/*************************************************************************/ /* editor_settings.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_SETTINGS_H #define EDITOR_SETTINGS_H #include "core/io/config_file.h" #include "core/io/resource.h" #include "core/object/class_db.h" #include "core/os/thread_safe.h" #include "core/string/translation.h" #include "editor/editor_paths.h" #include "scene/gui/shortcut.h" class EditorPlugin; class EditorSettings : public Resource { GDCLASS(EditorSettings, Resource); _THREAD_SAFE_CLASS_ public: struct Plugin { EditorPlugin *instance = nullptr; String path; String name; String author; String version; String description; bool installs = false; String script; Vector<String> install_files; }; private: struct VariantContainer { int order = 0; 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) { } }; static Ref<EditorSettings> singleton; HashMap<String, PropertyInfo> hints; HashMap<String, VariantContainer> props; int last_order; Ref<Resource> clipboard; mutable Map<String, Ref<Shortcut>> shortcuts; Map<String, List<Ref<InputEvent>>> builtin_action_overrides; String config_file_path; Vector<String> favorites; Vector<String> recent_dirs; bool save_changed_setting; bool optimize_save; //do not save stuff that came from config but was not set from engine 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); void _load_defaults(Ref<ConfigFile> p_extra_config = Ref<ConfigFile>()); void _load_godot2_text_editor_theme(); bool _save_text_editor_theme(String p_file); bool _is_default_text_editor_theme(String p_theme_name); protected: static void _bind_methods(); public: enum { NOTIFICATION_EDITOR_SETTINGS_CHANGED = 10000 }; static EditorSettings *get_singleton(); static void create(); void setup_language(); void setup_network(); static void save(); static void destroy(); void set_optimize_save(bool p_optimize); 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) { _set(p_setting, p_value); } else { _set_only(p_setting, p_value); } } bool property_can_revert(const String &p_setting); Variant property_get_revert(const String &p_setting); void add_property_hint(const PropertyInfo &p_hint); void set_resource_clipboard(const Ref<Resource> &p_resource) { clipboard = p_resource; } Ref<Resource> get_resource_clipboard() const { return clipboard; } String get_data_dir() const; String get_templates_dir() const; String get_project_settings_dir() const; String get_text_editor_themes_dir() const; String get_script_templates_dir() const; String get_project_script_templates_dir() const; String get_feature_profiles_dir() const; void set_project_metadata(const String &p_section, const String &p_key, Variant p_data); Variant get_project_metadata(const String &p_section, const String &p_key, Variant p_default) const; 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(); bool is_dark_theme(); 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); bool is_default_text_editor_theme(); 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; void add_shortcut(const String &p_name, 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); void set_builtin_action_override(const String &p_name, const Array &p_events); const Array get_builtin_action_overrides(const String &p_name) const; void notify_changes(); 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); #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, uint32_t p_keycode = 0); Ref<Shortcut> ED_GET_SHORTCUT(const String &p_path); #endif // EDITOR_SETTINGS_H