c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
155 lines
5.4 KiB
C++
155 lines
5.4 KiB
C++
/*************************************************************************/
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/* globals.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 GLOBALS_H
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#define GLOBALS_H
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#include "object.h"
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#include "set.h"
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#include "os/thread_safe.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Globals : public Object {
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OBJ_TYPE( Globals, Object );
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_THREAD_SAFE_CLASS_
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public:
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typedef Map<String,Variant> CustomMap;
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struct Singleton {
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StringName name;
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Object *ptr;
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Singleton(const StringName& p_name=StringName(), Object *p_ptr=NULL) { name=p_name; ptr=p_ptr; }
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};
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protected:
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enum {
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NO_ORDER_BASE=1<<18
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};
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struct VariantContainer {
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int order;
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bool persist;
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Variant variant;
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bool hide_from_editor;
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bool overrided;
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VariantContainer(){ order=0; hide_from_editor=false; persist=false; overrided=false; }
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VariantContainer(const Variant& p_variant, int p_order, bool p_persist=false) { variant=p_variant; order=p_order; hide_from_editor=false; persist=p_persist; overrided=false; }
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};
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bool registering_order;
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int last_order;
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Map<StringName,VariantContainer> props;
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String resource_path;
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Map<StringName,PropertyInfo> custom_prop_info;
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bool disable_platform_override;
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bool using_datapack;
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List<String> input_presets;
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static Globals *singleton;
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Error _load_settings(const String p_path);
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Error _load_settings_binary(const String p_path);
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Error _save_settings_text(const String& p_file,const Map<String,List<String> > &props,const CustomMap& p_custom=CustomMap());
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Error _save_settings_binary(const String& p_file,const Map<String,List<String> > &props,const CustomMap& p_custom=CustomMap());
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List<Singleton> singletons;
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Map<StringName,Object*> singleton_ptrs;
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Error _save_custom_bnd(const String& p_file);
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bool _load_resource_pack(const String& p_pack);
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void _add_property_info_bind(const Dictionary& p_info);
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protected:
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static void _bind_methods();
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public:
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bool has(String p_var) const;
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String localize_path(const String& p_path) const;
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String globalize_path(const String& p_path) const;
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void set_persisting(const String& p_name, bool p_persist);
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bool is_persisting(const String& p_name) const;
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String get_resource_path() const;
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static Globals *get_singleton();
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void clear(const String& p_name);
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int get_order(const String& p_name) const;
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void set_order(const String& p_name, int p_order);
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Error setup(const String& p_path, const String &p_main_pack);
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Error save_custom(const String& p_path="",const CustomMap& p_custom=CustomMap(),const Set<String>& p_ignore_masks=Set<String>());
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Error save();
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void set_custom_property_info(const String& p_prop,const PropertyInfo& p_info);
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void add_singleton(const Singleton &p_singleton);
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void get_singletons(List<Singleton> *p_singletons);
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bool has_singleton(const String& p_name) const;
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Vector<String> get_optimizer_presets() const;
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List<String> get_input_presets() const { return input_presets; }
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void set_disable_platform_override(bool p_disable);
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Object* get_singleton_object(const String& p_name) const;
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void register_global_defaults();
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bool is_using_datapack() const;
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void set_registering_order(bool p_registering);
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Globals();
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~Globals();
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};
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//not a macro any longer
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Variant _GLOBAL_DEF( const String& p_var, const Variant& p_default);
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#define GLOBAL_DEF(m_var,m_value) _GLOBAL_DEF(m_var,m_value)
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#endif
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