virtualx-engine/editor/action_map_editor.h
Eric M 3db45ff198 New ActionMapEditor to replace InputMapEditor. Used in ProjectSettings.
Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required.
This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
2021-02-19 19:36:42 +10:00

203 lines
6.6 KiB
C++

/*************************************************************************/
/* action_map_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef ACTION_MAP_EDITOR_H
#define ACTION_MAP_EDITOR_H
#include "editor/editor_data.h"
// 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);
public:
enum InputType {
INPUT_KEY = 1,
INPUT_MOUSE_BUTTON = 2,
INPUT_JOY_BUTTON = 4,
INPUT_JOY_MOTION = 8
};
private:
struct IconCache {
Ref<Texture2D> keyboard;
Ref<Texture2D> mouse;
Ref<Texture2D> joypad_button;
Ref<Texture2D> joypad_axis;
} icon_cache;
Ref<InputEvent> event = Ref<InputEvent>();
TabContainer *tab_container;
// Listening for input
Label *event_as_text;
// List of All Key/Mouse/Joypad input options.
int allowed_input_types;
Tree *input_list_tree;
LineEdit *input_list_search;
// Additional Options, shown depending on event selected
VBoxContainer *additional_options_container;
HBoxContainer *device_container;
OptionButton *device_id_option;
HBoxContainer *mod_container; // Contains the subcontainer and the store command checkbox.
enum ModCheckbox {
MOD_ALT,
MOD_SHIFT,
MOD_COMMAND,
MOD_CONTROL,
MOD_META,
MOD_MAX
};
String mods[MOD_MAX] = { "Alt", "Shift", "Command", "Control", "Meta" };
CheckBox *mod_checkboxes[MOD_MAX];
CheckBox *store_command_checkbox;
CheckBox *physical_key_checkbox;
void _set_event(const Ref<InputEvent> &p_event);
void _tab_selected(int p_tab);
void _listen_window_input(const Ref<InputEvent> &p_event);
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 _store_command_toggled(bool p_checked);
void _physical_keycode_toggled(bool p_checked);
void _set_current_device(int i_device);
int _get_current_device() const;
String _get_device_string(int i_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;
String get_event_text(const Ref<InputEvent> &p_event);
void set_allowed_input_types(int p_type_masks);
InputEventConfigurationDialog();
};
class ActionMapEditor : public Control {
GDCLASS(ActionMapEditor, Control);
public:
struct ActionInfo {
String name = String();
Dictionary action = Dictionary();
Ref<Texture2D> icon = Ref<Texture2D>();
bool editable = true;
};
private:
enum ItemButton {
BUTTON_ADD_EVENT,
BUTTON_EDIT_EVENT,
BUTTON_REMOVE_ACTION,
BUTTON_REMOVE_EVENT,
};
Vector<ActionInfo> actions_cache;
Tree *action_tree;
// Storing which action/event is currently being edited in the InputEventConfigurationDialog.
Dictionary current_action = Dictionary();
String current_action_name = String();
int current_action_event_index = -1;
// Popups
InputEventConfigurationDialog *event_config_dialog;
AcceptDialog *message;
// Filtering and Adding actions
bool show_uneditable;
CheckBox *show_uneditable_actions_checkbox;
LineEdit *action_list_search;
bool allow_editing_actions;
HBoxContainer *add_hbox;
LineEdit *add_edit;
void _event_config_confirmed();
void _add_action_pressed();
void _add_action(const String &p_name);
void _action_edited();
void _tree_button_pressed(Object *p_item, int p_column, int p_id);
void _tree_item_activated();
void _search_term_updated(const String &p_search_term);
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);
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_uneditable(bool p_show);
void set_allow_editing_actions(bool p_allow);
void set_toggle_editable_label(const String &p_label);
void use_external_search_box(LineEdit *p_searchbox);
ActionMapEditor();
};
#endif