godot/editor/editor_settings.h

/**************************************************************************/
/*  editor_settings.h                                                     */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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#ifndef EDITOR_SETTINGS_H
#define EDITOR_SETTINGS_H

#include "core/input/shortcut.h"
#include "core/io/config_file.h"
#include "core/io/resource.h"
#include "core/os/thread_safe.h"
#include "core/templates/rb_set.h"

class EditorPlugin;

class EditorSettings : public Resource {};

//not a macro any longer

#define EDITOR_DEF(m_var, m_val)
#define EDITOR_DEF_RST(m_var, m_val)
#define EDITOR_DEF_BASIC(m_var, m_val)
Variant _EDITOR_DEF(const String &p_setting, const Variant &p_default, bool p_restart_if_changed = false, bool p_basic = false);

#define EDITOR_GET(m_var)
Variant _EDITOR_GET(const String &p_setting);

#define ED_IS_SHORTCUT(p_name, p_ev)
Ref<Shortcut> ED_SHORTCUT(const String &p_path, const String &p_name, Key p_keycode = Key::NONE, bool p_physical = false);
Ref<Shortcut> ED_SHORTCUT_ARRAY(const String &p_path, const String &p_name, const PackedInt32Array &p_keycodes, bool p_physical = false);
void ED_SHORTCUT_OVERRIDE(const String &p_path, const String &p_feature, Key p_keycode = Key::NONE, bool p_physical = false);
void ED_SHORTCUT_OVERRIDE_ARRAY(const String &p_path, const String &p_feature, const PackedInt32Array &p_keycodes, bool p_physical = false);
Ref<Shortcut> ED_GET_SHORTCUT(const String &p_path);

#endif // EDITOR_SETTINGS_H