godot/editor/gui/editor_bottom_panel.h
Hugo Locurcio 8221e7546b
Add editor shortcuts to toggle bottom panel visibility
Default shortcuts use the first or second letter of each word.

This also adds a new shortcut to toggle the last opened bottom panel.
On editor startup, this defaults to the first panel in the list
(which is the Output panel).
2024-03-05 15:53:15 +01:00

87 lines
3.8 KiB
C++

/**************************************************************************/
/* editor_bottom_panel.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 EDITOR_BOTTOM_PANEL_H
#define EDITOR_BOTTOM_PANEL_H
#include "scene/gui/panel_container.h"
class Button;
class ConfigFile;
class EditorToaster;
class HBoxContainer;
class LinkButton;
class VBoxContainer;
class EditorBottomPanel : public PanelContainer {
GDCLASS(EditorBottomPanel, PanelContainer);
struct BottomPanelItem {
String name;
Control *control = nullptr;
Button *button = nullptr;
};
Vector<BottomPanelItem> items;
VBoxContainer *item_vbox = nullptr;
HBoxContainer *bottom_hbox = nullptr;
HBoxContainer *button_hbox = nullptr;
EditorToaster *editor_toaster = nullptr;
LinkButton *version_btn = nullptr;
Button *expand_button = nullptr;
Control *last_opened_control = nullptr;
void _switch_by_control(bool p_visible, Control *p_control);
void _switch_to_item(bool p_visible, int p_idx);
void _expand_button_toggled(bool p_pressed);
void _version_button_pressed();
bool _button_drag_hover(const Vector2 &, const Variant &, Button *p_button, Control *p_control);
protected:
void _notification(int p_what);
public:
void save_layout_to_config(Ref<ConfigFile> p_config_file, const String &p_section) const;
void load_layout_from_config(Ref<ConfigFile> p_config_file, const String &p_section);
Button *add_item(String p_text, Control *p_item, const Ref<Shortcut> &p_shortcut = nullptr, bool p_at_front = false);
void remove_item(Control *p_item);
void make_item_visible(Control *p_item, bool p_visible = true);
void move_item_to_end(Control *p_item);
void hide_bottom_panel();
void toggle_last_opened_bottom_panel();
EditorBottomPanel();
};
#endif // EDITOR_BOTTOM_PANEL_H