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/*************************************************************************/
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/* editor_paths.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_PATHS_H
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#define EDITOR_PATHS_H
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#include "core/object/class_db.h"
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#include "core/string/ustring.h"
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class EditorPaths : public Object {
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GDCLASS(EditorPaths, Object)
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bool paths_valid = false; // If any of the paths can't be created, this is false.
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String data_dir; // Editor data (templates, shader cache, etc.).
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String config_dir; // Editor config (settings, profiles, themes, etc.).
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String cache_dir; // Editor cache (thumbnails, tmp generated files).
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String project_data_dir = "res://.godot"; // Project-specific data (metadata, shader cache, etc.).
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bool self_contained = false; // Self-contained means everything goes to `editor_data` dir.
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String self_contained_file; // Self-contained file with configuration.
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static EditorPaths *singleton;
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protected:
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static void _bind_methods();
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public:
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bool are_paths_valid() const;
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String get_data_dir() const;
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String get_config_dir() const;
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String get_cache_dir() const;
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String get_project_data_dir() const;
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bool is_self_contained() const;
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String get_self_contained_file() const;
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static EditorPaths *get_singleton() {
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return singleton;
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}
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static void create();
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static void free();
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EditorPaths();
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};
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#endif // EDITOR_PATHS_H
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