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/**************************************************************************/
/*  editor_paths.h                                                        */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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_PATHS_H
#define EDITOR_PATHS_H

#include "core/object/class_db.h"
#include "core/object/object.h"
#include "core/string/ustring.h"

class EditorPaths : public Object {
	GDCLASS(EditorPaths, Object)

	bool paths_valid = false; // If any of the paths can't be created, this is false.
	String data_dir; // Editor data (templates, shader cache, etc.).
	String config_dir; // Editor config (settings, profiles, themes, etc.).
	String cache_dir; // Editor cache (thumbnails, tmp generated files).
	String project_data_dir; // Project-specific data (metadata, shader cache, etc.).
	bool self_contained = false; // Self-contained means everything goes to `editor_data` dir.
	String self_contained_file; // Self-contained file with configuration.
	String export_templates_folder = "export_templates";
	String text_editor_themes_folder = "text_editor_themes";
	String script_templates_folder = "script_templates";
	String feature_profiles_folder = "feature_profiles";

	static EditorPaths *singleton;

protected:
	static void _bind_methods();

public:
	bool are_paths_valid() const;

	String get_data_dir() const;
	String get_config_dir() const;
	String get_cache_dir() const;
	String get_project_data_dir() const;
	String get_export_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;

	bool is_self_contained() const;
	String get_self_contained_file() const;

	static EditorPaths *get_singleton() {
		return singleton;
	}

	static void create();
	static void free();

	EditorPaths();
};

#endif // EDITOR_PATHS_H