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/*************************************************************************/
/* project_settings_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 PROJECT_SETTINGS_EDITOR_H
#define PROJECT_SETTINGS_EDITOR_H
#include "core/object/undo_redo.h"
#include "editor/action_map_editor.h"
#include "editor/editor_data.h"
#include "editor/editor_plugin_settings.h"
#include "editor/editor_sectioned_inspector.h"
#include "editor/import_defaults_editor.h"
#include "editor/localization_editor.h"
#include "editor/shader_globals_editor.h"
#include "editor_autoload_settings.h"
#include "scene/gui/tab_container.h"
class ProjectSettingsEditor : public AcceptDialog {
GDCLASS(ProjectSettingsEditor, AcceptDialog);
static ProjectSettingsEditor *singleton;
ProjectSettings *ps;
Timer *timer;
TabContainer *tab_container;
SectionedInspector *inspector;
ActionMapEditor *action_map;
LocalizationEditor *localization_editor;
EditorAutoloadSettings *autoload_settings;
ShaderGlobalsEditor *shaders_global_variables_editor;
EditorPluginSettings *plugin_settings;
LineEdit *search_box;
CheckButton *advanced;
LineEdit *property_box;
OptionButton *feature_box;
OptionButton *type_box;
Button *add_button;
Button *del_button;
Label *restart_label;
TextureRect *restart_icon;
PanelContainer *restart_container;
Button *restart_close_button;
ImportDefaultsEditor *import_defaults_editor;
EditorData *data;
UndoRedo *undo_redo;
void _advanced_toggled(bool p_button_pressed);
void _property_box_changed(const String &p_text);
void _update_property_box();
void _feature_selected(int p_index);
void _select_type(Variant::Type p_type);
String _get_setting_name() const;
void _setting_edited(const String &p_name);
void _setting_selected(const String &p_path);
void _add_setting();
void _delete_setting();
void _editor_restart_request();
void _editor_restart();
void _editor_restart_close();
void _add_feature_overrides();
void _action_added(const String &p_name);
void _action_edited(const String &p_name, const Dictionary &p_action);
void _action_removed(const String &p_name);
void _action_renamed(const String &p_old_name, const String &p_new_name);
void _action_reordered(const String &p_action_name, const String &p_relative_to, bool p_before);
void _update_action_map_editor();
void _update_theme();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static ProjectSettingsEditor *get_singleton() { return singleton; }
void popup_project_settings();
void set_plugins_page();
void update_plugins();
EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; }
TabContainer *get_tabs() { return tab_container; }
void queue_save();
ProjectSettingsEditor(EditorData *p_data);
};
#endif // PROJECT_SETTINGS_EDITOR_H
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