godot/editor/action_map_editor.h

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/*************************************************************************/
/* action_map_editor.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 ACTION_MAP_EDITOR_H
#define ACTION_MAP_EDITOR_H
#include "scene/gui/check_box.h"
#include "scene/gui/check_button.h"
#include "scene/gui/color_rect.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/label.h"
#include "scene/gui/option_button.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/tree.h"
// Confirmation Dialog used when configuring an input event.
// Separate from ActionMapEditor for code cleanliness and separation of responsibilities.
class InputEventConfigurationDialog : public ConfirmationDialog {
GDCLASS(InputEventConfigurationDialog, ConfirmationDialog);
public:
enum InputType {
INPUT_KEY = 1,
INPUT_MOUSE_BUTTON = 2,
INPUT_JOY_BUTTON = 4,
INPUT_JOY_MOTION = 8
};
private:
struct IconCache {
Ref<Texture2D> keyboard;
Ref<Texture2D> mouse;
Ref<Texture2D> joypad_button;
Ref<Texture2D> joypad_axis;
} icon_cache;
Ref<InputEvent> event = Ref<InputEvent>();
TabContainer *tab_container = nullptr;
// Listening for input
Label *event_as_text = nullptr;
Panel *mouse_detection_rect = nullptr;
// List of All Key/Mouse/Joypad input options.
int allowed_input_types;
Tree *input_list_tree = nullptr;
LineEdit *input_list_search = nullptr;
// Additional Options, shown depending on event selected
VBoxContainer *additional_options_container = nullptr;
HBoxContainer *device_container = nullptr;
OptionButton *device_id_option = nullptr;
HBoxContainer *mod_container = nullptr; // Contains the subcontainer and the store command checkbox.
enum ModCheckbox {
MOD_ALT,
MOD_SHIFT,
MOD_COMMAND,
MOD_CTRL,
MOD_META,
MOD_MAX
};
String mods[MOD_MAX] = { "Alt", "Shift", "Command", "Ctrl", "Metakey" };
CheckBox *mod_checkboxes[MOD_MAX];
CheckBox *store_command_checkbox = nullptr;
CheckBox *physical_key_checkbox = nullptr;
void _set_event(const Ref<InputEvent> &p_event, bool p_update_input_list_selection = true);
void _tab_selected(int p_tab);
void _listen_window_input(const Ref<InputEvent> &p_event);
void _search_term_updated(const String &p_term);
void _update_input_list();
void _input_list_item_selected();
void _mod_toggled(bool p_checked, int p_index);
void _store_command_toggled(bool p_checked);
void _physical_keycode_toggled(bool p_checked);
void _device_selection_changed(int p_option_button_index);
void _set_current_device(int p_device);
int _get_current_device() const;
String _get_device_string(int p_device) const;
protected:
void _notification(int p_what);
public:
// Pass an existing event to configure it. Alternatively, pass no event to start with a blank configuration.
void popup_and_configure(const Ref<InputEvent> &p_event = Ref<InputEvent>());
Ref<InputEvent> get_event() const;
String get_event_text(const Ref<InputEvent> &p_event, bool p_include_device) const;
void set_allowed_input_types(int p_type_masks);
InputEventConfigurationDialog();
};
class ActionMapEditor : public Control {
GDCLASS(ActionMapEditor, Control);
public:
struct ActionInfo {
String name = String();
Dictionary action = Dictionary();
Ref<Texture2D> icon = Ref<Texture2D>();
bool editable = true;
};
private:
enum ItemButton {
BUTTON_ADD_EVENT,
BUTTON_EDIT_EVENT,
BUTTON_REMOVE_ACTION,
BUTTON_REMOVE_EVENT,
};
Vector<ActionInfo> actions_cache;
Tree *action_tree = nullptr;
// Storing which action/event is currently being edited in the InputEventConfigurationDialog.
Dictionary current_action = Dictionary();
String current_action_name = String();
int current_action_event_index = -1;
// Popups
InputEventConfigurationDialog *event_config_dialog = nullptr;
AcceptDialog *message = nullptr;
// Filtering and Adding actions
bool show_builtin_actions = false;
CheckButton *show_builtin_actions_checkbutton = nullptr;
LineEdit *action_list_search = nullptr;
HBoxContainer *add_hbox = nullptr;
LineEdit *add_edit = nullptr;
void _event_config_confirmed();
void _add_action_pressed();
bool _has_action(const String &p_name) const;
void _add_action(const String &p_name);
void _action_edited();
void _tree_button_pressed(Object *p_item, int p_column, int p_id);
void _tree_item_activated();
void _search_term_updated(const String &p_search_term);
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:
void _notification(int p_what);
static void _bind_methods();
public:
LineEdit *get_search_box() const;
InputEventConfigurationDialog *get_configuration_dialog();
// Dictionary represents an Action with "events" (Array) and "deadzone" (float) items. Pass with no param to update list from cached action map.
void update_action_list(const Vector<ActionInfo> &p_action_infos = Vector<ActionInfo>());
void show_message(const String &p_message);
void set_show_builtin_actions(bool p_show);
void use_external_search_box(LineEdit *p_searchbox);
ActionMapEditor();
};
#endif