cc6a181ed8
Multiple fixes: * Fixed device not being updated correctly (changing the device dropdown did not actually change the underlying event's device) * Device selection now defaults to `All Devices` * Device is now displayed in the text shown in the input event editor, and in the action list. * There was code running twice previously because of the following interaction: 1) input via "Listen for Input" tab. 2) `_set_event` gets called. 3) input list tree selection gets updated to match the listened event. 4) tree "item_selection" signal is emitted. 5) eventually `_set_event` is called again. * The only reason this was not an infinite loop is because reselection is disabled on the tree. So, the code runs twice - not a big deal, but it is unnecessary processing and it could cause an issue in the future. If someone turns on reselection on the tree, the whole thing comes crashing down. This should prevent that scenario and make the code a bit safer and more robust.
210 lines
6.9 KiB
C++
210 lines
6.9 KiB
C++
/*************************************************************************/
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/* action_map_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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 ACTION_MAP_EDITOR_H
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#define ACTION_MAP_EDITOR_H
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#include "scene/gui/check_box.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/color_rect.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/label.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/tree.h"
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// Confirmation Dialog used when configuring an input event.
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// Separate from ActionMapEditor for code cleanliness and separation of responsibilities.
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class InputEventConfigurationDialog : public ConfirmationDialog {
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GDCLASS(InputEventConfigurationDialog, ConfirmationDialog);
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public:
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enum InputType {
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INPUT_KEY = 1,
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INPUT_MOUSE_BUTTON = 2,
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INPUT_JOY_BUTTON = 4,
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INPUT_JOY_MOTION = 8
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};
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private:
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struct IconCache {
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Ref<Texture2D> keyboard;
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Ref<Texture2D> mouse;
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Ref<Texture2D> joypad_button;
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Ref<Texture2D> joypad_axis;
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} icon_cache;
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Ref<InputEvent> event = Ref<InputEvent>();
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TabContainer *tab_container;
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// Listening for input
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Label *event_as_text;
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ColorRect *mouse_detection_rect;
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// List of All Key/Mouse/Joypad input options.
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int allowed_input_types;
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Tree *input_list_tree;
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LineEdit *input_list_search;
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// Additional Options, shown depending on event selected
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VBoxContainer *additional_options_container;
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HBoxContainer *device_container;
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OptionButton *device_id_option;
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HBoxContainer *mod_container; // Contains the subcontainer and the store command checkbox.
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enum ModCheckbox {
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MOD_ALT,
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MOD_SHIFT,
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MOD_COMMAND,
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MOD_CTRL,
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MOD_META,
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MOD_MAX
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};
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String mods[MOD_MAX] = { "Alt", "Shift", "Command", "Ctrl", "Metakey" };
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CheckBox *mod_checkboxes[MOD_MAX];
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CheckBox *store_command_checkbox;
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CheckBox *physical_key_checkbox;
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void _set_event(const Ref<InputEvent> &p_event, bool p_update_input_list_selection = true);
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void _tab_selected(int p_tab);
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void _listen_window_input(const Ref<InputEvent> &p_event);
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void _search_term_updated(const String &p_term);
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void _update_input_list();
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void _input_list_item_selected();
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void _mod_toggled(bool p_checked, int p_index);
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void _store_command_toggled(bool p_checked);
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void _physical_keycode_toggled(bool p_checked);
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void _device_selection_changed(int p_option_button_index);
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void _set_current_device(int p_device);
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int _get_current_device() const;
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String _get_device_string(int p_device) const;
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protected:
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void _notification(int p_what);
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public:
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// Pass an existing event to configure it. Alternatively, pass no event to start with a blank configuration.
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void popup_and_configure(const Ref<InputEvent> &p_event = Ref<InputEvent>());
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Ref<InputEvent> get_event() const;
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String get_event_text(const Ref<InputEvent> &p_event, bool p_include_device) const;
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void set_allowed_input_types(int p_type_masks);
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InputEventConfigurationDialog();
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};
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class ActionMapEditor : public Control {
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GDCLASS(ActionMapEditor, Control);
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public:
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struct ActionInfo {
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String name = String();
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Dictionary action = Dictionary();
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Ref<Texture2D> icon = Ref<Texture2D>();
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bool editable = true;
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};
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private:
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enum ItemButton {
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BUTTON_ADD_EVENT,
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BUTTON_EDIT_EVENT,
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BUTTON_REMOVE_ACTION,
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BUTTON_REMOVE_EVENT,
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};
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Vector<ActionInfo> actions_cache;
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Tree *action_tree;
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// Storing which action/event is currently being edited in the InputEventConfigurationDialog.
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Dictionary current_action = Dictionary();
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String current_action_name = String();
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int current_action_event_index = -1;
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// Popups
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InputEventConfigurationDialog *event_config_dialog;
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AcceptDialog *message;
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// Filtering and Adding actions
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bool show_builtin_actions = false;
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CheckButton *show_builtin_actions_checkbutton;
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LineEdit *action_list_search;
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HBoxContainer *add_hbox;
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LineEdit *add_edit;
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void _event_config_confirmed();
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void _add_action_pressed();
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bool _has_action(const String &p_name) const;
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void _add_action(const String &p_name);
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void _action_edited();
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void _tree_button_pressed(Object *p_item, int p_column, int p_id);
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void _tree_item_activated();
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void _search_term_updated(const String &p_search_term);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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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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LineEdit *get_search_box() const;
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InputEventConfigurationDialog *get_configuration_dialog();
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// Dictionary represents an Action with "events" (Array) and "deadzone" (float) items. Pass with no param to update list from cached action map.
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void update_action_list(const Vector<ActionInfo> &p_action_infos = Vector<ActionInfo>());
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void show_message(const String &p_message);
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void set_show_builtin_actions(bool p_show);
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void use_external_search_box(LineEdit *p_searchbox);
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ActionMapEditor();
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};
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#endif
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