virtualx-engine/editor/editor_settings_dialog.h

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/*************************************************************************/
/* editor_settings_dialog.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 EDITOR_SETTINGS_DIALOG_H
#define EDITOR_SETTINGS_DIALOG_H
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#include "editor/action_map_editor.h"
#include "editor/editor_inspector.h"
#include "editor/editor_sectioned_inspector.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/panel_container.h"
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#include "scene/gui/rich_text_label.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/texture_rect.h"
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class EditorSettingsDialog : public AcceptDialog {
GDCLASS(EditorSettingsDialog, AcceptDialog);
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bool updating = false;
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TabContainer *tabs = nullptr;
Control *tab_general = nullptr;
Control *tab_shortcuts = nullptr;
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LineEdit *search_box = nullptr;
LineEdit *shortcut_search_box = nullptr;
EventListenerLineEdit *shortcut_search_by_event = nullptr;
SectionedInspector *inspector = nullptr;
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// Shortcuts
enum ShortcutButton {
SHORTCUT_ADD,
SHORTCUT_EDIT,
SHORTCUT_ERASE,
SHORTCUT_REVERT
};
Tree *shortcuts = nullptr;
InputEventConfigurationDialog *shortcut_editor = nullptr;
bool is_editing_action = false;
String current_edited_identifier;
Array current_events;
int current_event_index = -1;
Timer *timer = nullptr;
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virtual void cancel_pressed() override;
virtual void ok_pressed() override;
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void _settings_changed();
void _settings_property_edited(const String &p_name);
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void _settings_save();
virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
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void _notification(int p_what);
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void _update_icons();
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void _event_config_confirmed();
void _create_shortcut_treeitem(TreeItem *p_parent, const String &p_shortcut_identifier, const String &p_display, Array &p_events, bool p_allow_revert, bool p_is_common, bool p_is_collapsed);
Array _event_list_to_array_helper(const List<Ref<InputEvent>> &p_events);
void _update_builtin_action(const String &p_name, const Array &p_events);
void _update_shortcut_events(const String &p_path, const Array &p_events);
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);
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void _tabs_tab_changed(int p_tab);
void _focus_current_search_box();
void _filter_shortcuts(const String &p_filter);
void _filter_shortcuts_by_event(const Ref<InputEvent> &p_event);
bool _should_display_shortcut(const String &p_name, const Array &p_events) const;
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void _update_shortcuts();
void _shortcut_button_pressed(Object *p_item, int p_column, int p_idx, MouseButton p_button = MouseButton::LEFT);
void _shortcut_cell_double_clicked();
static void _undo_redo_callback(void *p_self, const String &p_name);
Label *restart_label = nullptr;
TextureRect *restart_icon = nullptr;
PanelContainer *restart_container = nullptr;
Button *restart_close_button = nullptr;
void _editor_restart_request();
void _editor_restart();
void _editor_restart_close();
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protected:
static void _bind_methods();
public:
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void popup_edit_settings();
EditorSettingsDialog();
~EditorSettingsDialog();
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};
#endif // EDITOR_SETTINGS_DIALOG_H