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8d9256e13c
Built-in actions can now be edited for the Editor too. Also added usage of the new Event confifiguration dialog to for better UX.
126 lines
4.3 KiB
C++
126 lines
4.3 KiB
C++
/*************************************************************************/
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/* settings_config_dialog.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 SETTINGS_CONFIG_DIALOG_H
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#define SETTINGS_CONFIG_DIALOG_H
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#include "editor/action_map_editor.h"
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#include "editor/editor_sectioned_inspector.h"
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#include "editor_inspector.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/rich_text_label.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/texture_rect.h"
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class EditorSettingsDialog : public AcceptDialog {
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GDCLASS(EditorSettingsDialog, AcceptDialog);
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bool updating;
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TabContainer *tabs;
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Control *tab_general;
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Control *tab_shortcuts;
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LineEdit *search_box;
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LineEdit *shortcut_search_box;
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SectionedInspector *inspector;
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enum ShortcutButton {
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SHORTCUT_EDIT,
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SHORTCUT_ERASE,
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SHORTCUT_REVERT
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};
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int button_idx;
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int current_action_event_index = -1;
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bool editing_action = false;
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String current_action;
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Array current_action_events;
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PopupMenu *action_popup;
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Timer *timer;
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UndoRedo *undo_redo;
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// Shortcuts
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String shortcut_filter;
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Tree *shortcuts;
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InputEventConfigurationDialog *shortcut_editor;
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String shortcut_being_edited;
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virtual void cancel_pressed() override;
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virtual void ok_pressed() override;
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void _settings_changed();
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void _settings_property_edited(const String &p_name);
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void _settings_save();
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void _unhandled_input(const Ref<InputEvent> &p_event);
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void _notification(int p_what);
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void _update_icons();
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void _event_config_confirmed();
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void _update_builtin_action(const String &p_name, const Array &p_events);
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void _tabs_tab_changed(int p_tab);
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void _focus_current_search_box();
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void _filter_shortcuts(const String &p_filter);
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void _update_shortcuts();
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void _shortcut_button_pressed(Object *p_item, int p_column, int p_idx);
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void _builtin_action_popup_index_pressed(int p_index);
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static void _undo_redo_callback(void *p_self, const String &p_name);
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Label *restart_label;
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TextureRect *restart_icon;
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PanelContainer *restart_container;
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Button *restart_close_button;
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void _editor_restart_request();
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void _editor_restart();
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void _editor_restart_close();
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protected:
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static void _bind_methods();
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public:
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void popup_edit_settings();
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EditorSettingsDialog();
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~EditorSettingsDialog();
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};
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#endif // SETTINGS_CONFIG_DIALOG_H
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