818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
208 lines
7 KiB
C++
208 lines
7 KiB
C++
/*************************************************************************/
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/* project_settings_editor.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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_EDITOR_H
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#define PROJECT_SETTINGS_EDITOR_H
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#include "core/undo_redo.h"
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#include "editor/editor_autoload_settings.h"
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#include "editor/editor_data.h"
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#include "editor/editor_plugin_settings.h"
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#include "editor/editor_sectioned_inspector.h"
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#include "editor/import_defaults_editor.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/tab_container.h"
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class ProjectSettingsEditor : public AcceptDialog {
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GDCLASS(ProjectSettingsEditor, AcceptDialog);
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enum InputType {
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INPUT_KEY_PHYSICAL,
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INPUT_KEY,
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INPUT_JOY_BUTTON,
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INPUT_JOY_MOTION,
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INPUT_MOUSE_BUTTON
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};
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enum LocaleFilter {
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SHOW_ALL_LOCALES,
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SHOW_ONLY_SELECTED_LOCALES,
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};
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TabContainer *tab_container;
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Timer *timer;
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InputType add_type;
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String add_at;
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int edit_idx;
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EditorData *data;
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UndoRedo *undo_redo;
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SectionedInspector *globals_editor;
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HBoxContainer *search_bar;
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Button *search_button;
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LineEdit *search_box;
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HBoxContainer *add_prop_bar;
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AcceptDialog *message;
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LineEdit *property;
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OptionButton *type_box;
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PopupMenu *popup_add;
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ConfirmationDialog *press_a_key;
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bool press_a_key_physical;
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Label *press_a_key_label;
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ConfirmationDialog *device_input;
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OptionButton *device_id;
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OptionButton *device_index;
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Label *device_index_label;
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MenuButton *popup_copy_to_feature;
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LineEdit *action_name;
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Button *action_add;
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Label *action_add_error;
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Tree *input_editor;
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bool setting;
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bool updating_translations;
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Ref<InputEventKey> 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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Tree *translation_filter;
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bool translation_locales_list_created;
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OptionButton *translation_locale_filter_mode;
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Vector<TreeItem *> translation_filter_treeitems;
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Vector<int> translation_locales_idxs_remap;
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EditorAutoloadSettings *autoload_settings;
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EditorPluginSettings *plugin_settings;
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void _item_selected(const String &);
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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, Ref<InputEvent> p_exiting_event = nullptr);
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void _edit_item(Ref<InputEvent> p_exiting_event);
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void _action_check(String p_action);
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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_activated();
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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 Ref<InputEvent> &p_event);
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void _press_a_key_confirm();
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void _show_last_added(const Ref<InputEvent> &p_event, const String &p_name);
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void _settings_prop_edited(const String &p_name);
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void _settings_changed();
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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 PoolStringArray &p_paths);
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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 PoolStringArray &p_paths);
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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 PoolStringArray &p_paths);
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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 _translation_filter_option_changed();
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void _translation_filter_mode_changed(int p_mode);
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void _toggle_search_bar(bool p_pressed);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _copy_to_platform_about_to_show();
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static ProjectSettingsEditor *singleton;
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Label *restart_label;
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TextureRect *restart_icon;
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PanelContainer *restart_container;
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ToolButton *restart_close_button;
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ImportDefaultsEditor *import_defaults_editor;
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void _editor_restart_request();
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void _editor_restart();
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void _editor_restart_close();
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void _update_theme();
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protected:
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void _unhandled_input(const Ref<InputEvent> &p_event);
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void _notification(int p_what);
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static void _bind_methods();
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int _get_current_device();
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void _set_current_device(int i_device);
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String _get_device_string(int i_device);
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public:
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void add_translation(const String &p_translation);
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static ProjectSettingsEditor *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 update_plugins();
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EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; }
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TabContainer *get_tabs();
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void queue_save();
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ProjectSettingsEditor(EditorData *p_data);
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};
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#endif // PROJECT_SETTINGS_EDITOR_H
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