#ifndef INPUT_MAP_EDITOR_H #define INPUT_MAP_EDITOR_H /*************************************************************************/ /* originally project_settings_editor.h */ /*************************************************************************/ /* This file is (originally) the part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 "bs_input_event_key.h" #include "scene/gui/dialogs.h" #include "scene/gui/margin_container.h" #include "scene/gui/menu_button.h" #include "scene/gui/option_button.h" #include "scene/gui/panel_container.h" #include "scene/gui/popup_menu.h" #include "scene/gui/tree.h" class Label; class InputMapEditor : public MarginContainer { GDCLASS(InputMapEditor, MarginContainer); enum InputType { INPUT_KEY, INPUT_JOY_BUTTON, INPUT_JOY_MOTION, INPUT_MOUSE_BUTTON }; enum LocaleFilter { SHOW_ALL_LOCALES, SHOW_ONLY_SELECTED_LOCALES, }; Timer *timer; InputType add_type; String add_at; int edit_idx; AcceptDialog *message; LineEdit *category; LineEdit *property; OptionButton *type; PopupMenu *popup_add; ConfirmationDialog *press_a_key; Label *press_a_key_label; ConfirmationDialog *device_input; OptionButton *device_id; OptionButton *device_index; Label *device_index_label; Tree *input_editor; bool setting; Ref last_wait_for_key; Ref _add_texture; Ref _remove_texture; Ref _edit_texture; Ref _keyboard_texture; Ref _joybutton_texture; Ref _joyaxis_texture; Ref _mouse_texture; void _update_actions(); void _save(); void _add_item(int p_item, Ref p_exiting_event = NULL); void _edit_item(Ref p_exiting_event); void _device_input_add(); void _item_checked(const String &p_item, bool p_check); void _action_selected(); void _action_edited(); void _action_activated(); void _action_button_pressed(Object *p_obj, int p_column, int p_id); void _wait_for_key(const Ref &p_event); void _press_a_key_confirm(); void _show_last_added(const Ref &p_event, const String &p_name); void _settings_prop_edited(const String &p_name); void _settings_changed(); Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); protected: void _notification(int p_what); static void _bind_methods(); int _get_current_device(); void _set_current_device(int i_device); String _get_device_string(int i_device); public: Ref get_add_texture(); void set_add_texture(const Ref &tex); Ref get_remove_texture(); void set_remove_texture(const Ref &tex); Ref get_edit_texture(); void set_edit_texture(const Ref &tex); Ref get_keyboard_texture(); void set_keyboard_texture(const Ref &tex); Ref get_joybutton_texture(); void set_joybutton_texture(const Ref &tex); Ref get_joyaxis_texture(); void set_joyaxis_texture(const Ref &tex); Ref get_mouse_texture(); void set_mouse_texture(const Ref &tex); void queue_save(); InputMapEditor(); }; #endif // PROJECT_SETTINGS_H