/*************************************************************************/ /* project_settings.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_H #define PROJECT_SETTINGS_H #include "core/object.h" #include "core/os/thread_safe.h" #include "core/set.h" // Querying ProjectSettings is usually done at startup. // Additionally, in order to keep track of changes to ProjectSettings, // instead of Querying all the strings every frame just in case of changes, // there is a signal "project_settings_changed" which objects can subscribe to. // E.g. (from another Godot object) // // Call your user written object function to Query the project settings once at creation, // perhaps in an ENTER_TREE notification: // _project_settings_changed() // // Then connect your function to the signal so it is called every time something changes in future: // ProjectSettings::get_singleton()->connect("project_settings_changed", this, "_project_settings_changed"); // Where for example your function may take the form: // void _project_settings_changed() { // _shadowmap_size = GLOBAL_GET("rendering/quality/shadow_atlas/size"); // } // You may want to also disconnect from the signal in EXIT_TREE notification, if your object may be deleted // before ProjectSettings: // ProjectSettings::get_singleton()->disconnect("project_settings_changed", this, "_project_settings_changed"); // Additionally, for objects that are not regular Godot objects capable of subscribing to signals (e.g. Rasterizers), // you can also query the function "has_changes()" each frame, // and update your local settings whenever this is set. class ProjectSettings : public Object { GDCLASS(ProjectSettings, Object); _THREAD_SAFE_CLASS_ int _dirty_this_frame = 2; public: typedef Map CustomMap; static const String PROJECT_DATA_DIR_NAME_SUFFIX; enum { //properties that are not for built in values begin from this value, so builtin ones are displayed first NO_BUILTIN_ORDER_BASE = 1 << 16 }; protected: struct VariantContainer { int order; bool persist; Variant variant; Variant initial; bool hide_from_editor; bool overridden; bool restart_if_changed; #ifdef DEBUG_METHODS_ENABLED bool ignore_value_in_docs = false; #endif VariantContainer() : order(0), persist(false), hide_from_editor(false), overridden(false), restart_if_changed(false) { } VariantContainer(const Variant &p_variant, int p_order, bool p_persist = false) : order(p_order), persist(p_persist), variant(p_variant), hide_from_editor(false), overridden(false), restart_if_changed(false) { } }; bool registering_order; int last_order; int last_builtin_order; uint64_t last_save_time = 0; Map props; String resource_path; Map custom_prop_info; bool disable_feature_overrides; bool using_datapack; List input_presets; Set custom_features; Map feature_overrides; String project_data_dir_name; bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static ProjectSettings *singleton; Error _load_settings_text(const String &p_path); Error _load_settings_binary(const String &p_path); Error _load_settings_text_or_binary(const String &p_text_path, const String &p_bin_path); Error _save_settings_text(const String &p_file, const Map> &props, const CustomMap &p_custom = CustomMap(), const String &p_custom_features = String()); Error _save_settings_binary(const String &p_file, const Map> &props, const CustomMap &p_custom = CustomMap(), const String &p_custom_features = String()); Error _save_custom_bnd(const String &p_file); void _convert_to_last_version(int p_from_version); bool _load_resource_pack(const String &p_pack, bool p_replace_files = true, int p_offset = 0); void _add_property_info_bind(const Dictionary &p_info); Error _setup(const String &p_path, const String &p_main_pack, bool p_upwards = false, bool p_ignore_override = false); static void _bind_methods(); public: static const int CONFIG_VERSION = 4; void set_setting(const String &p_setting, const Variant &p_value); Variant get_setting(const String &p_setting) const; bool has_setting(String p_var) const; String localize_path(const String &p_path) const; String globalize_path(const String &p_path) const; void set_initial_value(const String &p_name, const Variant &p_value); void set_restart_if_changed(const String &p_name, bool p_restart); void set_hide_from_editor(const String &p_name, bool p_hide_from_editor); void set_ignore_value_in_docs(const String &p_name, bool p_ignore); bool get_ignore_value_in_docs(const String &p_name) const; bool property_can_revert(const String &p_name); Variant property_get_revert(const String &p_name); String get_project_data_dir_name() const; String get_project_data_path() const; String get_resource_path() const; static ProjectSettings *get_singleton(); void clear(const String &p_name); int get_order(const String &p_name) const; void set_order(const String &p_name, int p_order); void set_builtin_order(const String &p_name); Error setup(const String &p_path, const String &p_main_pack, bool p_upwards = false, bool p_ignore_override = false); Error save_custom(const String &p_path = "", const CustomMap &p_custom = CustomMap(), const Vector &p_custom_features = Vector(), bool p_merge_with_current = true); Error save(); void set_custom_property_info(const String &p_prop, const PropertyInfo &p_info); const Map &get_custom_property_info() const; uint64_t get_last_saved_time() { return last_save_time; } Vector get_optimizer_presets() const; List get_input_presets() const { return input_presets; } void set_disable_feature_overrides(bool p_disable); bool is_using_datapack() const; void set_registering_order(bool p_enable); bool has_custom_feature(const String &p_feature) const; // Either use the signal `project_settings_changed` or query this function. // N.B. _dirty_this_frame is set initially to 2. // This is to cope with the situation where a project setting is changed in the iteration AFTER it is read. // There is therefore the potential for a change to be missed. Persisting the counter // for two frames avoids this, at the cost of a frame delay. bool has_changes() const { return _dirty_this_frame == 1; } void update(); ProjectSettings(); ~ProjectSettings(); }; //not a macro any longer Variant _GLOBAL_DEF(const String &p_var, const Variant &p_default, bool p_restart_if_changed = false, bool p_ignore_value_in_docs = false); Variant _GLOBAL_DEF_ALIAS(const String &p_var, const String &p_old_name, const Variant &p_default, bool p_restart_if_changed = false); #define GLOBAL_DEF(m_var, m_value) _GLOBAL_DEF(m_var, m_value) #define GLOBAL_DEF_RST(m_var, m_value) _GLOBAL_DEF(m_var, m_value, true) #define GLOBAL_DEF_NOVAL(m_var, m_value) _GLOBAL_DEF(m_var, m_value, false, true) #define GLOBAL_DEF_RST_NOVAL(m_var, m_value) _GLOBAL_DEF(m_var, m_value, true, true) #define GLOBAL_DEF_ALIAS(m_var, m_old_name, m_value) _GLOBAL_DEF_ALIAS(m_var, m_old_name, m_value) #define GLOBAL_DEF_ALIAS_RST(m_var, m_old_name, m_value) _GLOBAL_DEF(m_var, m_old_name, m_value, true) #define GLOBAL_GET(m_var) ProjectSettings::get_singleton()->get(m_var) #endif // PROJECT_SETTINGS_H