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godot/editor/settings_config_dialog.h
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

103 lines
3.7 KiB
C++

/*************************************************************************/
/* settings_config_dialog.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#ifndef SETTINGS_CONFIG_DIALOG_H
#define SETTINGS_CONFIG_DIALOG_H
#include "property_editor.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/tab_container.h"
class EditorSettingsDialog : public AcceptDialog {
GDCLASS(EditorSettingsDialog, AcceptDialog);
bool updating;
TabContainer *tabs;
Control *tab_general;
Control *tab_shortcuts;
LineEdit *search_box;
LineEdit *shortcut_search_box;
ToolButton *clear_button;
ToolButton *shortcut_clear_button;
SectionedPropertyEditor *property_editor;
Timer *timer;
UndoRedo *undo_redo;
Tree *shortcuts;
ConfirmationDialog *press_a_key;
Label *press_a_key_label;
Ref<InputEventKey> last_wait_for_key;
String shortcut_configured;
String shortcut_filter;
virtual void cancel_pressed();
virtual void ok_pressed();
void _settings_changed();
void _settings_property_edited(const String &p_name);
void _settings_save();
void _unhandled_input(const Ref<InputEvent> &p_event);
void _notification(int p_what);
void _update_icons();
void _press_a_key_confirm();
void _wait_for_key(const Ref<InputEvent> &p_event);
void _tabs_tab_changed(int p_tab);
void _focus_current_search_box();
void _clear_shortcut_search_box();
void _clear_search_box();
void _filter_shortcuts(const String &p_filter);
void _update_shortcuts();
void _shortcut_button_pressed(Object *p_item, int p_column, int p_idx);
static void _undo_redo_callback(void *p_self, const String &p_name);
protected:
static void _bind_methods();
public:
void popup_edit_settings();
EditorSettingsDialog();
~EditorSettingsDialog();
};
#endif // SETTINGS_CONFIG_DIALOG_H