virtualx-engine/core/project_settings.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

221 lines
9.4 KiB
C++

/**************************************************************************/
/* project_settings.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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<String, Variant> 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<StringName, VariantContainer> props;
String resource_path;
Map<StringName, PropertyInfo> custom_prop_info;
bool disable_feature_overrides;
bool using_datapack;
List<String> input_presets;
Set<String> custom_features;
Map<StringName, StringName> 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<PropertyInfo> *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<String, List<String>> &props, const CustomMap &p_custom = CustomMap(), const String &p_custom_features = String());
Error _save_settings_binary(const String &p_file, const Map<String, List<String>> &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<String> &p_custom_features = Vector<String>(), bool p_merge_with_current = true);
Error save();
void set_custom_property_info(const String &p_prop, const PropertyInfo &p_info);
const Map<StringName, PropertyInfo> &get_custom_property_info() const;
uint64_t get_last_saved_time() { return last_save_time; }
Vector<String> get_optimizer_presets() const;
List<String> 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