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0d2e02945b
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
233 lines
8.8 KiB
XML
233 lines
8.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorSettings" inherits="Resource" version="4.0">
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<brief_description>
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Object that holds the project-independent editor settings.
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</brief_description>
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<description>
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Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor > Editor Settings[/b] menu.
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Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself.
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Accessing the settings can be done using the following methods, such as:
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[codeblocks]
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[gdscript]
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var settings = EditorInterface.get_editor_settings()
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# `settings.set("some/property", 10)` also works as this class overrides `_set()` internally.
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settings.set_setting("some/property", 10)
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# `settings.get("some/property")` also works as this class overrides `_get()` internally.
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settings.get_setting("some/property")
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var list_of_settings = settings.get_property_list()
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[/gdscript]
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[csharp]
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EditorSettings settings = GetEditorInterface().GetEditorSettings();
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// `settings.set("some/property", value)` also works as this class overrides `_set()` internally.
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settings.SetSetting("some/property", Value);
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// `settings.get("some/property", value)` also works as this class overrides `_get()` internally.
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settings.GetSetting("some/property");
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Godot.Collections.Array listOfSettings = settings.GetPropertyList();
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_editor_settings].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_property_info">
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<return type="void">
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</return>
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<argument index="0" name="info" type="Dictionary">
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</argument>
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<description>
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Adds a custom property info to a property. The dictionary must contain:
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- [code]name[/code]: [String] (the name of the property)
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- [code]type[/code]: [int] (see [enum Variant.Type])
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- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String]
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[b]Example:[/b]
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[codeblocks]
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[gdscript]
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var settings = EditorInterface.get_editor_settings()
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settings.set("category/property_name", 0)
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var property_info = {
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"name": "category/property_name",
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"type": TYPE_INT,
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"hint": PROPERTY_HINT_ENUM,
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"hint_string": "one,two,three"
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}
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settings.add_property_info(property_info)
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[/gdscript]
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[csharp]
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var settings = GetEditorInterface().GetEditorSettings();
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settings.Set("category/property_name", 0);
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var propertyInfo = new Godot.Collections.Dictionary
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{
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{"name", "category/propertyName"},
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{"type", Variant.Type.Int},
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{"hint", PropertyHint.Enum},
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{"hint_string", "one,two,three"}
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};
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settings.AddPropertyInfo(propertyInfo);
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="erase">
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<return type="void">
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</return>
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<argument index="0" name="property" type="String">
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</argument>
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<description>
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Erases the setting whose name is specified by [code]property[/code].
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</description>
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</method>
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<method name="get_favorites" qualifiers="const">
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<return type="PackedStringArray">
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</return>
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<description>
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Returns the list of favorite files and directories for this project.
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</description>
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</method>
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<method name="get_project_metadata" qualifiers="const">
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<return type="Variant">
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</return>
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<argument index="0" name="section" type="String">
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</argument>
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<argument index="1" name="key" type="String">
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</argument>
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<argument index="2" name="default" type="Variant" default="null">
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</argument>
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<description>
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Returns project-specific metadata for the [code]section[/code] and [code]key[/code] specified. If the metadata doesn't exist, [code]default[/code] will be returned instead. See also [method set_project_metadata].
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</description>
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</method>
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<method name="get_project_settings_dir" qualifiers="const">
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<return type="String">
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</return>
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<description>
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Returns the project-specific settings path. Projects all have a unique subdirectory inside the settings path where project-specific settings are saved.
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</description>
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</method>
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<method name="get_recent_dirs" qualifiers="const">
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<return type="PackedStringArray">
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</return>
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<description>
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Returns the list of recently visited folders in the file dialog for this project.
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</description>
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</method>
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<method name="get_setting" qualifiers="const">
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<return type="Variant">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns the value of the setting specified by [code]name[/code]. This is equivalent to using [method Object.get] on the EditorSettings instance.
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</description>
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</method>
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<method name="has_setting" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns [code]true[/code] if the setting specified by [code]name[/code] exists, [code]false[/code] otherwise.
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</description>
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</method>
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<method name="property_can_revert">
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<return type="bool">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns [code]true[/code] if the setting specified by [code]name[/code] can have its value reverted to the default value, [code]false[/code] otherwise. When this method returns [code]true[/code], a Revert button will display next to the setting in the Editor Settings.
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</description>
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</method>
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<method name="property_get_revert">
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<return type="Variant">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns the default value of the setting specified by [code]name[/code]. This is the value that would be applied when clicking the Revert button in the Editor Settings.
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</description>
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</method>
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<method name="set_builtin_action_override">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="actions_list" type="Array">
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</argument>
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<description>
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</description>
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</method>
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<method name="set_favorites">
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<return type="void">
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</return>
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<argument index="0" name="dirs" type="PackedStringArray">
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</argument>
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<description>
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Sets the list of favorite files and directories for this project.
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</description>
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</method>
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<method name="set_initial_value">
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<return type="void">
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</return>
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<argument index="0" name="name" type="StringName">
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</argument>
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<argument index="1" name="value" type="Variant">
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</argument>
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<argument index="2" name="update_current" type="bool">
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</argument>
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<description>
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Sets the initial value of the setting specified by [code]name[/code] to [code]value[/code]. This is used to provide a value for the Revert button in the Editor Settings. If [code]update_current[/code] is true, the current value of the setting will be set to [code]value[/code] as well.
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</description>
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</method>
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<method name="set_project_metadata">
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<return type="void">
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</return>
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<argument index="0" name="section" type="String">
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</argument>
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<argument index="1" name="key" type="String">
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</argument>
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<argument index="2" name="data" type="Variant">
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</argument>
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<description>
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Sets project-specific metadata with the [code]section[/code], [code]key[/code] and [code]data[/code] specified. This metadata is stored outside the project folder and therefore won't be checked into version control. See also [method get_project_metadata].
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</description>
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</method>
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<method name="set_recent_dirs">
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<return type="void">
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</return>
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<argument index="0" name="dirs" type="PackedStringArray">
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</argument>
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<description>
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Sets the list of recently visited folders in the file dialog for this project.
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</description>
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</method>
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<method name="set_setting">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<argument index="1" name="value" type="Variant">
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</argument>
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<description>
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Sets the [code]value[/code] of the setting specified by [code]name[/code]. This is equivalent to using [method Object.set] on the EditorSettings instance.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="settings_changed">
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<description>
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Emitted after any editor setting has changed.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="NOTIFICATION_EDITOR_SETTINGS_CHANGED" value="10000">
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Emitted after any editor setting has changed. It's used by various editor plugins to update their visuals on theme changes or logic on configuration changes.
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</constant>
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</constants>
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</class>
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