godot/editor/input_map_editor.h
Stijn Hinlopen 8a6305a6f2 Refactor Project Settings:
- Moved Localization and InputMap editor code to separate files.
 - Removed empty method _item_checked from project_settings_editor.
 - Reordered some code for better readability.
2020-07-14 11:03:51 +02:00

108 lines
4.0 KiB
C++

/*************************************************************************/
/* input_map_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 INPUT_MAP_EDITOR_H
#define INPUT_MAP_EDITOR_H
#include "core/undo_redo.h"
#include "editor/editor_data.h"
class InputMapEditor : public Control {
GDCLASS(InputMapEditor, Control);
enum InputType {
INPUT_KEY,
INPUT_KEY_PHYSICAL,
INPUT_JOY_BUTTON,
INPUT_JOY_MOTION,
INPUT_MOUSE_BUTTON
};
Tree *input_editor;
LineEdit *action_name;
Button *action_add;
Label *action_add_error;
InputType add_type;
String add_at;
int edit_idx;
PopupMenu *popup_add;
ConfirmationDialog *press_a_key;
bool press_a_key_physical;
Label *press_a_key_label;
ConfirmationDialog *device_input;
OptionButton *device_id;
OptionButton *device_index;
Label *device_index_label;
MenuButton *popup_copy_to_feature;
Ref<InputEventKey> last_wait_for_key;
AcceptDialog *message;
UndoRedo *undo_redo;
String inputmap_changed;
bool setting;
void _update_actions();
void _add_item(int p_item, Ref<InputEvent> p_exiting_event = Ref<InputEvent>());
void _edit_item(Ref<InputEvent> p_exiting_event);
void _action_check(String p_action);
void _action_adds(String);
void _action_add();
void _device_input_add();
void _action_selected();
void _action_edited();
void _action_activated();
void _action_button_pressed(Object *p_obj, int p_column, int p_id);
void _wait_for_key(const Ref<InputEvent> &p_event);
void _press_a_key_confirm();
void _show_last_added(const Ref<InputEvent> &p_event, const String &p_name);
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:
int _get_current_device();
void _set_current_device(int i_device);
String _get_device_string(int i_device);
void _notification(int p_what);
static void _bind_methods();
public:
InputMapEditor();
};
#endif // INPUT_MAP_EDITOR_H