pandemonium_engine/modules/entity_spell_system/singletons/profile_manager.h

99 lines
3.6 KiB
C++

#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<PlayerProfile> gets_player_profile_index(const int index);
void adds_player_profile(const Ref<PlayerProfile> &profile);
void clears_player_profiles();
void removes_player_profile(const int index);
Ref<PlayerProfile> 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<PlayerProfile> profile);
static void _bind_methods();
private:
static ProfileManager *_instance;
bool _automatic_load;
bool _automatic_save;
String _save_file;
Vector<Ref<PlayerProfile>> _s_player_profiles;
Ref<PlayerProfile> _c_player_profile;
};
#endif