godot/scene/gui/shortcut.cpp
Rémi Verschelde de2c2be19b
Shortcut: Rename shortcut property to event
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.
2021-08-05 13:48:43 +02:00

71 lines
3.2 KiB
C++

/*************************************************************************/
/* shortcut.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 "shortcut.h"
#include "core/os/keyboard.h"
void Shortcut::set_event(const Ref<InputEvent> &p_event) {
event = p_event;
emit_changed();
}
Ref<InputEvent> Shortcut::get_event() const {
return event;
}
bool Shortcut::matches_event(const Ref<InputEvent> &p_event) const {
return event.is_valid() && event->is_match(p_event, true);
}
String Shortcut::get_as_text() const {
if (event.is_valid()) {
return event->as_text();
} else {
return "None";
}
}
bool Shortcut::has_valid_event() const {
return event.is_valid();
}
void Shortcut::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_event", "event"), &Shortcut::set_event);
ClassDB::bind_method(D_METHOD("get_event"), &Shortcut::get_event);
ClassDB::bind_method(D_METHOD("has_valid_event"), &Shortcut::has_valid_event);
ClassDB::bind_method(D_METHOD("matches_event", "event"), &Shortcut::matches_event);
ClassDB::bind_method(D_METHOD("get_as_text"), &Shortcut::get_as_text);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), "set_event", "get_event");
}