pandemonium_engine/modules/entity_spell_system/singletons/profile_manager.h

89 lines
2.4 KiB
C++

#ifndef PROFILE_MANAGER_H
#define PROFILE_MANAGER_H
/*
Copyright (c) 2019-2022 Péter Magyar
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/object.h"
#include "core/vector.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