virtualx-engine/tools/editor/settings_config_dialog.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

94 lines
3.3 KiB
C++

/*************************************************************************/
/* settings_config_dialog.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 SETTINGS_CONFIG_DIALOG_H
#define SETTINGS_CONFIG_DIALOG_H
#include "property_editor.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/rich_text_label.h"
class EditorSettingsDialog : public AcceptDialog {
OBJ_TYPE(EditorSettingsDialog,AcceptDialog);
bool updating;
TabContainer *tabs;
LineEdit *search_box;
LineEdit *shortcut_search_box;
ToolButton *clear_button;
ToolButton *shortcut_clear_button;
SectionedPropertyEditor *property_editor;
Timer *timer;
Tree *shortcuts;
ConfirmationDialog *press_a_key;
Label *press_a_key_label;
InputEvent last_wait_for_key;
String shortcut_configured;
String shortcut_filter;
virtual void cancel_pressed();
virtual void ok_pressed();
void _settings_changed();
void _settings_property_edited(const String& p_name);
void _settings_save();
void _notification(int p_what);
void _press_a_key_confirm();
void _wait_for_key(const InputEvent& p_event);
void _clear_shortcut_search_box();
void _clear_search_box();
void _filter_shortcuts(const String& p_filter);
void _update_shortcuts();
void _shortcut_button_pressed(Object* p_item,int p_column,int p_idx);
protected:
static void _bind_methods();
public:
void popup_edit_settings();
EditorSettingsDialog();
};
#endif // SETTINGS_CONFIG_DIALOG_H