE_CLEAR,
PROFILE_SET,
PROFILE_IMPORT,
PROFILE_EXPORT,
PROFILE_NEW,
PROFILE_ERASE,
PROFILE_MAX
};
enum ClassOptions {
CLASS_OPTION_DISABLE_EDITOR
};
ConfirmationDialog *erase_profile_dialog;
ConfirmationDialog *new_profile_dialog;
LineEdit *new_profile_name;
LineEdit *current_profile_name;
OptionButton *profile_list;
Button *profile_actions[PROFILE_MAX];
HSplitContainer *h_split;
Tree *class_list;
Tree *property_list;
EditorFileDialog *import_profiles;
EditorFileDialog *export_profile;
void _profile_action(int p_action);
void _profile_selected(int p_what);
String current_profile;
void _update_profile_list(const String &p_select_profile = String());
void _update_selected_profile();
void _fill_classes_from(TreeItem *p_parent, const String &p_class, const String &p_selected);
Ref<EditorFeatureProfile> current;
Ref<EditorFeatureProfile> edited;
void _erase_selected_profile();
void _create_new_profile();
String _get_selected_profile();
void _import_profiles(const Vector<String> &p_paths);
void _export_profile(const String &p_path);
bool updating_features;
void _class_list_item_selected();
void _class_list_item_edited();
void _class_list_item_collapsed(Object *p_item);
void _property_item_edited();
void _save_and_update();
Timer *update_timer;
void _emit_current_profile_changed();
static EditorFeatureProfileManager *singleton;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
Ref<EditorFeatureProfile> get_current_profile();
void notify_changed();
static EditorFeatureProfileManager *get_singleton() { return singleton; }
EditorFeatureProfileManager();
};
#endif // EDITOR_FEATURE_PROFILE_H