pandemonium_engine/modules/ui_extensions/input_map_editor.h

148 lines
5.1 KiB
C++

#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<InputEventKey> last_wait_for_key;
Ref<Texture> _add_texture;
Ref<Texture> _remove_texture;
Ref<Texture> _edit_texture;
Ref<Texture> _keyboard_texture;
Ref<Texture> _joybutton_texture;
Ref<Texture> _joyaxis_texture;
Ref<Texture> _mouse_texture;
void _update_actions();
void _save();
void _add_item(int p_item, Ref<InputEvent> p_exiting_event = NULL);
void _edit_item(Ref<InputEvent> 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<InputEvent> &p_event);
void _press_a_key_confirm();
void _show_last_added(const Ref<InputEvent> &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<Texture> get_add_texture();
void set_add_texture(const Ref<Texture> &tex);
Ref<Texture> get_remove_texture();
void set_remove_texture(const Ref<Texture> &tex);
Ref<Texture> get_edit_texture();
void set_edit_texture(const Ref<Texture> &tex);
Ref<Texture> get_keyboard_texture();
void set_keyboard_texture(const Ref<Texture> &tex);
Ref<Texture> get_joybutton_texture();
void set_joybutton_texture(const Ref<Texture> &tex);
Ref<Texture> get_joyaxis_texture();
void set_joyaxis_texture(const Ref<Texture> &tex);
Ref<Texture> get_mouse_texture();
void set_mouse_texture(const Ref<Texture> &tex);
void queue_save();
InputMapEditor();
};
#endif // PROJECT_SETTINGS_H