Files
godot-csharp-visualstudio/GodotAddinVS/GeneralOptionsPage.cs
Ignacio Etcheverry 9c0de9611b Initial commit
2020-06-13 13:40:06 +02:00

49 lines
2.3 KiB
C#

using System.ComponentModel;
using Microsoft.VisualStudio.Shell;
namespace GodotAddinVS
{
public class GeneralOptionsPage : DialogPage
{
[Category("Debugging")]
[DisplayName("Always Use Configured Executable")]
[Description("When disabled, Visual Studio will attempt to get the Godot executable path from a running Godot editor instance")]
public bool AlwaysUseConfiguredExecutable { get; set; } = false;
[Category("Debugging")]
[DisplayName("Godot Executable Path")]
[Description("Path to the Godot executable to use when launching the application for debugging")]
public string GodotExecutablePath { get; set; } = "";
[Category("Debugging")]
[DisplayName("Debugger Listen Timeout")]
[Description("Time in milliseconds after which the debugging session will end if no debugger is connected")]
public int DebuggerListenTimeout { get; set; } = 10000;
[Category("Code Completion")]
[DisplayName("Provide Node Path Completions")]
[Description("Whether to provide code completion for node paths when a Godot editor is connected")]
public bool ProvideNodePathCompletions { get; set; } = true;
[Category("Code Completion")]
[DisplayName("Provide Input Action Completions")]
[Description("Whether to provide code completion for input actions when a Godot editor is connected")]
public bool ProvideInputActionCompletions { get; set; } = true;
[Category("Code Completion")]
[DisplayName("Provide Resource Path Completions")]
[Description("Whether to provide code completion for resource paths when a Godot editor is connected")]
public bool ProvideResourcePathCompletions { get; set; } = true;
[Category("Code Completion")]
[DisplayName("Provide Scene Path Completions")]
[Description("Whether to provide code completion for scene paths when a Godot editor is connected")]
public bool ProvideScenePathCompletions { get; set; } = true;
[Category("Code Completion")]
[DisplayName("Provide Signal Name Completions")]
[Description("Whether to provide code completion for signal names when a Godot editor is connected")]
public bool ProvideSignalNameCompletions { get; set; } = true;
}
}