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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
175 lines
5.9 KiB
C++
175 lines
5.9 KiB
C++
/*************************************************************************/
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/* editor_feature_profile.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 EDITOR_FEATURE_PROFILE_H
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#define EDITOR_FEATURE_PROFILE_H
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#include "core/object/reference.h"
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#include "core/os/file_access.h"
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#include "editor/editor_file_dialog.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/separator.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/tree.h"
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class EditorFeatureProfile : public Reference {
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GDCLASS(EditorFeatureProfile, Reference);
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public:
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enum Feature {
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FEATURE_3D,
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FEATURE_SCRIPT,
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FEATURE_ASSET_LIB,
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FEATURE_SCENE_TREE,
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FEATURE_NODE_DOCK,
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FEATURE_FILESYSTEM_DOCK,
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FEATURE_IMPORT_DOCK,
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FEATURE_MAX
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};
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private:
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Set<StringName> disabled_classes;
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Set<StringName> disabled_editors;
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Map<StringName, Set<StringName>> disabled_properties;
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bool features_disabled[FEATURE_MAX];
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static const char *feature_names[FEATURE_MAX];
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static const char *feature_identifiers[FEATURE_MAX];
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String _get_feature_name(Feature p_feature) { return get_feature_name(p_feature); }
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protected:
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static void _bind_methods();
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public:
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void set_disable_class(const StringName &p_class, bool p_disabled);
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bool is_class_disabled(const StringName &p_class) const;
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void set_disable_class_editor(const StringName &p_class, bool p_disabled);
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bool is_class_editor_disabled(const StringName &p_class) const;
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void set_disable_class_property(const StringName &p_class, const StringName &p_property, bool p_disabled);
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bool is_class_property_disabled(const StringName &p_class, const StringName &p_property) const;
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bool has_class_properties_disabled(const StringName &p_class) const;
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void set_disable_feature(Feature p_feature, bool p_disable);
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bool is_feature_disabled(Feature p_feature) const;
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Error save_to_file(const String &p_path);
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Error load_from_file(const String &p_path);
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static String get_feature_name(Feature p_feature);
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EditorFeatureProfile();
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};
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VARIANT_ENUM_CAST(EditorFeatureProfile::Feature)
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class EditorFeatureProfileManager : public AcceptDialog {
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GDCLASS(EditorFeatureProfileManager, AcceptDialog);
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enum Action {
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PROFILE_CLEAR,
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PROFILE_SET,
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PROFILE_IMPORT,
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PROFILE_EXPORT,
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PROFILE_NEW,
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PROFILE_ERASE,
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PROFILE_MAX
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};
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enum ClassOptions {
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CLASS_OPTION_DISABLE_EDITOR
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};
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ConfirmationDialog *erase_profile_dialog;
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ConfirmationDialog *new_profile_dialog;
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LineEdit *new_profile_name;
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LineEdit *current_profile_name;
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OptionButton *profile_list;
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Button *profile_actions[PROFILE_MAX];
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HSplitContainer *h_split;
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VBoxContainer *class_list_vbc;
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Tree *class_list;
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VBoxContainer *property_list_vbc;
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Tree *property_list;
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Label *no_profile_selected_help;
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EditorFileDialog *import_profiles;
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EditorFileDialog *export_profile;
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void _profile_action(int p_action);
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void _profile_selected(int p_what);
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String current_profile;
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void _update_profile_list(const String &p_select_profile = String());
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void _update_selected_profile();
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void _fill_classes_from(TreeItem *p_parent, const String &p_class, const String &p_selected);
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Ref<EditorFeatureProfile> current;
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Ref<EditorFeatureProfile> edited;
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void _erase_selected_profile();
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void _create_new_profile();
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String _get_selected_profile();
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void _import_profiles(const Vector<String> &p_paths);
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void _export_profile(const String &p_path);
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bool updating_features;
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void _class_list_item_selected();
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void _class_list_item_edited();
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void _property_item_edited();
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void _save_and_update();
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Timer *update_timer;
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void _emit_current_profile_changed();
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static EditorFeatureProfileManager *singleton;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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Ref<EditorFeatureProfile> get_current_profile();
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void notify_changed();
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static EditorFeatureProfileManager *get_singleton() { return singleton; }
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EditorFeatureProfileManager();
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};
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#endif // EDITOR_FEATURE_PROFILE_H
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