godot/editor/editor_layouts_dialog.cpp

139 lines
4.9 KiB
C++

/*************************************************************************/
/* editor_layouts_dialog.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#include "editor_layouts_dialog.h"
#include "core/class_db.h"
#include "core/io/config_file.h"
#include "core/os/keyboard.h"
#include "editor/editor_settings.h"
#include "scene/gui/item_list.h"
#include "scene/gui/line_edit.h"
void EditorLayoutsDialog::_line_gui_input(const Ref<InputEvent> &p_event) {
Ref<InputEventKey> k = p_event;
if (k.is_valid()) {
if (!k->is_pressed())
return;
switch (k->get_scancode()) {
case KEY_KP_ENTER:
case KEY_ENTER: {
if (get_hide_on_ok())
hide();
ok_pressed();
accept_event();
} break;
case KEY_ESCAPE: {
hide();
accept_event();
} break;
}
}
}
void EditorLayoutsDialog::_bind_methods() {
ClassDB::bind_method("_line_gui_input", &EditorLayoutsDialog::_line_gui_input);
ADD_SIGNAL(MethodInfo("name_confirmed", PropertyInfo(Variant::STRING, "name")));
}
void EditorLayoutsDialog::ok_pressed() {
if (layout_names->is_anything_selected()) {
Vector<int> const selected_items = layout_names->get_selected_items();
for (int i = 0; i < selected_items.size(); ++i) {
emit_signal("name_confirmed", layout_names->get_item_text(selected_items[i]));
}
} else if (name->is_visible() && name->get_text() != "") {
emit_signal("name_confirmed", name->get_text());
}
}
void EditorLayoutsDialog::_post_popup() {
ConfirmationDialog::_post_popup();
name->clear();
layout_names->clear();
Ref<ConfigFile> config;
config.instance();
Error err = config->load(EditorSettings::get_singleton()->get_editor_layouts_config());
if (err != OK) {
return;
}
List<String> layouts;
config.ptr()->get_sections(&layouts);
for (List<String>::Element *E = layouts.front(); E; E = E->next()) {
layout_names->add_item(**E);
}
}
EditorLayoutsDialog::EditorLayoutsDialog() {
makevb = memnew(VBoxContainer);
add_child(makevb);
makevb->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_BEGIN, 5);
makevb->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, -5);
layout_names = memnew(ItemList);
makevb->add_child(layout_names);
layout_names->set_visible(true);
layout_names->set_margin(MARGIN_TOP, 5);
layout_names->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_BEGIN, 5);
layout_names->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, -5);
layout_names->set_v_size_flags(Control::SIZE_EXPAND_FILL);
layout_names->set_select_mode(ItemList::SELECT_MULTI);
layout_names->set_allow_rmb_select(true);
name = memnew(LineEdit);
makevb->add_child(name);
name->set_margin(MARGIN_TOP, 5);
name->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_BEGIN, 5);
name->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, -5);
name->connect("gui_input", this, "_line_gui_input");
name->connect("focus_entered", layout_names, "unselect_all");
}
void EditorLayoutsDialog::set_name_line_enabled(bool p_enabled) {
name->set_visible(p_enabled);
}