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126 | /*************************************************************************/
/* project_settings_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_EDITOR_H
#define PROJECT_SETTINGS_EDITOR_H
#include "core/object/undo_redo.h"
#include "editor/editor_data.h"
#include "editor/editor_plugin_settings.h"
#include "editor/editor_sectioned_inspector.h"
#include "editor/input_map_editor.h"
#include "editor/localization_editor.h"
#include "editor/shader_globals_editor.h"
#include "editor_autoload_settings.h"
#include "scene/gui/tab_container.h"
class ProjectSettingsEditor : public AcceptDialog {
GDCLASS(ProjectSettingsEditor, AcceptDialog);
enum InputType {
INPUT_KEY,
INPUT_KEY_PHYSICAL,
INPUT_JOY_BUTTON,
INPUT_JOY_MOTION,
INPUT_MOUSE_BUTTON
};
static ProjectSettingsEditor *singleton;
ProjectSettings *ps;
Timer *timer;
TabContainer *tab_container;
SectionedInspector *inspector;
InputMapEditor *inputmap_editor;
LocalizationEditor *localization_editor;
EditorAutoloadSettings *autoload_settings;
ShaderGlobalsEditor *shaders_global_variables_editor;
EditorPluginSettings *plugin_settings;
HBoxContainer *search_bar;
LineEdit *search_box;
CheckButton *advanced;
VBoxContainer *advanced_bar;
LineEdit *category_box;
LineEdit *property_box;
Button *add_button;
Button *del_button;
OptionButton *type;
OptionButton *feature_override;
Label *error_label;
ConfirmationDialog *del_confirmation;
Label *restart_label;
TextureRect *restart_icon;
PanelContainer *restart_container;
Button *restart_close_button;
EditorData *data;
UndoRedo *undo_redo;
void _advanced_pressed();
void _update_advanced_bar();
void _text_field_changed(const String &p_text);
void _feature_selected(int p_index);
String _get_setting_name() const;
void _setting_edited(const String &p_name);
void _setting_selected(const String &p_path);
void _add_setting();
void _delete_setting(bool p_confirmed);
void _editor_restart_request();
void _editor_restart();
void _editor_restart_close();
void _add_feature_overrides();
ProjectSettingsEditor();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static ProjectSettingsEditor *get_singleton() { return singleton; }
void popup_project_settings();
void set_plugins_page();
void update_plugins();
EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; }
TabContainer *get_tabs() { return tab_container; }
void queue_save();
ProjectSettingsEditor(EditorData *p_data);<--- Class 'ProjectSettingsEditor' has a constructor with 1 argument that is not explicit. [+]Class 'ProjectSettingsEditor' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
};
#endif // PROJECT_SETTINGS_EDITOR_H
|