#ifndef PROFILE_MANAGER_H #define PROFILE_MANAGER_H /*************************************************************************/ /* profile_manager.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #include "core/containers/vector.h" #include "core/object/object.h" #include "../profiles/player_profile.h" class ProfileManager : public Object { GDCLASS(ProfileManager, Object); public: static ProfileManager *get_singleton(); bool get_automatic_load() const; void set_automatic_load(const bool load); bool get_automatic_save() const; void set_automatic_save(const bool load); String get_save_file() const; void set_save_file(const String &file); int gets_player_profile_count() const; Ref gets_player_profile_index(const int index); void adds_player_profile(const Ref &profile); void clears_player_profiles(); void removes_player_profile(const int index); Ref getc_player_profile(); void save(); void load(); void _save(); void _load(); void save_profile(const String &name); void load_profile(const String &name); void load_defaults(); Dictionary to_dict() const; void from_dict(const Dictionary &dict); void on_keybinds_changed(const StringName &class_path); ProfileManager(); ~ProfileManager(); protected: void _on_player_profile_changed(Ref profile); static void _bind_methods(); private: static ProfileManager *_instance; bool _automatic_load; bool _automatic_save; String _save_file; Vector> _s_player_profiles; Ref _c_player_profile; }; #endif