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!
164 lines
5.3 KiB
C++
164 lines
5.3 KiB
C++
/*************************************************************************/
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/* project_settings.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 PROJECT_SETTINGS_H
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#define PROJECT_SETTINGS_H
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#include "scene/gui/dialogs.h"
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#include "property_editor.h"
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#include "undo_redo.h"
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#include "editor_data.h"
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#include "scene/gui/tab_container.h"
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#include "editor_autoload_settings.h"
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#include "editor_plugin_settings.h"
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//#include "project_export_settings.h"
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class ProjectSettings : public AcceptDialog {
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OBJ_TYPE( ProjectSettings, AcceptDialog );
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TabContainer *tab_container;
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Timer *timer;
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InputEvent::Type add_type;
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String add_at;
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EditorData *data;
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UndoRedo *undo_redo;
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SectionedPropertyEditor *globals_editor;
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HBoxContainer *search_bar;
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ToolButton *search_button;
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LineEdit *search_box;
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ToolButton *clear_button;
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HBoxContainer *add_prop_bar;
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ConfirmationDialog *message;
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LineEdit *category;
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LineEdit *property;
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OptionButton *type;
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PopupMenu *popup_add;
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ConfirmationDialog *press_a_key;
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Label*press_a_key_label;
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ConfirmationDialog *device_input;
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SpinBox *device_id;
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OptionButton *device_index;
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Label *device_index_label;
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MenuButton *popup_platform;
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LineEdit *action_name;
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Tree *input_editor;
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bool setting;
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bool updating_translations;
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InputEvent last_wait_for_key;
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EditorFileDialog *translation_file_open;
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Tree *translation_list;
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Button *translation_res_option_add_button;
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EditorFileDialog *translation_res_file_open;
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EditorFileDialog *translation_res_option_file_open;
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Tree *translation_remap;
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Tree *translation_remap_options;
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EditorAutoloadSettings *autoload_settings;
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EditorPluginSettings *plugin_settings;
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void _item_selected();
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void _item_adds(String);
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void _item_add();
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void _item_del();
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void _update_actions();
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void _save();
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void _add_item(int p_item);
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void _action_adds(String);
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void _action_add();
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void _device_input_add();
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void _item_checked(const String& p_item, bool p_check);
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void _action_selected();
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void _action_edited();
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void _action_button_pressed(Object* p_obj, int p_column,int p_id);
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void _wait_for_key(const InputEvent& p_event);
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void _press_a_key_confirm();
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void _show_last_added(const InputEvent& p_event);
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void _settings_prop_edited(const String& p_name);
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void _settings_changed();
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//ProjectExportSettings *export_settings;
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void _copy_to_platform(int p_which);
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void _translation_file_open();
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void _translation_add(const String& p_path);
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void _translation_delete(Object *p_item,int p_column, int p_button);
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void _update_translations();
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void _translation_res_file_open();
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void _translation_res_add(const String& p_path);
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void _translation_res_delete(Object *p_item,int p_column, int p_button);
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void _translation_res_select();
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void _translation_res_option_file_open();
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void _translation_res_option_add(const String& p_path);
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void _translation_res_option_changed();
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void _translation_res_option_delete(Object *p_item,int p_column, int p_button);
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void _toggle_search_bar(bool p_pressed);
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void _clear_search_box();
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ProjectSettings();
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static ProjectSettings *singleton;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void add_translation(const String& p_translation);
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static ProjectSettings *get_singleton() { return singleton; }
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void popup_project_settings();
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void set_plugins_page();
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void queue_save();
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ProjectSettings(EditorData *p_data);
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};
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#endif // PROJECT_SETTINGS_H
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