virtualx-engine/editor/project_settings_editor.cpp

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/**************************************************************************/
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/* project_settings_editor.cpp */
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/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "project_settings_editor.h"
#include "core/config/project_settings.h"
#include "editor/editor_log.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
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#include "editor/editor_undo_redo_manager.h"
#include "editor/export/editor_export.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/check_button.h"
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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#include "servers/movie_writer/movie_writer.h"
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ProjectSettingsEditor *ProjectSettingsEditor::singleton = nullptr;
void ProjectSettingsEditor::connect_filesystem_dock_signals(FileSystemDock *p_fs_dock) {
localization_editor->connect_filesystem_dock_signals(p_fs_dock);
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group_settings->connect_filesystem_dock_signals(p_fs_dock);
}
void ProjectSettingsEditor::popup_project_settings(bool p_clear_filter) {
// Restore valid window bounds or pop up at default size.
Rect2 saved_size = EditorSettings::get_singleton()->get_project_metadata("dialog_bounds", "project_settings", Rect2());
if (saved_size != Rect2()) {
popup(saved_size);
} else {
popup_centered_clamped(Size2(1200, 700) * EDSCALE, 0.8);
}
_add_feature_overrides();
general_settings_inspector->update_category_list();
set_process_shortcut_input(true);
localization_editor->update_translations();
autoload_settings->update_autoload();
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group_settings->update_groups();
plugin_settings->update_plugins();
import_defaults_editor->clear();
if (p_clear_filter) {
search_box->clear();
}
_focus_current_search_box();
}
void ProjectSettingsEditor::queue_save() {
timer->start();
}
void ProjectSettingsEditor::set_plugins_page() {
tab_container->set_current_tab(tab_container->get_tab_idx_from_control(plugin_settings));
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}
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void ProjectSettingsEditor::set_general_page(const String &p_category) {
tab_container->set_current_tab(tab_container->get_tab_idx_from_control(general_editor));
general_settings_inspector->set_current_section(p_category);
}
void ProjectSettingsEditor::update_plugins() {
plugin_settings->update_plugins();
}
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void ProjectSettingsEditor::init_autoloads() {
autoload_settings->init_autoloads();
}
void ProjectSettingsEditor::_setting_edited(const String &p_name) {
queue_save();
}
void ProjectSettingsEditor::_update_advanced(bool p_is_advanced) {
custom_properties->set_visible(p_is_advanced);
}
void ProjectSettingsEditor::_advanced_toggled(bool p_button_pressed) {
EditorSettings::get_singleton()->set_project_metadata("project_settings", "advanced_mode", p_button_pressed);
_update_advanced(p_button_pressed);
general_settings_inspector->set_restrict_to_basic_settings(!p_button_pressed);
}
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void ProjectSettingsEditor::_setting_selected(const String &p_path) {
if (p_path.is_empty()) {
return;
}
property_box->set_text(general_settings_inspector->get_current_section() + "/" + p_path);
_update_property_box(); // set_text doesn't trigger text_changed
}
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void ProjectSettingsEditor::_add_setting() {
String setting = _get_setting_name();
// Initialize the property with the default value for the given type.
Callable::CallError ce;
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Variant value;
Variant::construct(Variant::Type(type_box->get_selected_id()), value, nullptr, 0, ce);
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Add Project Setting"));
undo_redo->add_do_property(ps, setting, value);
undo_redo->add_undo_property(ps, setting, ps->has_setting(setting) ? ps->get(setting) : Variant());
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undo_redo->add_do_method(general_settings_inspector, "update_category_list");
undo_redo->add_undo_method(general_settings_inspector, "update_category_list");
undo_redo->add_do_method(this, "queue_save");
undo_redo->add_undo_method(this, "queue_save");
undo_redo->commit_action();
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general_settings_inspector->set_current_section(setting.get_slice("/", 1));
add_button->release_focus();
}
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void ProjectSettingsEditor::_delete_setting() {
String setting = _get_setting_name();
Variant value = ps->get(setting);
int order = ps->get_order(setting);
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Delete Item"));
undo_redo->add_do_method(ps, "clear", setting);
undo_redo->add_undo_method(ps, "set", setting, value);
undo_redo->add_undo_method(ps, "set_order", setting, order);
undo_redo->add_do_method(general_settings_inspector, "update_category_list");
undo_redo->add_undo_method(general_settings_inspector, "update_category_list");
undo_redo->add_do_method(this, "queue_save");
undo_redo->add_undo_method(this, "queue_save");
undo_redo->commit_action();
property_box->clear();
del_button->release_focus();
}
void ProjectSettingsEditor::_property_box_changed(const String &p_text) {
_update_property_box();
}
void ProjectSettingsEditor::_feature_selected(int p_index) {
Vector<String> t = property_box->get_text().strip_edges().split(".", true, 1);
const String feature = p_index ? "." + feature_box->get_item_text(p_index) : "";
property_box->set_text(t[0] + feature);
_update_property_box();
}
void ProjectSettingsEditor::_update_property_box() {
const String setting = _get_setting_name();
const Vector<String> t = setting.split(".", true, 1);
const String &name = t[0];
const String feature = (t.size() == 2) ? t[1] : "";
bool feature_invalid = (t.size() == 2) && (t[1].is_empty());
add_button->set_disabled(true);
del_button->set_disabled(true);
if (!feature.is_empty()) {
feature_invalid = true;
for (int i = 1; i < feature_box->get_item_count(); i++) {
if (feature == feature_box->get_item_text(i)) {
feature_invalid = false;
feature_box->select(i);
break;
}
}
}
if (feature.is_empty() || feature_invalid) {
feature_box->select(0);
}
if (property_box->get_text().is_empty()) {
return;
}
if (ps->has_setting(setting)) {
del_button->set_disabled(ps->is_builtin_setting(setting));
_select_type(ps->get_setting(setting).get_type());
} else {
if (ps->has_setting(name)) {
_select_type(ps->get_setting(name).get_type());
} else {
type_box->select(0);
}
if (feature_invalid) {
return;
}
const Vector<String> names = name.split("/");
for (int i = 0; i < names.size(); i++) {
if (!names[i].is_valid_ascii_identifier()) {
return;
}
}
add_button->set_disabled(false);
}
}
void ProjectSettingsEditor::_select_type(Variant::Type p_type) {
type_box->select(type_box->get_item_index(p_type));
}
void ProjectSettingsEditor::shortcut_input(const Ref<InputEvent> &p_event) {
const Ref<InputEventKey> k = p_event;
if (k.is_valid() && k->is_pressed()) {
bool handled = false;
if (ED_IS_SHORTCUT("ui_undo", p_event)) {
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EditorNode::get_singleton()->undo();
handled = true;
}
if (ED_IS_SHORTCUT("ui_redo", p_event)) {
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EditorNode::get_singleton()->redo();
handled = true;
}
if (ED_IS_SHORTCUT("editor/open_search", p_event)) {
_focus_current_search_box();
handled = true;
}
if (ED_IS_SHORTCUT("file_dialog/focus_path", p_event)) {
_focus_current_path_box();
handled = true;
}
if (handled) {
set_input_as_handled();
}
}
}
String ProjectSettingsEditor::_get_setting_name() const {
String name = property_box->get_text().strip_edges();
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if (!name.contains("/")) {
name = "global/" + name;
}
return name;
}
void ProjectSettingsEditor::_add_feature_overrides() {
HashSet<String> presets;
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presets.insert("bptc");
presets.insert("s3tc");
presets.insert("etc2");
presets.insert("editor");
presets.insert("editor_hint");
presets.insert("editor_runtime");
presets.insert("template_debug");
presets.insert("template_release");
presets.insert("debug");
presets.insert("release");
presets.insert("template");
presets.insert("double");
presets.insert("single");
presets.insert("32");
presets.insert("64");
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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presets.insert("movie");
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EditorExport *ee = EditorExport::get_singleton();
for (int i = 0; i < ee->get_export_platform_count(); i++) {
List<String> p;
ee->get_export_platform(i)->get_platform_features(&p);
for (const String &E : p) {
presets.insert(E);
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}
}
for (int i = 0; i < ee->get_export_preset_count(); i++) {
List<String> p;
ee->get_export_preset(i)->get_platform()->get_preset_features(ee->get_export_preset(i), &p);
for (const String &E : p) {
presets.insert(E);
}
String custom = ee->get_export_preset(i)->get_custom_features();
Vector<String> custom_list = custom.split(",");
for (int j = 0; j < custom_list.size(); j++) {
String f = custom_list[j].strip_edges();
if (!f.is_empty()) {
presets.insert(f);
}
}
}
feature_box->clear();
feature_box->add_item(TTR("(All)"), 0); // So it is always on top.
int id = 1;
for (const String &E : presets) {
feature_box->add_item(E, id++);
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}
}
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void ProjectSettingsEditor::_tabs_tab_changed(int p_tab) {
_focus_current_search_box();
}
void ProjectSettingsEditor::_focus_current_search_box() {
Control *tab = tab_container->get_current_tab_control();
LineEdit *current_search_box = nullptr;
if (tab == general_editor) {
current_search_box = search_box;
} else if (tab == action_map_editor) {
current_search_box = action_map_editor->get_search_box();
}
if (current_search_box) {
current_search_box->grab_focus();
current_search_box->select_all();
}
}
void ProjectSettingsEditor::_focus_current_path_box() {
Control *tab = tab_container->get_current_tab_control();
LineEdit *current_path_box = nullptr;
if (tab == general_editor) {
current_path_box = property_box;
} else if (tab == action_map_editor) {
current_path_box = action_map_editor->get_path_box();
} else if (tab == autoload_settings) {
current_path_box = autoload_settings->get_path_box();
} else if (tab == shaders_global_shader_uniforms_editor) {
current_path_box = shaders_global_shader_uniforms_editor->get_name_box();
} else if (tab == group_settings) {
current_path_box = group_settings->get_name_box();
}
if (current_path_box) {
current_path_box->grab_focus();
current_path_box->select_all();
}
}
void ProjectSettingsEditor::_editor_restart() {
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ProjectSettings::get_singleton()->save();
EditorNode::get_singleton()->save_all_scenes();
EditorNode::get_singleton()->restart_editor();
}
void ProjectSettingsEditor::_editor_restart_request() {
restart_container->show();
}
void ProjectSettingsEditor::_editor_restart_close() {
restart_container->hide();
}
void ProjectSettingsEditor::_action_added(const String &p_name) {
String name = "input/" + p_name;
ERR_FAIL_COND_MSG(ProjectSettings::get_singleton()->has_setting(name),
"An action with this name already exists.");
Dictionary action;
action["events"] = Array();
action["deadzone"] = 0.5f;
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Add Input Action"));
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set", name, action);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "clear", name);
undo_redo->add_do_method(this, "_update_action_map_editor");
undo_redo->add_undo_method(this, "_update_action_map_editor");
undo_redo->add_do_method(this, "queue_save");
undo_redo->add_undo_method(this, "queue_save");
undo_redo->commit_action();
}
void ProjectSettingsEditor::_action_edited(const String &p_name, const Dictionary &p_action) {
const String property_name = "input/" + p_name;
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Dictionary old_val = GLOBAL_GET(property_name);
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
if (old_val["deadzone"] != p_action["deadzone"]) {
// Deadzone Changed
undo_redo->create_action(TTR("Change Action deadzone"));
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set", property_name, p_action);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set", property_name, old_val);
} else {
// Events changed
undo_redo->create_action(TTR("Change Input Action Event(s)"));
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set", property_name, p_action);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set", property_name, old_val);
}
undo_redo->add_do_method(this, "_update_action_map_editor");
undo_redo->add_undo_method(this, "_update_action_map_editor");
undo_redo->add_do_method(this, "queue_save");
undo_redo->add_undo_method(this, "queue_save");
undo_redo->commit_action();
}
void ProjectSettingsEditor::_action_removed(const String &p_name) {
const String property_name = "input/" + p_name;
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Dictionary old_val = GLOBAL_GET(property_name);
int order = ProjectSettings::get_singleton()->get_order(property_name);
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Erase Input Action"));
undo_redo->add_do_method(ProjectSettings::get_singleton(), "clear", property_name);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set", property_name, old_val);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set_order", property_name, order);
undo_redo->add_do_method(this, "_update_action_map_editor");
undo_redo->add_undo_method(this, "_update_action_map_editor");
undo_redo->add_do_method(this, "queue_save");
undo_redo->add_undo_method(this, "queue_save");
undo_redo->commit_action();
}
void ProjectSettingsEditor::_action_renamed(const String &p_old_name, const String &p_new_name) {
const String old_property_name = "input/" + p_old_name;
const String new_property_name = "input/" + p_new_name;
ERR_FAIL_COND_MSG(ProjectSettings::get_singleton()->has_setting(new_property_name),
"An action with this name already exists.");
int order = ProjectSettings::get_singleton()->get_order(old_property_name);
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Dictionary action = GLOBAL_GET(old_property_name);
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Rename Input Action"));
// Do: clear old, set new
undo_redo->add_do_method(ProjectSettings::get_singleton(), "clear", old_property_name);
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set", new_property_name, action);
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set_order", new_property_name, order);
// Undo: clear new, set old
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "clear", new_property_name);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set", old_property_name, action);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set_order", old_property_name, order);
undo_redo->add_do_method(this, "_update_action_map_editor");
undo_redo->add_undo_method(this, "_update_action_map_editor");
undo_redo->add_do_method(this, "queue_save");
undo_redo->add_undo_method(this, "queue_save");
undo_redo->commit_action();
}
void ProjectSettingsEditor::_action_reordered(const String &p_action_name, const String &p_relative_to, bool p_before) {
const String action_name = "input/" + p_action_name;
const String target_name = "input/" + p_relative_to;
// It is much easier to rebuild the custom "input" properties rather than messing around with the "order" values of them.
Variant action_value = ps->get(action_name);
Variant target_value = ps->get(target_name);
List<PropertyInfo> props;
HashMap<String, Variant> action_values;
ProjectSettings::get_singleton()->get_property_list(&props);
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Update Input Action Order"));
for (const PropertyInfo &prop : props) {
// Skip builtins and non-inputs
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// Order matters here, checking for "input/" filters out properties that aren't settings and produce errors in is_builtin_setting().
if (!prop.name.begins_with("input/") || ProjectSettings::get_singleton()->is_builtin_setting(prop.name)) {
continue;
}
action_values.insert(prop.name, ps->get(prop.name));
undo_redo->add_do_method(ProjectSettings::get_singleton(), "clear", prop.name);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "clear", prop.name);
}
for (const KeyValue<String, Variant> &E : action_values) {
String name = E.key;
const Variant &value = E.value;
if (name == target_name) {
if (p_before) {
// Insert before target
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set", action_name, action_value);
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set", target_name, target_value);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set", target_name, target_value);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set", action_name, action_value);
} else {
// Insert after target
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set", target_name, target_value);
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set", action_name, action_value);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set", action_name, action_value);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set", target_name, target_value);
}
} else if (name != action_name) {
undo_redo->add_do_method(ProjectSettings::get_singleton(), "set", name, value);
undo_redo->add_undo_method(ProjectSettings::get_singleton(), "set", name, value);
}
}
undo_redo->add_do_method(this, "_update_action_map_editor");
undo_redo->add_undo_method(this, "_update_action_map_editor");
undo_redo->add_do_method(this, "queue_save");
undo_redo->add_undo_method(this, "queue_save");
undo_redo->commit_action();
}
void ProjectSettingsEditor::_update_action_map_editor() {
Vector<ActionMapEditor::ActionInfo> actions;
List<PropertyInfo> props;
ProjectSettings::get_singleton()->get_property_list(&props);
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const Ref<Texture2D> builtin_icon = get_editor_theme_icon(SNAME("PinPressed"));
for (const PropertyInfo &E : props) {
const String property_name = E.name;
if (!property_name.begins_with("input/")) {
continue;
}
// Strip the "input/" from the left.
String display_name = property_name.substr(String("input/").size() - 1);
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Dictionary action = GLOBAL_GET(property_name);
ActionMapEditor::ActionInfo action_info;
action_info.action = action;
action_info.editable = true;
action_info.name = display_name;
const bool is_builtin_input = ProjectSettings::get_singleton()->get_input_presets().find(property_name) != nullptr;
if (is_builtin_input) {
action_info.editable = false;
action_info.icon = builtin_icon;
action_info.has_initial = true;
action_info.action_initial = ProjectSettings::get_singleton()->property_get_revert(property_name);
}
actions.push_back(action_info);
}
action_map_editor->update_action_list(actions);
}
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void ProjectSettingsEditor::_update_theme() {
add_button->set_icon(get_editor_theme_icon(SNAME("Add")));
del_button->set_icon(get_editor_theme_icon(SNAME("Remove")));
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search_box->set_right_icon(get_editor_theme_icon(SNAME("Search")));
restart_close_button->set_icon(get_editor_theme_icon(SNAME("Close")));
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restart_container->add_theme_style_override(SceneStringName(panel), get_theme_stylebox(SceneStringName(panel), SNAME("Tree")));
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restart_icon->set_texture(get_editor_theme_icon(SNAME("StatusWarning")));
restart_label->add_theme_color_override(SceneStringName(font_color), get_theme_color(SNAME("warning_color"), EditorStringName(Editor)));
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type_box->clear();
for (int i = 0; i < Variant::VARIANT_MAX; i++) {
if (i == Variant::NIL || i == Variant::OBJECT || i == Variant::CALLABLE || i == Variant::SIGNAL || i == Variant::RID) {
// These types can't be serialized properly, so skip them.
continue;
}
String type = Variant::get_type_name(Variant::Type(i));
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type_box->add_icon_item(get_editor_theme_icon(type), type, i);
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}
}
void ProjectSettingsEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_VISIBILITY_CHANGED: {
if (!is_visible()) {
EditorSettings::get_singleton()->set_project_metadata("dialog_bounds", "project_settings", Rect2(get_position(), get_size()));
}
} break;
case NOTIFICATION_ENTER_TREE: {
general_settings_inspector->edit(ps);
_update_action_map_editor();
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_update_theme();
} break;
case NOTIFICATION_THEME_CHANGED: {
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_update_theme();
} break;
}
}
void ProjectSettingsEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("queue_save"), &ProjectSettingsEditor::queue_save);
ClassDB::bind_method(D_METHOD("_update_action_map_editor"), &ProjectSettingsEditor::_update_action_map_editor);
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}
ProjectSettingsEditor::ProjectSettingsEditor(EditorData *p_data) {
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singleton = this;
set_title(TTR("Project Settings (project.godot)"));
set_clamp_to_embedder(true);
ps = ProjectSettings::get_singleton();
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data = p_data;
tab_container = memnew(TabContainer);
tab_container->set_use_hidden_tabs_for_min_size(true);
tab_container->set_theme_type_variation("TabContainerOdd");
tab_container->connect("tab_changed", callable_mp(this, &ProjectSettingsEditor::_tabs_tab_changed));
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add_child(tab_container);
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general_editor = memnew(VBoxContainer);
general_editor->set_name(TTR("General"));
general_editor->set_alignment(BoxContainer::ALIGNMENT_BEGIN);
general_editor->set_v_size_flags(Control::SIZE_EXPAND_FILL);
tab_container->add_child(general_editor);
HBoxContainer *search_bar = memnew(HBoxContainer);
general_editor->add_child(search_bar);
search_box = memnew(LineEdit);
search_box->set_placeholder(TTR("Filter Settings"));
search_box->set_clear_button_enabled(true);
search_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
search_bar->add_child(search_box);
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advanced = memnew(CheckButton);
advanced->set_text(TTR("Advanced Settings"));
advanced->connect("toggled", callable_mp(this, &ProjectSettingsEditor::_advanced_toggled));
search_bar->add_child(advanced);
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custom_properties = memnew(HBoxContainer);
general_editor->add_child(custom_properties);
property_box = memnew(LineEdit);
property_box->set_placeholder(TTR("Select a Setting or Type its Name"));
property_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
property_box->connect(SceneStringName(text_changed), callable_mp(this, &ProjectSettingsEditor::_property_box_changed));
custom_properties->add_child(property_box);
feature_box = memnew(OptionButton);
feature_box->set_custom_minimum_size(Size2(120, 0) * EDSCALE);
feature_box->connect(SceneStringName(item_selected), callable_mp(this, &ProjectSettingsEditor::_feature_selected));
custom_properties->add_child(feature_box);
type_box = memnew(OptionButton);
type_box->set_custom_minimum_size(Size2(120, 0) * EDSCALE);
custom_properties->add_child(type_box);
add_button = memnew(Button);
add_button->set_text(TTR("Add"));
add_button->set_disabled(true);
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add_button->connect(SceneStringName(pressed), callable_mp(this, &ProjectSettingsEditor::_add_setting));
custom_properties->add_child(add_button);
del_button = memnew(Button);
del_button->set_text(TTR("Delete"));
del_button->set_disabled(true);
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del_button->connect(SceneStringName(pressed), callable_mp(this, &ProjectSettingsEditor::_delete_setting));
custom_properties->add_child(del_button);
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general_settings_inspector = memnew(SectionedInspector);
general_settings_inspector->set_v_size_flags(Control::SIZE_EXPAND_FILL);
general_settings_inspector->register_search_box(search_box);
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general_settings_inspector->get_inspector()->set_use_filter(true);
general_settings_inspector->get_inspector()->connect("property_selected", callable_mp(this, &ProjectSettingsEditor::_setting_selected));
general_settings_inspector->get_inspector()->connect("property_edited", callable_mp(this, &ProjectSettingsEditor::_setting_edited));
general_settings_inspector->get_inspector()->connect("restart_requested", callable_mp(this, &ProjectSettingsEditor::_editor_restart_request));
general_editor->add_child(general_settings_inspector);
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restart_container = memnew(PanelContainer);
general_editor->add_child(restart_container);
HBoxContainer *restart_hb = memnew(HBoxContainer);
restart_container->hide();
restart_container->add_child(restart_hb);
restart_icon = memnew(TextureRect);
restart_icon->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
restart_hb->add_child(restart_icon);
restart_label = memnew(Label);
restart_label->set_text(TTR("Changed settings will be applied to the editor after restarting."));
restart_hb->add_child(restart_label);
restart_hb->add_spacer();
Button *restart_button = memnew(Button);
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restart_button->connect(SceneStringName(pressed), callable_mp(this, &ProjectSettingsEditor::_editor_restart));
restart_hb->add_child(restart_button);
restart_button->set_text(TTR("Save & Restart"));
restart_close_button = memnew(Button);
restart_close_button->set_flat(true);
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restart_close_button->connect(SceneStringName(pressed), callable_mp(this, &ProjectSettingsEditor::_editor_restart_close));
restart_hb->add_child(restart_close_button);
action_map_editor = memnew(ActionMapEditor);
action_map_editor->set_name(TTR("Input Map"));
action_map_editor->connect("action_added", callable_mp(this, &ProjectSettingsEditor::_action_added));
action_map_editor->connect("action_edited", callable_mp(this, &ProjectSettingsEditor::_action_edited));
action_map_editor->connect("action_removed", callable_mp(this, &ProjectSettingsEditor::_action_removed));
action_map_editor->connect("action_renamed", callable_mp(this, &ProjectSettingsEditor::_action_renamed));
action_map_editor->connect("action_reordered", callable_mp(this, &ProjectSettingsEditor::_action_reordered));
action_map_editor->connect(SNAME("filter_focused"), callable_mp((AcceptDialog *)this, &AcceptDialog::set_close_on_escape).bind(false));
action_map_editor->connect(SNAME("filter_unfocused"), callable_mp((AcceptDialog *)this, &AcceptDialog::set_close_on_escape).bind(true));
tab_container->add_child(action_map_editor);
localization_editor = memnew(LocalizationEditor);
localization_editor->set_name(TTR("Localization"));
localization_editor->connect("localization_changed", callable_mp(this, &ProjectSettingsEditor::queue_save));
tab_container->add_child(localization_editor);
TabContainer *globals_container = memnew(TabContainer);
globals_container->set_name(TTR("Globals"));
tab_container->add_child(globals_container);
autoload_settings = memnew(EditorAutoloadSettings);
autoload_settings->set_name(TTR("Autoload"));
autoload_settings->connect("autoload_changed", callable_mp(this, &ProjectSettingsEditor::queue_save));
globals_container->add_child(autoload_settings);
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shaders_global_shader_uniforms_editor = memnew(ShaderGlobalsEditor);
shaders_global_shader_uniforms_editor->set_name(TTR("Shader Globals"));
shaders_global_shader_uniforms_editor->connect("globals_changed", callable_mp(this, &ProjectSettingsEditor::queue_save));
globals_container->add_child(shaders_global_shader_uniforms_editor);
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group_settings = memnew(GroupSettingsEditor);
group_settings->set_name(TTR("Groups"));
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group_settings->connect("group_changed", callable_mp(this, &ProjectSettingsEditor::queue_save));
globals_container->add_child(group_settings);
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plugin_settings = memnew(EditorPluginSettings);
plugin_settings->set_name(TTR("Plugins"));
tab_container->add_child(plugin_settings);
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timer = memnew(Timer);
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timer->set_wait_time(1.5);
timer->connect("timeout", callable_mp(ps, &ProjectSettings::save));
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timer->set_one_shot(true);
add_child(timer);
set_ok_button_text(TTR("Close"));
set_hide_on_ok(true);
bool use_advanced = EditorSettings::get_singleton()->get_project_metadata("project_settings", "advanced_mode", false);
if (use_advanced) {
advanced->set_pressed(true);
}
_update_advanced(use_advanced);
general_settings_inspector->set_restrict_to_basic_settings(!use_advanced);
import_defaults_editor = memnew(ImportDefaultsEditor);
import_defaults_editor->set_name(TTR("Import Defaults"));
tab_container->add_child(import_defaults_editor);
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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MovieWriter::set_extensions_hint(); // ensure extensions are properly displayed.
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}