godot/tools/editor/editor_name_dialog.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

90 lines
3.3 KiB
C++

/*************************************************************************/
/* editor_name_dialog.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#include "editor_name_dialog.h"
#include "object_type_db.h"
#include "os/keyboard.h"
void EditorNameDialog::_line_input_event(const InputEvent& p_event) {
if (p_event.type == InputEvent::KEY) {
if (!p_event.key.pressed)
return;
switch (p_event.key.scancode) {
case KEY_ENTER:
case KEY_RETURN: {
if (get_hide_on_ok())
hide();
ok_pressed();
accept_event();
} break;
case KEY_ESCAPE: {
hide();
accept_event();
} break;
}
}
}
void EditorNameDialog::_post_popup() {
ConfirmationDialog::_post_popup();
name->clear();
name->grab_focus();
}
void EditorNameDialog::ok_pressed() {
if (name->get_text()!="") {
emit_signal("name_confirmed", name->get_text());
}
}
void EditorNameDialog::_bind_methods() {
ObjectTypeDB::bind_method("_line_input_event",&EditorNameDialog::_line_input_event);
ADD_SIGNAL(MethodInfo("name_confirmed",PropertyInfo( Variant::STRING,"name")));
}
EditorNameDialog::EditorNameDialog()
{
name = memnew( LineEdit );
add_child(name);
move_child(name, get_label()->get_index()+1);
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("input_event", this, "_line_input_event");
}