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200 lines
6.5 KiB
C++
200 lines
6.5 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) 2007-2021 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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#ifndef ACTION_MAP_EDITOR_H
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#define ACTION_MAP_EDITOR_H
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#include "editor/editor_data.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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// 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);
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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 _set_current_device(int i_device);
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int _get_current_device() const;
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String _get_device_string(int i_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);
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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;
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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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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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