/*************************************************************************/ /* action_map_editor.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 ACTION_MAP_EDITOR_H #define ACTION_MAP_EDITOR_H #include "scene/gui/check_box.h" #include "scene/gui/check_button.h" #include "scene/gui/color_rect.h" #include "scene/gui/dialogs.h" #include "scene/gui/label.h" #include "scene/gui/option_button.h" #include "scene/gui/tab_container.h" #include "scene/gui/tree.h" // Confirmation Dialog used when configuring an input event. // Separate from ActionMapEditor for code cleanliness and separation of responsibilities. class InputEventConfigurationDialog : public ConfirmationDialog { GDCLASS(InputEventConfigurationDialog, ConfirmationDialog); public: enum InputType { INPUT_KEY = 1, INPUT_MOUSE_BUTTON = 2, INPUT_JOY_BUTTON = 4, INPUT_JOY_MOTION = 8 }; private: struct IconCache { Ref keyboard; Ref mouse; Ref joypad_button; Ref joypad_axis; } icon_cache; Ref event = Ref(); TabContainer *tab_container; // Listening for input Label *event_as_text; ColorRect *mouse_detection_rect; // List of All Key/Mouse/Joypad input options. int allowed_input_types; Tree *input_list_tree; LineEdit *input_list_search; // Additional Options, shown depending on event selected VBoxContainer *additional_options_container; HBoxContainer *device_container; OptionButton *device_id_option; HBoxContainer *mod_container; // Contains the subcontainer and the store command checkbox. enum ModCheckbox { MOD_ALT, MOD_SHIFT, MOD_COMMAND, MOD_CTRL, MOD_META, MOD_MAX }; String mods[MOD_MAX] = { "Alt", "Shift", "Command", "Ctrl", "Metakey" }; CheckBox *mod_checkboxes[MOD_MAX]; CheckBox *store_command_checkbox; CheckBox *physical_key_checkbox; void _set_event(const Ref &p_event); void _tab_selected(int p_tab); void _listen_window_input(const Ref &p_event); void _search_term_updated(const String &p_term); void _update_input_list(); void _input_list_item_selected(); void _mod_toggled(bool p_checked, int p_index); void _store_command_toggled(bool p_checked); void _physical_keycode_toggled(bool p_checked); void _set_current_device(int i_device); int _get_current_device() const; String _get_device_string(int i_device) const; protected: void _notification(int p_what); public: // Pass an existing event to configure it. Alternatively, pass no event to start with a blank configuration. void popup_and_configure(const Ref &p_event = Ref()); Ref get_event() const; String get_event_text(const Ref &p_event); void set_allowed_input_types(int p_type_masks); InputEventConfigurationDialog(); }; class ActionMapEditor : public Control { GDCLASS(ActionMapEditor, Control); public: struct ActionInfo { String name = String(); Dictionary action = Dictionary(); Ref icon = Ref(); bool editable = true; }; private: enum ItemButton { BUTTON_ADD_EVENT, BUTTON_EDIT_EVENT, BUTTON_REMOVE_ACTION, BUTTON_REMOVE_EVENT, }; Vector actions_cache; Tree *action_tree; // Storing which action/event is currently being edited in the InputEventConfigurationDialog. Dictionary current_action = Dictionary(); String current_action_name = String(); int current_action_event_index = -1; // Popups InputEventConfigurationDialog *event_config_dialog; AcceptDialog *message; // Filtering and Adding actions bool show_builtin_actions = false; CheckButton *show_builtin_actions_checkbutton; LineEdit *action_list_search; HBoxContainer *add_hbox; LineEdit *add_edit; void _event_config_confirmed(); void _add_action_pressed(); bool _has_action(const String &p_name) const; void _add_action(const String &p_name); void _action_edited(); void _tree_button_pressed(Object *p_item, int p_column, int p_id); void _tree_item_activated(); void _search_term_updated(const String &p_search_term); 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(); public: LineEdit *get_search_box() const; InputEventConfigurationDialog *get_configuration_dialog(); // Dictionary represents an Action with "events" (Array) and "deadzone" (float) items. Pass with no param to update list from cached action map. void update_action_list(const Vector &p_action_infos = Vector()); void show_message(const String &p_message); void set_show_builtin_actions(bool p_show); void use_external_search_box(LineEdit *p_searchbox); ActionMapEditor(); }; #endif