/**************************************************************************/ /* action_map_editor.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 ACTION_MAP_EDITOR_H #define ACTION_MAP_EDITOR_H #include "scene/gui/control.h" class Button; class HBoxContainer; class EventListenerLineEdit; class LineEdit; class CheckButton; class AcceptDialog; class InputEventConfigurationDialog; class Tree; class ActionMapEditor : public Control { GDCLASS(ActionMapEditor, Control); public: struct ActionInfo { String name; Dictionary action; bool has_initial = false; Dictionary action_initial; Ref<Texture2D> icon = Ref<Texture2D>(); bool editable = true; }; private: enum ItemButton { BUTTON_ADD_EVENT, BUTTON_EDIT_EVENT, BUTTON_REMOVE_ACTION, BUTTON_REMOVE_EVENT, BUTTON_REVERT_ACTION, }; Vector<ActionInfo> actions_cache; Tree *action_tree = nullptr; // Storing which action/event is currently being edited in the InputEventConfigurationDialog. Dictionary current_action; String current_action_name; int current_action_event_index = -1; // Popups InputEventConfigurationDialog *event_config_dialog = nullptr; AcceptDialog *message = nullptr; // Filtering and Adding actions bool show_builtin_actions = false; CheckButton *show_builtin_actions_checkbutton = nullptr; LineEdit *action_list_search = nullptr; EventListenerLineEdit *action_list_search_by_event = nullptr; HBoxContainer *add_hbox = nullptr; LineEdit *add_edit = nullptr; Button *add_button = nullptr; void _event_config_confirmed(); void _add_action_pressed(); void _add_edit_text_changed(const String &p_name); String _check_new_action_name(const String &p_name); bool _has_action(const String &p_name) const; void _add_action(const String &p_name); void _action_edited(); void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button); void _tree_item_activated(); void _search_term_updated(const String &p_search_term); void _search_by_event(const Ref<InputEvent> &p_event); bool _should_display_action(const String &p_name, const Array &p_events) const; 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 _on_filter_focused(); void _on_filter_unfocused(); protected: void _notification(int p_what); static void _bind_methods(); public: LineEdit *get_search_box() const; InputEventConfigurationDialog *get_configuration_dialog(); // Dictionary represents an Action with "events" (Array) and "deadzone" (float) items. Pass with no param to update list from cached action map. void update_action_list(const Vector<ActionInfo> &p_action_infos = Vector<ActionInfo>()); void show_message(const String &p_message); void set_show_builtin_actions(bool p_show); void use_external_search_box(LineEdit *p_searchbox); ActionMapEditor(); }; #endif // ACTION_MAP_EDITOR_H