de2c2be19b
Having a property which has the same name as its class leads to confusing situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut` which has a `shortcut` property of type `InputEvent`). Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event` to better reflect what the methods check.
71 lines
3.2 KiB
C++
71 lines
3.2 KiB
C++
/*************************************************************************/
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/* shortcut.cpp */
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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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#include "shortcut.h"
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#include "core/os/keyboard.h"
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void Shortcut::set_event(const Ref<InputEvent> &p_event) {
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event = p_event;
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emit_changed();
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}
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Ref<InputEvent> Shortcut::get_event() const {
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return event;
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}
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bool Shortcut::matches_event(const Ref<InputEvent> &p_event) const {
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return event.is_valid() && event->is_match(p_event, true);
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}
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String Shortcut::get_as_text() const {
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if (event.is_valid()) {
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return event->as_text();
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} else {
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return "None";
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}
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}
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bool Shortcut::has_valid_event() const {
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return event.is_valid();
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}
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void Shortcut::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_event", "event"), &Shortcut::set_event);
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ClassDB::bind_method(D_METHOD("get_event"), &Shortcut::get_event);
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ClassDB::bind_method(D_METHOD("has_valid_event"), &Shortcut::has_valid_event);
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ClassDB::bind_method(D_METHOD("matches_event", "event"), &Shortcut::matches_event);
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ClassDB::bind_method(D_METHOD("get_as_text"), &Shortcut::get_as_text);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), "set_event", "get_event");
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}
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