/*************************************************************************/ /* 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/undo_redo.h" #include "editor/editor_autoload_settings.h" #include "editor/editor_data.h" #include "editor/editor_locale_dialog.h" #include "editor/editor_plugin_settings.h" #include "editor/editor_sectioned_inspector.h" #include "editor/import_defaults_editor.h" #include "scene/gui/dialogs.h" #include "scene/gui/tab_container.h" class ProjectSettingsEditor : public AcceptDialog { GDCLASS(ProjectSettingsEditor, AcceptDialog); enum InputType { INPUT_KEY_PHYSICAL, INPUT_KEY, INPUT_JOY_BUTTON, INPUT_JOY_MOTION, INPUT_MOUSE_BUTTON }; TabContainer *tab_container; VBoxContainer *general_editor; Timer *timer; InputType add_type; String add_at; int edit_idx; EditorData *data; UndoRedo *undo_redo; SectionedInspector *globals_editor; HBoxContainer *search_bar; Button *search_button; LineEdit *search_box; HBoxContainer *add_prop_bar; AcceptDialog *message; LineEdit *property; OptionButton *type_box; PopupMenu *popup_add; ConfirmationDialog *press_a_key; bool press_a_key_physical; Label *press_a_key_label; ConfirmationDialog *device_input; OptionButton *device_id; OptionButton *device_index; Label *device_index_label; MenuButton *popup_copy_to_feature; LineEdit *action_name; Button *action_add; CheckButton *show_builtin_actions_checkbutton; Tree *input_editor; bool setting; bool updating_translations; bool show_builtin_actions; Ref last_wait_for_key; EditorLocaleDialog *locale_select; EditorFileDialog *translation_file_open; Tree *translation_list; Button *translation_res_option_add_button; EditorFileDialog *translation_res_file_open; EditorFileDialog *translation_res_option_file_open; Tree *translation_remap; Tree *translation_remap_options; EditorAutoloadSettings *autoload_settings; EditorPluginSettings *plugin_settings; void _item_selected(const String &); void _item_adds(String); void _item_add(); void _item_del(); void _update_actions(); void _save(); void _add_item(int p_item, Ref p_exiting_event = nullptr); void _edit_item(Ref p_exiting_event); void _action_check(String p_action); void _action_adds(String); void _action_add(); void _device_input_add(); void _set_show_builtin_actions(bool p_show); void _item_checked(const String &p_item, bool p_check); void _action_selected(); void _action_edited(); void _action_activated(); void _action_button_pressed(Object *p_obj, int p_column, int p_id); void _wait_for_key(const Ref &p_event); void _press_a_key_confirm(); void _show_last_added(const Ref &p_event, const String &p_name); void _settings_prop_edited(const String &p_name); void _settings_changed(); void _copy_to_platform(int p_which); void _translation_file_open(); void _translation_add(const PoolStringArray &p_paths); void _translation_delete(Object *p_item, int p_column, int p_button); void _update_translations(); void _translation_res_file_open(); void _translation_res_add(const PoolStringArray &p_paths); void _translation_res_delete(Object *p_item, int p_column, int p_button); void _translation_res_select(); void _translation_res_option_file_open(); void _translation_res_option_add(const PoolStringArray &p_paths); void _translation_res_option_changed(); void _translation_res_option_delete(Object *p_item, int p_column, int p_button); void _translation_res_option_popup(bool p_arrow_clicked); void _translation_res_option_selected(const String &p_locale); void _toggle_search_bar(bool p_pressed); Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); void _copy_to_platform_about_to_show(); static ProjectSettingsEditor *singleton; Label *restart_label; TextureRect *restart_icon; PanelContainer *restart_container; ToolButton *restart_close_button; ImportDefaultsEditor *import_defaults_editor; void _editor_restart_request(); void _editor_restart(); void _editor_restart_close(); void _update_theme(); protected: void _unhandled_input(const Ref &p_event); void _notification(int p_what); static void _bind_methods(); int _get_current_device(); void _set_current_device(int i_device); String _get_device_string(int i_device); public: void add_translation(const String &p_translation); static ProjectSettingsEditor *get_singleton() { return singleton; } void popup_project_settings(); void set_plugins_page(); void set_general_page(const String &p_category); void update_plugins(); EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; } TabContainer *get_tabs(); void queue_save(); ProjectSettingsEditor(EditorData *p_data); }; #endif // PROJECT_SETTINGS_EDITOR_H