editor_paths.h 3.9 KB

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  1. /**************************************************************************/
  2. /* editor_paths.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef EDITOR_PATHS_H
  31. #define EDITOR_PATHS_H
  32. #include "core/object/class_db.h"
  33. #include "core/object/object.h"
  34. #include "core/string/ustring.h"
  35. class EditorPaths : public Object {
  36. GDCLASS(EditorPaths, Object)
  37. bool paths_valid = false; // If any of the paths can't be created, this is false.
  38. String data_dir; // Editor data (templates, shader cache, etc.).
  39. String config_dir; // Editor config (settings, profiles, themes, etc.).
  40. String cache_dir; // Editor cache (thumbnails, tmp generated files).
  41. String project_data_dir; // Project-specific data (metadata, shader cache, etc.).
  42. bool self_contained = false; // Self-contained means everything goes to `editor_data` dir.
  43. String self_contained_file; // Self-contained file with configuration.
  44. String export_templates_folder = "export_templates";
  45. String text_editor_themes_folder = "text_editor_themes";
  46. String script_templates_folder = "script_templates";
  47. String feature_profiles_folder = "feature_profiles";
  48. static EditorPaths *singleton;
  49. protected:
  50. static void _bind_methods();
  51. public:
  52. bool are_paths_valid() const;
  53. String get_data_dir() const;
  54. String get_config_dir() const;
  55. String get_cache_dir() const;
  56. String get_project_data_dir() const;
  57. String get_export_templates_dir() const;
  58. String get_debug_keystore_path() const;
  59. String get_project_settings_dir() const;
  60. String get_text_editor_themes_dir() const;
  61. String get_script_templates_dir() const;
  62. String get_project_script_templates_dir() const;
  63. String get_feature_profiles_dir() const;
  64. bool is_self_contained() const;
  65. String get_self_contained_file() const;
  66. static EditorPaths *get_singleton() {
  67. return singleton;
  68. }
  69. static void create();
  70. static void free();
  71. EditorPaths();
  72. };
  73. #endif // EDITOR_PATHS_H