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135 lines
5.0 KiB
C++
135 lines
5.0 KiB
C++
/**************************************************************************/
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/* action_map_editor.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef ACTION_MAP_EDITOR_H
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#define ACTION_MAP_EDITOR_H
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#include "scene/gui/control.h"
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class Button;
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class HBoxContainer;
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class EventListenerLineEdit;
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class LineEdit;
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class CheckButton;
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class AcceptDialog;
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class InputEventConfigurationDialog;
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class Tree;
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class ActionMapEditor : public Control {
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GDCLASS(ActionMapEditor, Control);
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public:
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struct ActionInfo {
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String name;
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Dictionary action;
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bool has_initial = false;
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Dictionary action_initial;
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Ref<Texture2D> icon = Ref<Texture2D>();
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bool editable = true;
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};
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private:
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enum ItemButton {
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BUTTON_ADD_EVENT,
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BUTTON_EDIT_EVENT,
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BUTTON_REMOVE_ACTION,
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BUTTON_REMOVE_EVENT,
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BUTTON_REVERT_ACTION,
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};
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Vector<ActionInfo> actions_cache;
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Tree *action_tree = nullptr;
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// Storing which action/event is currently being edited in the InputEventConfigurationDialog.
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Dictionary current_action;
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String current_action_name;
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int current_action_event_index = -1;
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// Popups
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InputEventConfigurationDialog *event_config_dialog = nullptr;
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AcceptDialog *message = nullptr;
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// Filtering and Adding actions
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bool show_builtin_actions = false;
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CheckButton *show_builtin_actions_checkbutton = nullptr;
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LineEdit *action_list_search = nullptr;
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EventListenerLineEdit *action_list_search_by_event = nullptr;
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HBoxContainer *add_hbox = nullptr;
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LineEdit *add_edit = nullptr;
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Button *add_button = nullptr;
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void _event_config_confirmed();
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void _add_action_pressed();
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void _add_edit_text_changed(const String &p_name);
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String _check_new_action_name(const String &p_name);
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bool _has_action(const String &p_name) const;
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void _add_action(const String &p_name);
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void _action_edited();
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void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
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void _tree_item_activated();
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void _search_term_updated(const String &p_search_term);
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void _search_by_event(const Ref<InputEvent> &p_event);
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bool _should_display_action(const String &p_name, const Array &p_events) const;
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _on_filter_focused();
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void _on_filter_unfocused();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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LineEdit *get_search_box() const;
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InputEventConfigurationDialog *get_configuration_dialog();
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// Dictionary represents an Action with "events" (Array) and "deadzone" (float) items. Pass with no param to update list from cached action map.
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void update_action_list(const Vector<ActionInfo> &p_action_infos = Vector<ActionInfo>());
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void show_message(const String &p_message);
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void set_show_builtin_actions(bool p_show);
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void use_external_search_box(LineEdit *p_searchbox);
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ActionMapEditor();
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};
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#endif // ACTION_MAP_EDITOR_H
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