3db45ff198
Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required. This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
126 lines
4.7 KiB
C++
126 lines
4.7 KiB
C++
/*************************************************************************/
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/* project_settings_editor.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PROJECT_SETTINGS_EDITOR_H
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#define PROJECT_SETTINGS_EDITOR_H
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#include "core/object/undo_redo.h"
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#include "editor/action_map_editor.h"
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#include "editor/editor_data.h"
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#include "editor/editor_plugin_settings.h"
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#include "editor/editor_sectioned_inspector.h"
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#include "editor/localization_editor.h"
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#include "editor/shader_globals_editor.h"
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#include "editor_autoload_settings.h"
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#include "scene/gui/tab_container.h"
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class ProjectSettingsEditor : public AcceptDialog {
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GDCLASS(ProjectSettingsEditor, AcceptDialog);
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static ProjectSettingsEditor *singleton;
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ProjectSettings *ps;
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Timer *timer;
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TabContainer *tab_container;
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SectionedInspector *inspector;
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LocalizationEditor *localization_editor;
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EditorAutoloadSettings *autoload_settings;
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ShaderGlobalsEditor *shaders_global_variables_editor;
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EditorPluginSettings *plugin_settings;
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ActionMapEditor *action_map;
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HBoxContainer *search_bar;
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LineEdit *search_box;
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CheckButton *advanced;
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HBoxContainer *advanced_bar;
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LineEdit *category_box;
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LineEdit *property_box;
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Button *add_button;
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Button *del_button;
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OptionButton *type;
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OptionButton *feature_override;
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ConfirmationDialog *del_confirmation;
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Label *restart_label;
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TextureRect *restart_icon;
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PanelContainer *restart_container;
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Button *restart_close_button;
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EditorData *data;
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UndoRedo *undo_redo;
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void _advanced_pressed();
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void _update_advanced_bar();
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void _text_field_changed(const String &p_text);
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void _feature_selected(int p_index);
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String _get_setting_name() const;
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void _setting_edited(const String &p_name);
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void _setting_selected(const String &p_path);
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void _add_setting();
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void _delete_setting(bool p_confirmed);
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void _editor_restart_request();
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void _editor_restart();
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void _editor_restart_close();
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void _add_feature_overrides();
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void _action_added(const String &p_name);
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void _action_edited(const String &p_name, const Dictionary &p_action);
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void _action_removed(const String &p_name);
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void _action_renamed(const String &p_old_name, const String &p_new_name);
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void _action_reordered(const String &p_action_name, const String &p_relative_to, bool p_before);
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void _update_action_map_editor();
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ProjectSettingsEditor();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static ProjectSettingsEditor *get_singleton() { return singleton; }
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void popup_project_settings();
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void set_plugins_page();
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void update_plugins();
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EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; }
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TabContainer *get_tabs() { return tab_container; }
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void queue_save();
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ProjectSettingsEditor(EditorData *p_data);
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};
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#endif // PROJECT_SETTINGS_EDITOR_H
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