mirror of
https://github.com/Relintai/pandemonium_engine.git
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99 lines
3.6 KiB
C++
99 lines
3.6 KiB
C++
#ifndef PROFILE_MANAGER_H
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#define PROFILE_MANAGER_H
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/*************************************************************************/
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/* profile_manager.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/vector.h"
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#include "core/object/object.h"
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#include "../profiles/player_profile.h"
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class ProfileManager : public Object {
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GDCLASS(ProfileManager, Object);
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public:
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static ProfileManager *get_singleton();
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bool get_automatic_load() const;
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void set_automatic_load(const bool load);
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bool get_automatic_save() const;
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void set_automatic_save(const bool load);
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String get_save_file() const;
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void set_save_file(const String &file);
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int gets_player_profile_count() const;
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Ref<PlayerProfile> gets_player_profile_index(const int index);
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void adds_player_profile(const Ref<PlayerProfile> &profile);
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void clears_player_profiles();
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void removes_player_profile(const int index);
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Ref<PlayerProfile> getc_player_profile();
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void save();
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void load();
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void _save();
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void _load();
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void save_profile(const String &name);
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void load_profile(const String &name);
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void load_defaults();
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Dictionary to_dict() const;
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void from_dict(const Dictionary &dict);
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void on_keybinds_changed(const StringName &class_path);
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ProfileManager();
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~ProfileManager();
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protected:
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void _on_player_profile_changed(Ref<PlayerProfile> profile);
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static void _bind_methods();
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private:
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static ProfileManager *_instance;
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bool _automatic_load;
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bool _automatic_save;
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String _save_file;
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Vector<Ref<PlayerProfile>> _s_player_profiles;
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Ref<PlayerProfile> _c_player_profile;
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};
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#endif
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