/*************************************************************************/ /* 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/config/project_settings.h" #include "core/object/undo_redo.h" #include "editor/action_map_editor.h" #include "editor/editor_autoload_settings.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 "scene/gui/tab_container.h" class ProjectSettingsEditor : public AcceptDialog { GDCLASS(ProjectSettingsEditor, AcceptDialog); static ProjectSettingsEditor *singleton; ProjectSettings *ps = nullptr; Timer *timer = nullptr; TabContainer *tab_container = nullptr; SectionedInspector *general_settings_inspector = nullptr; ActionMapEditor *action_map_editor = nullptr; LocalizationEditor *localization_editor = nullptr; EditorAutoloadSettings *autoload_settings = nullptr; ShaderGlobalsEditor *shaders_global_variables_editor = nullptr; EditorPluginSettings *plugin_settings = nullptr; LineEdit *search_box = nullptr; CheckButton *advanced = nullptr; LineEdit *property_box = nullptr; OptionButton *feature_box = nullptr; OptionButton *type_box = nullptr; Button *add_button = nullptr; Button *del_button = nullptr; Label *restart_label = nullptr; TextureRect *restart_icon = nullptr; PanelContainer *restart_container = nullptr; Button *restart_close_button = nullptr; ImportDefaultsEditor *import_defaults_editor = nullptr; EditorData *data = nullptr; UndoRedo *undo_redo = nullptr; 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); virtual void unhandled_input(const Ref &p_event) override; 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