godot/editor/editor_settings_dialog.h
2022-03-12 13:34:06 -06:00

133 lines
4.9 KiB
C++

/*************************************************************************/
/* editor_settings_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 EDITOR_SETTINGS_DIALOG_H
#define EDITOR_SETTINGS_DIALOG_H
#include "editor/action_map_editor.h"
#include "editor/editor_inspector.h"
#include "editor/editor_sectioned_inspector.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/texture_rect.h"
class EditorSettingsDialog : public AcceptDialog {
GDCLASS(EditorSettingsDialog, AcceptDialog);
bool updating = false;
TabContainer *tabs;
Control *tab_general;
Control *tab_shortcuts;
LineEdit *search_box;
LineEdit *shortcut_search_box;
SectionedInspector *inspector;
// Shortcuts
enum ShortcutButton {
SHORTCUT_ADD,
SHORTCUT_EDIT,
SHORTCUT_ERASE,
SHORTCUT_REVERT
};
Tree *shortcuts;
String shortcut_filter;
InputEventConfigurationDialog *shortcut_editor;
bool is_editing_action = false;
String current_edited_identifier;
Array current_events;
int current_event_index = -1;
Timer *timer;
UndoRedo *undo_redo;
virtual void cancel_pressed() override;
virtual void ok_pressed() override;
void _settings_changed();
void _settings_property_edited(const String &p_name);
void _settings_save();
virtual void unhandled_input(const Ref<InputEvent> &p_event) override;
void _notification(int p_what);
void _update_icons();
void _event_config_confirmed();
void _create_shortcut_treeitem(TreeItem *p_parent, const String &p_shortcut_identifier, const String &p_display, Array &p_events, bool p_allow_revert, bool p_is_common, bool p_is_collapsed);
Array _event_list_to_array_helper(List<Ref<InputEvent>> &p_events);
void _update_builtin_action(const String &p_name, const Array &p_events);
void _update_shortcut_events(const String &p_path, const Array &p_events);
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);
void _tabs_tab_changed(int p_tab);
void _focus_current_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);
void _shortcut_cell_double_clicked();
void _builtin_action_popup_index_pressed(int p_index);
static void _undo_redo_callback(void *p_self, const String &p_name);
Label *restart_label;
TextureRect *restart_icon;
PanelContainer *restart_container;
Button *restart_close_button;
void _editor_restart_request();
void _editor_restart();
void _editor_restart_close();
protected:
static void _bind_methods();
public:
void popup_edit_settings();
EditorSettingsDialog();
~EditorSettingsDialog();
};
#endif // EDITOR_SETTINGS_DIALOG_H