mirror of
https://github.com/Relintai/pandemonium_engine.git
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149 lines
5.2 KiB
C++
149 lines
5.2 KiB
C++
#ifndef INPUT_MAP_EDITOR_H
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#define INPUT_MAP_EDITOR_H
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/*************************************************************************/
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/* input_map_editor.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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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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#include "scene/gui/dialogs.h"
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#include "scene/gui/margin_container.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/popup_menu.h"
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#include "scene/gui/tree.h"
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class Label;
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class InputMapEditor : public MarginContainer {
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GDCLASS(InputMapEditor, MarginContainer);
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enum InputType {
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INPUT_KEY,
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INPUT_JOY_BUTTON,
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INPUT_JOY_MOTION,
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INPUT_MOUSE_BUTTON
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};
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enum LocaleFilter {
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SHOW_ALL_LOCALES,
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SHOW_ONLY_SELECTED_LOCALES,
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};
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Timer *timer;
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InputType add_type;
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String add_at;
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int edit_idx;
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AcceptDialog *message;
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LineEdit *category;
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LineEdit *property;
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OptionButton *type;
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PopupMenu *popup_add;
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ConfirmationDialog *press_a_key;
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Label *press_a_key_label;
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ConfirmationDialog *device_input;
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OptionButton *device_id;
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OptionButton *device_index;
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Label *device_index_label;
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Tree *input_editor;
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bool setting;
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Ref<InputEventKey> last_wait_for_key;
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Ref<Texture> _add_texture;
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Ref<Texture> _remove_texture;
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Ref<Texture> _edit_texture;
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Ref<Texture> _keyboard_texture;
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Ref<Texture> _joybutton_texture;
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Ref<Texture> _joyaxis_texture;
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Ref<Texture> _mouse_texture;
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void _update_actions();
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void _save();
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void _add_item(int p_item, Ref<InputEvent> p_exiting_event = NULL);
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void _edit_item(Ref<InputEvent> p_exiting_event);
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void _device_input_add();
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void _item_checked(const String &p_item, bool p_check);
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void _action_selected();
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void _action_edited();
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void _action_activated();
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void _action_button_pressed(Object *p_obj, int p_column, int p_id);
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void _wait_for_key(const Ref<InputEvent> &p_event);
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void _press_a_key_confirm();
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void _show_last_added(const Ref<InputEvent> &p_event, const String &p_name);
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void _settings_prop_edited(const String &p_name);
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void _settings_changed();
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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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int _get_current_device();
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void _set_current_device(int i_device);
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String _get_device_string(int i_device);
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public:
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Ref<Texture> get_add_texture();
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void set_add_texture(const Ref<Texture> &tex);
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Ref<Texture> get_remove_texture();
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void set_remove_texture(const Ref<Texture> &tex);
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Ref<Texture> get_edit_texture();
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void set_edit_texture(const Ref<Texture> &tex);
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Ref<Texture> get_keyboard_texture();
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void set_keyboard_texture(const Ref<Texture> &tex);
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Ref<Texture> get_joybutton_texture();
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void set_joybutton_texture(const Ref<Texture> &tex);
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Ref<Texture> get_joyaxis_texture();
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void set_joyaxis_texture(const Ref<Texture> &tex);
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Ref<Texture> get_mouse_texture();
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void set_mouse_texture(const Ref<Texture> &tex);
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void queue_save();
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InputMapEditor();
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};
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#endif // PROJECT_SETTINGS_H
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