virtualx-engine/editor/project_settings_editor.h

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/*************************************************************************/
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/* project_settings_editor.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
#ifndef PROJECT_SETTINGS_EDITOR_H
#define PROJECT_SETTINGS_EDITOR_H
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#include "core/undo_redo.h"
#include "editor/editor_autoload_settings.h"
#include "editor/editor_data.h"
#include "editor/editor_plugin_settings.h"
#include "editor/editor_sectioned_inspector.h"
#include "editor/shader_globals_editor.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/tab_container.h"
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class ProjectSettingsEditor : public AcceptDialog {
GDCLASS(ProjectSettingsEditor, AcceptDialog);
enum InputType {
INPUT_KEY,
INPUT_KEY_PHYSICAL,
INPUT_JOY_BUTTON,
INPUT_JOY_MOTION,
INPUT_MOUSE_BUTTON
};
enum LocaleFilter {
SHOW_ALL_LOCALES,
SHOW_ONLY_SELECTED_LOCALES,
};
TabContainer *tab_container;
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Timer *timer;
InputType add_type;
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String add_at;
int edit_idx;
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EditorData *data;
UndoRedo *undo_redo;
SectionedInspector *globals_editor;
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HBoxContainer *search_bar;
Button *search_button;
LineEdit *search_box;
HBoxContainer *add_prop_bar;
AcceptDialog *message;
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LineEdit *category;
LineEdit *property;
OptionButton *type;
PopupMenu *popup_add;
ConfirmationDialog *press_a_key;
bool press_a_key_physical;
Label *press_a_key_label;
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ConfirmationDialog *device_input;
OptionButton *device_id;
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OptionButton *device_index;
Label *device_index_label;
MenuButton *popup_copy_to_feature;
ShaderGlobalsEditor *shaders_global_variables_editor;
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LineEdit *action_name;
Button *action_add;
Label *action_add_error;
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Tree *input_editor;
bool setting;
bool updating_translations;
Ref<InputEventKey> last_wait_for_key;
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EditorFileDialog *translation_file_open;
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Tree *translation_list;
Button *translation_res_option_add_button;
EditorFileDialog *translation_res_file_open;
EditorFileDialog *translation_res_option_file_open;
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Tree *translation_remap;
Tree *translation_remap_options;
Tree *translation_filter;
bool translation_locales_list_created;
OptionButton *translation_locale_filter_mode;
Vector<TreeItem *> translation_filter_treeitems;
Vector<int> translation_locales_idxs_remap;
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EditorAutoloadSettings *autoload_settings;
EditorPluginSettings *plugin_settings;
void _item_selected(const String &);
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void _item_adds(String);
void _item_add();
void _item_del();
void _update_actions();
void _save();
void _add_item(int p_item, Ref<InputEvent> p_exiting_event = Ref<InputEvent>());
void _edit_item(Ref<InputEvent> p_exiting_event);
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void _action_check(String p_action);
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void _action_adds(String);
void _action_add();
void _device_input_add();
void _item_checked(const String &p_item, bool p_check);
void _action_selected();
void _action_edited();
void _action_activated();
void _action_button_pressed(Object *p_obj, int p_column, int p_id);
void _wait_for_key(const Ref<InputEvent> &p_event);
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void _press_a_key_confirm();
void _show_last_added(const Ref<InputEvent> &p_event, const String &p_name);
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void _settings_prop_edited(const String &p_name);
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void _settings_changed();
void _copy_to_platform(int p_which);
void _translation_file_open();
void _translation_add(const String &p_path);
void _translation_delete(Object *p_item, int p_column, int p_button);
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void _update_translations();
void _translation_res_file_open();
void _translation_res_add(const String &p_path);
void _translation_res_delete(Object *p_item, int p_column, int p_button);
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void _translation_res_select();
void _translation_res_option_file_open();
void _translation_res_option_add(const String &p_path);
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void _translation_res_option_changed();
void _translation_res_option_delete(Object *p_item, int p_column, int p_button);
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void _translation_filter_option_changed();
void _translation_filter_mode_changed(int p_mode);
void _toggle_search_bar(bool p_pressed);
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
void _copy_to_platform_about_to_show();
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ProjectSettingsEditor();
static ProjectSettingsEditor *singleton;
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Label *restart_label;
TextureRect *restart_icon;
PanelContainer *restart_container;
Button *restart_close_button;
void _editor_restart_request();
void _editor_restart();
void _editor_restart_close();
protected:
void _unhandled_input(const Ref<InputEvent> &p_event);
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void _notification(int p_what);
static void _bind_methods();
int _get_current_device();
void _set_current_device(int i_device);
String _get_device_string(int i_device);
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public:
void add_translation(const String &p_translation);
static ProjectSettingsEditor *get_singleton() { return singleton; }
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void popup_project_settings();
void set_plugins_page();
void update_plugins();
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EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; }
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TabContainer *get_tabs();
void queue_save();
ProjectSettingsEditor(EditorData *p_data);
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};
#endif // PROJECT_SETTINGS_EDITOR_H