/*************************************************************************/ /* project_settings.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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. */ /*************************************************************************/ #include "project_settings.h" #include "core/bind/core_bind.h" #include "core/core_string_names.h" #include "core/io/file_access_network.h" #include "core/io/file_access_pack.h" #include "core/io/marshalls.h" #include "core/os/dir_access.h" #include "core/os/file_access.h" #include "core/os/keyboard.h" #include "core/os/os.h" #include "core/variant_parser.h" #include #define FORMAT_VERSION 4 ProjectSettings *ProjectSettings::singleton = NULL; ProjectSettings *ProjectSettings::get_singleton() { return singleton; } String ProjectSettings::get_resource_path() const { return resource_path; }; String ProjectSettings::localize_path(const String &p_path) const { if (resource_path == "") return p_path; //not initialized yet if (p_path.begins_with("res://") || p_path.begins_with("user://") || (p_path.is_abs_path() && !p_path.begins_with(resource_path))) return p_path.simplify_path(); DirAccess *dir = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); String path = p_path.replace("\\", "/").simplify_path(); if (dir->change_dir(path) == OK) { String cwd = dir->get_current_dir(); cwd = cwd.replace("\\", "/"); memdelete(dir); if (!cwd.begins_with(resource_path)) { return p_path; }; return cwd.replace_first(resource_path, "res:/"); } else { memdelete(dir); int sep = path.find_last("/"); if (sep == -1) { return "res://" + path; }; String parent = path.substr(0, sep); String plocal = localize_path(parent); if (plocal == "") { return ""; }; return plocal + path.substr(sep, path.size() - sep); }; } void ProjectSettings::set_initial_value(const String &p_name, const Variant &p_value) { ERR_FAIL_COND(!props.has(p_name)); props[p_name].initial = p_value; } void ProjectSettings::set_restart_if_changed(const String &p_name, bool p_restart) { ERR_FAIL_COND(!props.has(p_name)); props[p_name].restart_if_changed = p_restart; } String ProjectSettings::globalize_path(const String &p_path) const { if (p_path.begins_with("res://")) { if (resource_path != "") { return p_path.replace("res:/", resource_path); }; return p_path.replace("res://", ""); } else if (p_path.begins_with("user://")) { String data_dir = OS::get_singleton()->get_user_data_dir(); if (data_dir != "") { return p_path.replace("user:/", data_dir); }; return p_path.replace("user://", ""); } return p_path; } bool ProjectSettings::_set(const StringName &p_name, const Variant &p_value) { _THREAD_SAFE_METHOD_ if (p_value.get_type() == Variant::NIL) props.erase(p_name); else { if (p_name == CoreStringNames::get_singleton()->_custom_features) { Vector custom_feature_array = String(p_value).split(","); for (int i = 0; i < custom_feature_array.size(); i++) { custom_features.insert(custom_feature_array[i]); } return true; } if (!disable_feature_overrides) { int dot = p_name.operator String().find("."); if (dot != -1) { Vector s = p_name.operator String().split("."); bool override_valid = false; for (int i = 1; i < s.size(); i++) { String feature = s[i].strip_edges(); if (OS::get_singleton()->has_feature(feature) || custom_features.has(feature)) { override_valid = true; break; } } if (override_valid) { feature_overrides[s[0]] = p_name; } } } if (props.has(p_name)) { if (!props[p_name].overridden) props[p_name].variant = p_value; } else { props[p_name] = VariantContainer(p_value, last_order++); } } return true; } bool ProjectSettings::_get(const StringName &p_name, Variant &r_ret) const { _THREAD_SAFE_METHOD_ StringName name = p_name; if (!disable_feature_overrides && feature_overrides.has(name)) { name = feature_overrides[name]; } if (!props.has(name)) { WARN_PRINTS("Property not found: " + String(name)); return false; } r_ret = props[name].variant; return true; } struct _VCSort { String name; Variant::Type type; int order; int flags; bool operator<(const _VCSort &p_vcs) const { return order == p_vcs.order ? name < p_vcs.name : order < p_vcs.order; } }; void ProjectSettings::_get_property_list(List *p_list) const { _THREAD_SAFE_METHOD_ Set<_VCSort> vclist; for (Map::Element *E = props.front(); E; E = E->next()) { const VariantContainer *v = &E->get(); if (v->hide_from_editor) continue; _VCSort vc; vc.name = E->key(); vc.order = v->order; vc.type = v->variant.get_type(); if (vc.name.begins_with("input/") || vc.name.begins_with("import/") || vc.name.begins_with("export/") || vc.name.begins_with("/remap") || vc.name.begins_with("/locale") || vc.name.begins_with("/autoload")) vc.flags = PROPERTY_USAGE_STORAGE; else vc.flags = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE; if (v->restart_if_changed) { vc.flags |= PROPERTY_USAGE_RESTART_IF_CHANGED; } vclist.insert(vc); } for (Set<_VCSort>::Element *E = vclist.front(); E; E = E->next()) { String prop_info_name = E->get().name; int dot = prop_info_name.find("."); if (dot != -1) prop_info_name = prop_info_name.substr(0, dot); if (custom_prop_info.has(prop_info_name)) { PropertyInfo pi = custom_prop_info[prop_info_name]; pi.name = E->get().name; pi.usage = E->get().flags; p_list->push_back(pi); } else p_list->push_back(PropertyInfo(E->get().type, E->get().name, PROPERTY_HINT_NONE, "", E->get().flags)); } } bool ProjectSettings::_load_resource_pack(const String &p_pack) { if (PackedData::get_singleton()->is_disabled()) return false; bool ok = PackedData::get_singleton()->add_pack(p_pack) == OK; if (!ok) return false; //if data.pck is found, all directory access will be from here DirAccess::make_default(DirAccess::ACCESS_RESOURCES); using_datapack = true; return true; } void ProjectSettings::_convert_to_last_version() { if (!has_setting("config_version") || (int)get_setting("config_version") <= 3) { // Converts the actions from array to dictionary (array of events to dictionary with deadzone + events) for (Map::Element *E = props.front(); E; E = E->next()) { Variant value = E->get().variant; if (String(E->key()).begins_with("input/") && value.get_type() == Variant::ARRAY) { Array array = value; Dictionary action; action["deadzone"] = Variant(0.5f); action["events"] = array; E->get().variant = action; } } } } /* * This method is responsible for loading a project.godot file and/or data file * using the following merit order: * - If using NetworkClient, try to lookup project file or fail. * - If --main-pack was passed by the user (`p_main_pack`), load it or fail. * - Search for .pck file matching binary name. There are two possibilities: * o exec_path.get_basename() + '.pck' (e.g. 'win_game.exe' -> 'win_game.pck') * o exec_path + '.pck' (e.g. 'linux_game' -> 'linux_game.pck') * For each tentative, if the file exists, load it or fail. * - On relevant platforms (Android/iOS), lookup project file in OS resource path. * If found, load it or fail. * - Lookup project file in passed `p_path` (--path passed by the user), i.e. we * are running from source code. * If not found and `p_upwards` is true (--upwards passed by the user), look for * project files in parent folders up to the system root (used to run a game * from command line while in a subfolder). * If a project file is found, load it or fail. * If nothing was found, error out. */ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, bool p_upwards) { // If looking for files in a network client, use it directly if (FileAccessNetworkClient::get_singleton()) { Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary"); if (err == OK) { // Optional, we don't mind if it fails _load_settings_text("res://override.cfg"); } return err; } // Attempt with a user-defined main pack first if (p_main_pack != "") { bool ok = _load_resource_pack(p_main_pack); ERR_FAIL_COND_V(!ok, ERR_CANT_OPEN); Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary"); if (err == OK) { // Load override from location of the main pack // Optional, we don't mind if it fails _load_settings_text(p_main_pack.get_base_dir().plus_file("override.cfg")); } return err; } // Attempt with exec_name.pck // (This is the usual case when distributing a Godot game.) // Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle) // or the exec path's basename + '.pck' (Windows). // We need to test both possibilities as extensions for Linux binaries are optional // (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck'). String exec_path = OS::get_singleton()->get_executable_path(); if (exec_path != "") { bool found = false; String exec_dir = exec_path.get_base_dir(); String exec_filename = exec_path.get_file(); String exec_basename = exec_filename.get_basename(); // Try to load data pack at the location of the executable // As mentioned above, we have two potential names to attempt if (_load_resource_pack(exec_dir.plus_file(exec_basename + ".pck")) || _load_resource_pack(exec_dir.plus_file(exec_filename + ".pck"))) { found = true; } else { // If we couldn't find them next to the executable, we attempt // the current working directory. Same story, two tests. if (_load_resource_pack(exec_basename + ".pck") || _load_resource_pack(exec_filename + ".pck")) { found = true; } } // If we opened our package, try and load our project if (found) { Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary"); if (err == OK) { // Load override from location of executable // Optional, we don't mind if it fails _load_settings_text(exec_path.get_base_dir().plus_file("override.cfg")); } return err; } } // Try to use the filesystem for files, according to OS. (only Android -when reading from pck- and iOS use this) if (OS::get_singleton()->get_resource_dir() != "") { // OS will call ProjectSettings->get_resource_path which will be empty if not overridden! // If the OS would rather use a specific location, then it will not be empty. resource_path = OS::get_singleton()->get_resource_dir().replace("\\", "/"); if (resource_path != "" && resource_path[resource_path.length() - 1] == '/') { resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end } Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary"); if (err == OK) { // Optional, we don't mind if it fails _load_settings_text("res://override.cfg"); } return err; } // Nothing was found, try to find a project file in provided path (`p_path`) // or, if requested (`p_upwards`) in parent directories. DirAccess *d = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); ERR_FAIL_COND_V(!d, ERR_CANT_CREATE); d->change_dir(p_path); String current_dir = d->get_current_dir(); String candidate = current_dir; bool found = false; Error err; while (true) { err = _load_settings_text_or_binary(current_dir.plus_file("project.godot"), current_dir.plus_file("project.binary")); if (err == OK) { // Optional, we don't mind if it fails _load_settings_text(current_dir.plus_file("override.cfg")); candidate = current_dir; found = true; break; } if (p_upwards) { // Try to load settings ascending through parent directories d->change_dir(".."); if (d->get_current_dir() == current_dir) break; // not doing anything useful current_dir = d->get_current_dir(); } else { break; } } resource_path = candidate; resource_path = resource_path.replace("\\", "/"); // windows path to unix path just in case memdelete(d); if (!found) return err; if (resource_path.length() && resource_path[resource_path.length() - 1] == '/') resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end // If we're loading a project.godot from source code, we can operate some // ProjectSettings conversions if need be. _convert_to_last_version(); return OK; } Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bool p_upwards) { Error err = _setup(p_path, p_main_pack, p_upwards); if (err == OK) { String custom_settings = GLOBAL_DEF("application/config/project_settings_override", ""); if (custom_settings != "") { _load_settings_text(custom_settings); } } return err; } bool ProjectSettings::has_setting(String p_var) const { _THREAD_SAFE_METHOD_ return props.has(p_var); } void ProjectSettings::set_registering_order(bool p_enable) { registering_order = p_enable; } Error ProjectSettings::_load_settings_binary(const String p_path) { Error err; FileAccess *f = FileAccess::open(p_path, FileAccess::READ, &err); if (err != OK) { return err; } uint8_t hdr[4]; f->get_buffer(hdr, 4); if (hdr[0] != 'E' || hdr[1] != 'C' || hdr[2] != 'F' || hdr[3] != 'G') { memdelete(f); ERR_EXPLAIN("Corrupted header in binary project.binary (not ECFG)"); ERR_FAIL_V(ERR_FILE_CORRUPT;) } uint32_t count = f->get_32(); for (uint32_t i = 0; i < count; i++) { uint32_t slen = f->get_32(); CharString cs; cs.resize(slen + 1); cs[slen] = 0; f->get_buffer((uint8_t *)cs.ptr(), slen); String key; key.parse_utf8(cs.ptr()); uint32_t vlen = f->get_32(); Vector d; d.resize(vlen); f->get_buffer(d.ptrw(), vlen); Variant value; Error err = decode_variant(value, d.ptr(), d.size()); ERR_EXPLAIN("Error decoding property: " + key); ERR_CONTINUE(err != OK); set(key, value); } return OK; } Error ProjectSettings::_load_settings_text(const String p_path) { Error err; FileAccess *f = FileAccess::open(p_path, FileAccess::READ, &err); if (!f) { // FIXME: Above 'err' error code is ERR_FILE_CANT_OPEN if the file is missing // This needs to be streamlined if we want decent error reporting return ERR_FILE_NOT_FOUND; } VariantParser::StreamFile stream; stream.f = f; String assign; Variant value; VariantParser::Tag next_tag; int lines = 0; String error_text; String section; while (true) { assign = Variant(); next_tag.fields.clear(); next_tag.name = String(); err = VariantParser::parse_tag_assign_eof(&stream, lines, error_text, next_tag, assign, value, NULL, true); if (err == ERR_FILE_EOF) { memdelete(f); return OK; } else if (err != OK) { ERR_PRINTS("Error parsing " + p_path + " at line " + itos(lines) + ": " + error_text + " File might be corrupted."); memdelete(f); return err; } if (assign != String()) { if (section == String() && assign == "config_version") { int config_version = value; if (config_version > FORMAT_VERSION) { memdelete(f); ERR_FAIL_COND_V(config_version > FORMAT_VERSION, ERR_FILE_CANT_OPEN); } } else { // config_version is checked and dropped if (section == String()) { set(assign, value); } else { set(section + "/" + assign, value); } } } else if (next_tag.name != String()) { section = next_tag.name; } } memdelete(f); return OK; } Error ProjectSettings::_load_settings_text_or_binary(const String p_text_path, const String p_bin_path) { // Attempt first to load the text-based project.godot file Error err_text = _load_settings_text(p_text_path); if (err_text == OK) { return OK; } else if (err_text != ERR_FILE_NOT_FOUND) { // If the text-based file exists but can't be loaded, we want to know it ERR_PRINTS("Couldn't load file '" + p_text_path + "', error code " + itos(err_text) + "."); return err_text; } // Fallback to binary project.binary file if text-based was not found Error err_bin = _load_settings_binary(p_bin_path); return err_bin; } int ProjectSettings::get_order(const String &p_name) const { ERR_FAIL_COND_V(!props.has(p_name), -1); return props[p_name].order; } void ProjectSettings::set_order(const String &p_name, int p_order) { ERR_FAIL_COND(!props.has(p_name)); props[p_name].order = p_order; } void ProjectSettings::set_builtin_order(const String &p_name) { ERR_FAIL_COND(!props.has(p_name)); if (props[p_name].order >= NO_BUILTIN_ORDER_BASE) { props[p_name].order = last_builtin_order++; } } void ProjectSettings::clear(const String &p_name) { ERR_FAIL_COND(!props.has(p_name)); props.erase(p_name); } Error ProjectSettings::save() { return save_custom(get_resource_path().plus_file("project.godot")); } Error ProjectSettings::_save_settings_binary(const String &p_file, const Map > &props, const CustomMap &p_custom, const String &p_custom_features) { Error err; FileAccess *file = FileAccess::open(p_file, FileAccess::WRITE, &err); if (err != OK) { ERR_EXPLAIN("Couldn't save project.binary at " + p_file); ERR_FAIL_COND_V(err, err) } uint8_t hdr[4] = { 'E', 'C', 'F', 'G' }; file->store_buffer(hdr, 4); int count = 0; for (Map >::Element *E = props.front(); E; E = E->next()) { for (List::Element *F = E->get().front(); F; F = F->next()) { count++; } } if (p_custom_features != String()) { file->store_32(count + 1); //store how many properties are saved, add one for custom featuers, which must always go first String key = CoreStringNames::get_singleton()->_custom_features; file->store_32(key.length()); file->store_string(key); int len; Error err = encode_variant(p_custom_features, NULL, len); if (err != OK) { memdelete(file); ERR_FAIL_V(err); } Vector buff; buff.resize(len); err = encode_variant(p_custom_features, buff.ptrw(), len); if (err != OK) { memdelete(file); ERR_FAIL_V(err); } file->store_32(len); file->store_buffer(buff.ptr(), buff.size()); } else { file->store_32(count); //store how many properties are saved } for (Map >::Element *E = props.front(); E; E = E->next()) { for (List::Element *F = E->get().front(); F; F = F->next()) { String key = F->get(); if (E->key() != "") key = E->key() + "/" + key; Variant value; if (p_custom.has(key)) value = p_custom[key]; else value = get(key); file->store_32(key.length()); file->store_string(key); int len; Error err = encode_variant(value, NULL, len); if (err != OK) memdelete(file); ERR_FAIL_COND_V(err != OK, ERR_INVALID_DATA); Vector buff; buff.resize(len); err = encode_variant(value, buff.ptrw(), len); if (err != OK) memdelete(file); ERR_FAIL_COND_V(err != OK, ERR_INVALID_DATA); file->store_32(len); file->store_buffer(buff.ptr(), buff.size()); } } file->close(); memdelete(file); return OK; } Error ProjectSettings::_save_settings_text(const String &p_file, const Map > &props, const CustomMap &p_custom, const String &p_custom_features) { Error err; FileAccess *file = FileAccess::open(p_file, FileAccess::WRITE, &err); if (err) { ERR_EXPLAIN("Couldn't save project.godot - " + p_file); ERR_FAIL_COND_V(err, err) } file->store_line("; Engine configuration file."); file->store_line("; It's best edited using the editor UI and not directly,"); file->store_line("; since the parameters that go here are not all obvious."); file->store_line(";"); file->store_line("; Format:"); file->store_line("; [section] ; section goes between []"); file->store_line("; param=value ; assign values to parameters"); file->store_line(""); file->store_string("config_version=" + itos(FORMAT_VERSION) + "\n"); if (p_custom_features != String()) file->store_string("custom_features=\"" + p_custom_features + "\"\n"); file->store_string("\n"); for (Map >::Element *E = props.front(); E; E = E->next()) { if (E != props.front()) file->store_string("\n"); if (E->key() != "") file->store_string("[" + E->key() + "]\n\n"); for (List::Element *F = E->get().front(); F; F = F->next()) { String key = F->get(); if (E->key() != "") key = E->key() + "/" + key; Variant value; if (p_custom.has(key)) value = p_custom[key]; else value = get(key); String vstr; VariantWriter::write_to_string(value, vstr); if (F->get().find(" ") != -1) file->store_string(F->get().quote() + "=" + vstr + "\n"); else file->store_string(F->get() + "=" + vstr + "\n"); } } file->close(); memdelete(file); return OK; } Error ProjectSettings::_save_custom_bnd(const String &p_file) { // add other params as dictionary and array? return save_custom(p_file); }; Error ProjectSettings::save_custom(const String &p_path, const CustomMap &p_custom, const Vector &p_custom_features, bool p_merge_with_current) { ERR_FAIL_COND_V(p_path == "", ERR_INVALID_PARAMETER); Set<_VCSort> vclist; if (p_merge_with_current) { for (Map::Element *G = props.front(); G; G = G->next()) { const VariantContainer *v = &G->get(); if (v->hide_from_editor) continue; if (p_custom.has(G->key())) continue; _VCSort vc; vc.name = G->key(); //*k; vc.order = v->order; vc.type = v->variant.get_type(); vc.flags = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE; if (v->variant == v->initial) continue; vclist.insert(vc); } } for (const Map::Element *E = p_custom.front(); E; E = E->next()) { // Lookup global prop to store in the same order Map::Element *global_prop = props.find(E->key()); _VCSort vc; vc.name = E->key(); vc.order = global_prop ? global_prop->get().order : 0xFFFFFFF; vc.type = E->get().get_type(); vc.flags = PROPERTY_USAGE_STORAGE; vclist.insert(vc); } Map > props; for (Set<_VCSort>::Element *E = vclist.front(); E; E = E->next()) { String category = E->get().name; String name = E->get().name; int div = category.find("/"); if (div < 0) category = ""; else { category = category.substr(0, div); name = name.substr(div + 1, name.size()); } props[category].push_back(name); } String custom_features; for (int i = 0; i < p_custom_features.size(); i++) { if (i > 0) custom_features += ","; String f = p_custom_features[i].strip_edges().replace("\"", ""); custom_features += f; } if (p_path.ends_with(".godot")) return _save_settings_text(p_path, props, p_custom, custom_features); else if (p_path.ends_with(".binary")) return _save_settings_binary(p_path, props, p_custom, custom_features); else { ERR_EXPLAIN("Unknown config file format: " + p_path); ERR_FAIL_V(ERR_FILE_UNRECOGNIZED); } return OK; } Variant _GLOBAL_DEF(const String &p_var, const Variant &p_default, bool p_restart_if_changed) { Variant ret; if (!ProjectSettings::get_singleton()->has_setting(p_var)) { ProjectSettings::get_singleton()->set(p_var, p_default); } ret = ProjectSettings::get_singleton()->get(p_var); ProjectSettings::get_singleton()->set_initial_value(p_var, p_default); ProjectSettings::get_singleton()->set_builtin_order(p_var); ProjectSettings::get_singleton()->set_restart_if_changed(p_var, p_restart_if_changed); return ret; } Vector ProjectSettings::get_optimizer_presets() const { List pi; ProjectSettings::get_singleton()->get_property_list(&pi); Vector names; for (List::Element *E = pi.front(); E; E = E->next()) { if (!E->get().name.begins_with("optimizer_presets/")) continue; names.push_back(E->get().name.get_slicec('/', 1)); } names.sort(); return names; } void ProjectSettings::_add_property_info_bind(const Dictionary &p_info) { ERR_FAIL_COND(!p_info.has("name")); ERR_FAIL_COND(!p_info.has("type")); PropertyInfo pinfo; pinfo.name = p_info["name"]; ERR_FAIL_COND(!props.has(pinfo.name)); pinfo.type = Variant::Type(p_info["type"].operator int()); ERR_FAIL_INDEX(pinfo.type, Variant::VARIANT_MAX); if (p_info.has("hint")) pinfo.hint = PropertyHint(p_info["hint"].operator int()); if (p_info.has("hint_string")) pinfo.hint_string = p_info["hint_string"]; set_custom_property_info(pinfo.name, pinfo); } void ProjectSettings::set_custom_property_info(const String &p_prop, const PropertyInfo &p_info) { ERR_FAIL_COND(!props.has(p_prop)); custom_prop_info[p_prop] = p_info; custom_prop_info[p_prop].name = p_prop; } const Map &ProjectSettings::get_custom_property_info() const { return custom_prop_info; } void ProjectSettings::set_disable_feature_overrides(bool p_disable) { disable_feature_overrides = p_disable; } bool ProjectSettings::is_using_datapack() const { return using_datapack; } bool ProjectSettings::property_can_revert(const String &p_name) { if (!props.has(p_name)) return false; return props[p_name].initial != props[p_name].variant; } Variant ProjectSettings::property_get_revert(const String &p_name) { if (!props.has(p_name)) return Variant(); return props[p_name].initial; } void ProjectSettings::set_setting(const String &p_setting, const Variant &p_value) { set(p_setting, p_value); } Variant ProjectSettings::get_setting(const String &p_setting) const { return get(p_setting); } bool ProjectSettings::has_custom_feature(const String &p_feature) const { return custom_features.has(p_feature); } void ProjectSettings::_bind_methods() { ClassDB::bind_method(D_METHOD("has_setting", "name"), &ProjectSettings::has_setting); ClassDB::bind_method(D_METHOD("set_setting", "name", "value"), &ProjectSettings::set_setting); ClassDB::bind_method(D_METHOD("get_setting", "name"), &ProjectSettings::get_setting); ClassDB::bind_method(D_METHOD("set_order", "name", "position"), &ProjectSettings::set_order); ClassDB::bind_method(D_METHOD("get_order", "name"), &ProjectSettings::get_order); ClassDB::bind_method(D_METHOD("set_initial_value", "name", "value"), &ProjectSettings::set_initial_value); ClassDB::bind_method(D_METHOD("add_property_info", "hint"), &ProjectSettings::_add_property_info_bind); ClassDB::bind_method(D_METHOD("clear", "name"), &ProjectSettings::clear); ClassDB::bind_method(D_METHOD("localize_path", "path"), &ProjectSettings::localize_path); ClassDB::bind_method(D_METHOD("globalize_path", "path"), &ProjectSettings::globalize_path); ClassDB::bind_method(D_METHOD("save"), &ProjectSettings::save); ClassDB::bind_method(D_METHOD("load_resource_pack", "pack"), &ProjectSettings::_load_resource_pack); ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ProjectSettings::property_can_revert); ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ProjectSettings::property_get_revert); ClassDB::bind_method(D_METHOD("save_custom", "file"), &ProjectSettings::_save_custom_bnd); } ProjectSettings::ProjectSettings() { singleton = this; last_order = NO_BUILTIN_ORDER_BASE; last_builtin_order = 0; disable_feature_overrides = false; registering_order = true; Array events; Dictionary action; Ref key; Ref joyb; GLOBAL_DEF("application/config/name", ""); GLOBAL_DEF("application/run/main_scene", ""); custom_prop_info["application/run/main_scene"] = PropertyInfo(Variant::STRING, "application/run/main_scene", PROPERTY_HINT_FILE, "*.tscn,*.scn,*.res"); GLOBAL_DEF("application/run/disable_stdout", false); GLOBAL_DEF("application/run/disable_stderr", false); GLOBAL_DEF("application/config/use_custom_user_dir", false); GLOBAL_DEF("application/config/custom_user_dir_name", ""); GLOBAL_DEF("application/config/project_settings_override", ""); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_ENTER); events.push_back(key); key.instance(); key->set_scancode(KEY_KP_ENTER); events.push_back(key); key.instance(); key->set_scancode(KEY_SPACE); events.push_back(key); joyb.instance(); joyb->set_button_index(JOY_BUTTON_0); events.push_back(joyb); action["events"] = events; GLOBAL_DEF("input/ui_accept", action); input_presets.push_back("input/ui_accept"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_SPACE); events.push_back(key); joyb.instance(); joyb->set_button_index(JOY_BUTTON_3); events.push_back(joyb); action["events"] = events; GLOBAL_DEF("input/ui_select", action); input_presets.push_back("input/ui_select"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_ESCAPE); events.push_back(key); joyb.instance(); joyb->set_button_index(JOY_BUTTON_1); events.push_back(joyb); action["events"] = events; GLOBAL_DEF("input/ui_cancel", action); input_presets.push_back("input/ui_cancel"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_TAB); events.push_back(key); action["events"] = events; GLOBAL_DEF("input/ui_focus_next", action); input_presets.push_back("input/ui_focus_next"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_TAB); key->set_shift(true); events.push_back(key); action["events"] = events; GLOBAL_DEF("input/ui_focus_prev", action); input_presets.push_back("input/ui_focus_prev"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_LEFT); events.push_back(key); joyb.instance(); joyb->set_button_index(JOY_DPAD_LEFT); events.push_back(joyb); action["events"] = events; GLOBAL_DEF("input/ui_left", action); input_presets.push_back("input/ui_left"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_RIGHT); events.push_back(key); joyb.instance(); joyb->set_button_index(JOY_DPAD_RIGHT); events.push_back(joyb); action["events"] = events; GLOBAL_DEF("input/ui_right", action); input_presets.push_back("input/ui_right"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_UP); events.push_back(key); joyb.instance(); joyb->set_button_index(JOY_DPAD_UP); events.push_back(joyb); action["events"] = events; GLOBAL_DEF("input/ui_up", action); input_presets.push_back("input/ui_up"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_DOWN); events.push_back(key); joyb.instance(); joyb->set_button_index(JOY_DPAD_DOWN); events.push_back(joyb); action["events"] = events; GLOBAL_DEF("input/ui_down", action); input_presets.push_back("input/ui_down"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_PAGEUP); events.push_back(key); action["events"] = events; GLOBAL_DEF("input/ui_page_up", action); input_presets.push_back("input/ui_page_up"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_PAGEDOWN); events.push_back(key); action["events"] = events; GLOBAL_DEF("input/ui_page_down", action); input_presets.push_back("input/ui_page_down"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_HOME); events.push_back(key); action["events"] = events; GLOBAL_DEF("input/ui_home", action); input_presets.push_back("input/ui_home"); action = Dictionary(); action["deadzone"] = Variant(0.5f); events = Array(); key.instance(); key->set_scancode(KEY_END); events.push_back(key); action["events"] = events; GLOBAL_DEF("input/ui_end", action); input_presets.push_back("input/ui_end"); //GLOBAL_DEF("display/window/handheld/orientation", "landscape"); custom_prop_info["display/window/handheld/orientation"] = PropertyInfo(Variant::STRING, "display/window/handheld/orientation", PROPERTY_HINT_ENUM, "landscape,portrait,reverse_landscape,reverse_portrait,sensor_landscape,sensor_portrait,sensor"); custom_prop_info["rendering/threads/thread_model"] = PropertyInfo(Variant::INT, "rendering/threads/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded"); custom_prop_info["physics/2d/thread_model"] = PropertyInfo(Variant::INT, "physics/2d/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded"); custom_prop_info["rendering/quality/intended_usage/framebuffer_allocation"] = PropertyInfo(Variant::INT, "rendering/quality/intended_usage/framebuffer_allocation", PROPERTY_HINT_ENUM, "2D,2D Without Sampling,3D,3D Without Effects"); GLOBAL_DEF("debug/settings/profiler/max_functions", 16384); custom_prop_info["debug/settings/profiler/max_functions"] = PropertyInfo(Variant::INT, "debug/settings/profiler/max_functions", PROPERTY_HINT_RANGE, "128,65535,1"); //assigning here, because using GLOBAL_GET on every block for compressing can be slow Compression::zstd_long_distance_matching = GLOBAL_DEF("compression/formats/zstd/long_distance_matching", false); custom_prop_info["compression/formats/zstd/long_distance_matching"] = PropertyInfo(Variant::BOOL, "compression/formats/zstd/long_distance_matching"); Compression::zstd_level = GLOBAL_DEF("compression/formats/zstd/compression_level", 3); custom_prop_info["compression/formats/zstd/compression_level"] = PropertyInfo(Variant::INT, "compression/formats/zstd/compression_level", PROPERTY_HINT_RANGE, "1,22,1"); Compression::zstd_window_log_size = GLOBAL_DEF("compression/formats/zstd/window_log_size", 27); custom_prop_info["compression/formats/zstd/window_log_size"] = PropertyInfo(Variant::INT, "compression/formats/zstd/window_log_size", PROPERTY_HINT_RANGE, "10,30,1"); Compression::zlib_level = GLOBAL_DEF("compression/formats/zlib/compression_level", Z_DEFAULT_COMPRESSION); custom_prop_info["compression/formats/zlib/compression_level"] = PropertyInfo(Variant::INT, "compression/formats/zlib/compression_level", PROPERTY_HINT_RANGE, "-1,9,1"); Compression::gzip_level = GLOBAL_DEF("compression/formats/gzip/compression_level", Z_DEFAULT_COMPRESSION); custom_prop_info["compression/formats/gzip/compression_level"] = PropertyInfo(Variant::INT, "compression/formats/gzip/compression_level", PROPERTY_HINT_RANGE, "-1,9,1"); using_datapack = false; } ProjectSettings::~ProjectSettings() { singleton = NULL; }