/*************************************************************************/ /* editor_settings.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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_SETTINGS_H #define EDITOR_SETTINGS_H #include "object.h" #include "core/io/config_file.h" #include "os/thread_safe.h" #include "resource.h" #include "scene/gui/input_action.h" #include "translation.h" class EditorPlugin; class EditorSettings : public Resource { GDCLASS(EditorSettings, Resource); private: _THREAD_SAFE_CLASS_ public: struct Plugin { EditorPlugin *instance; String path; String name; String author; String version; String description; bool installs; String script; Vector install_files; }; private: struct VariantContainer { int order; Variant variant; bool hide_from_editor; bool save; VariantContainer() { order = 0; hide_from_editor = false; save = false; } VariantContainer(const Variant &p_variant, int p_order) { variant = p_variant; order = p_order; hide_from_editor = false; } }; HashMap hints; int last_order; HashMap props; String resource_path; bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static Ref singleton; String config_file_path; String settings_path; Ref clipboard; bool save_changed_setting; bool optimize_save; //do not save stuff that came from config but was not set from engine void _load_defaults(Ref p_extra_config = NULL); void _load_default_text_editor_theme(); bool _save_text_editor_theme(String p_file); String project_config_path; Vector favorite_dirs; Vector recent_dirs; Vector > translations; Map > shortcuts; void _add_property_info_bind(const Dictionary &p_info); protected: static void _bind_methods(); public: enum { NOTIFICATION_EDITOR_SETTINGS_CHANGED = 10000 }; bool has(String p_var) const; static EditorSettings *get_singleton(); void erase(String p_var); String get_settings_path() const; //String get_global_settings_path() const; String get_project_settings_path() const; void setup_language(); void setup_network(); void raise_order(const String &p_name); static void create(); static void save(); static void destroy(); void notify_changes(); void set_resource_clipboard(const Ref &p_resource) { clipboard = p_resource; } Ref get_resource_clipboard() const { return clipboard; } void add_property_hint(const PropertyInfo &p_hint); void set_favorite_dirs(const Vector &p_favorites_dirs); Vector get_favorite_dirs() const; void set_recent_dirs(const Vector &p_recent_dirs); Vector get_recent_dirs() const; void load_favorites(); void list_text_editor_themes(); void load_text_editor_theme(); bool import_text_editor_theme(String p_file); bool save_text_editor_theme(); bool save_text_editor_theme_as(String p_file); Vector get_script_templates(const String &p_extension); void add_shortcut(const String &p_name, Ref &p_shortcut); bool is_shortcut(const String &p_name, const Ref &p_event) const; Ref get_shortcut(const String &p_name) const; void get_shortcut_list(List *r_shortcuts); void set_optimize_save(bool p_optimize); Variant get_project_metadata(const String &p_section, const String &p_key, Variant p_default); void set_project_metadata(const String &p_section, const String &p_key, Variant p_data); EditorSettings(); ~EditorSettings(); }; //not a macro any longer #define EDITOR_DEF(m_var, m_val) _EDITOR_DEF(m_var, Variant(m_val)) Variant _EDITOR_DEF(const String &p_var, const Variant &p_default); #define EDITOR_GET(m_var) _EDITOR_GET(m_var) Variant _EDITOR_GET(const String &p_var); #define ED_IS_SHORTCUT(p_name, p_ev) (EditorSettings::get_singleton()->is_shortcut(p_name, p_ev)) Ref ED_SHORTCUT(const String &p_path, const String &p_name, uint32_t p_keycode = 0); Ref ED_GET_SHORTCUT(const String &p_path); #endif // EDITOR_SETTINGS_H