/*************************************************************************/ /* input_event_configuration_dialog.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 INPUT_EVENT_CONFIGURATION_DIALOG_H #define INPUT_EVENT_CONFIGURATION_DIALOG_H #include "scene/gui/dialogs.h" class OptionButton; class Tree; class EventListenerLineEdit; class CheckBox; // Confirmation Dialog used when configuring an input event. // Separate from ActionMapEditor for code cleanliness and separation of responsibilities. class InputEventConfigurationDialog : public ConfirmationDialog { GDCLASS(InputEventConfigurationDialog, ConfirmationDialog) private: struct IconCache { Ref<Texture2D> keyboard; Ref<Texture2D> mouse; Ref<Texture2D> joypad_button; Ref<Texture2D> joypad_axis; } icon_cache; Ref<InputEvent> event = Ref<InputEvent>(); // Listening for input EventListenerLineEdit *event_listener = nullptr; Label *event_as_text = nullptr; // List of All Key/Mouse/Joypad input options. int allowed_input_types; Tree *input_list_tree = nullptr; LineEdit *input_list_search = nullptr; // Additional Options, shown depending on event selected VBoxContainer *additional_options_container = nullptr; HBoxContainer *device_container = nullptr; OptionButton *device_id_option = nullptr; HBoxContainer *mod_container = nullptr; // Contains the subcontainer and the store command checkbox. enum ModCheckbox { MOD_ALT, MOD_SHIFT, MOD_CTRL, MOD_META, MOD_MAX }; #if defined(MACOS_ENABLED) String mods[MOD_MAX] = { "Option", "Shift", "Ctrl", "Command" }; #elif defined(WINDOWS_ENABLED) String mods[MOD_MAX] = { "Alt", "Shift", "Ctrl", "Windows" }; #else String mods[MOD_MAX] = { "Alt", "Shift", "Ctrl", "Meta" }; #endif String mods_tip[MOD_MAX] = { "Alt or Option key", "Shift key", "Control key", "Meta/Windows or Command key" }; CheckBox *mod_checkboxes[MOD_MAX]; CheckBox *autoremap_command_or_control_checkbox = nullptr; CheckBox *physical_key_checkbox = nullptr; void _set_event(const Ref<InputEvent> &p_event, bool p_update_input_list_selection = true); void _on_listen_input_changed(const Ref<InputEvent> &p_event); void _on_listen_focus_changed(); void _search_term_updated(const String &p_term); void _update_input_list(); void _input_list_item_selected(); void _mod_toggled(bool p_checked, int p_index); void _autoremap_command_or_control_toggled(bool p_checked); void _physical_keycode_toggled(bool p_checked); void _device_selection_changed(int p_option_button_index); void _set_current_device(int p_device); int _get_current_device() const; protected: void _notification(int p_what); public: // Pass an existing event to configure it. Alternatively, pass no event to start with a blank configuration. void popup_and_configure(const Ref<InputEvent> &p_event = Ref<InputEvent>()); Ref<InputEvent> get_event() const; void set_allowed_input_types(int p_type_masks); InputEventConfigurationDialog(); }; #endif // INPUT_EVENT_CONFIGURATION_DIALOG_H