/*************************************************************************/ /* editor_layouts_dialog.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 "editor_layouts_dialog.h" #include "core/io/config_file.h" #include "core/object/class_db.h" #include "core/os/keyboard.h" #include "editor/editor_settings.h" #include "scene/gui/item_list.h" #include "scene/gui/line_edit.h" void EditorLayoutsDialog::_line_gui_input(const Ref &p_event) { Ref k = p_event; if (k.is_valid()) { if (!k->is_pressed()) { return; } switch (k->get_keycode()) { case Key::KP_ENTER: case Key::ENTER: { if (get_hide_on_ok()) { hide(); } ok_pressed(); set_input_as_handled(); } break; case Key::ESCAPE: { hide(); set_input_as_handled(); } break; default: break; } } } void EditorLayoutsDialog::_bind_methods() { ADD_SIGNAL(MethodInfo("name_confirmed", PropertyInfo(Variant::STRING, "name"))); } void EditorLayoutsDialog::ok_pressed() { if (layout_names->is_anything_selected()) { Vector const selected_items = layout_names->get_selected_items(); for (int i = 0; i < selected_items.size(); ++i) { emit_signal(SNAME("name_confirmed"), layout_names->get_item_text(selected_items[i])); } } else if (name->is_visible() && !name->get_text().is_empty()) { emit_signal(SNAME("name_confirmed"), name->get_text()); } } void EditorLayoutsDialog::_post_popup() { ConfirmationDialog::_post_popup(); name->clear(); layout_names->clear(); Ref config; config.instantiate(); Error err = config->load(EditorSettings::get_singleton()->get_editor_layouts_config()); if (err != OK) { return; } List layouts; config.ptr()->get_sections(&layouts); for (const String &E : layouts) { layout_names->add_item(E); } } EditorLayoutsDialog::EditorLayoutsDialog() { makevb = memnew(VBoxContainer); add_child(makevb); makevb->set_anchor_and_offset(SIDE_LEFT, Control::ANCHOR_BEGIN, 5); makevb->set_anchor_and_offset(SIDE_RIGHT, Control::ANCHOR_END, -5); layout_names = memnew(ItemList); makevb->add_child(layout_names); layout_names->set_visible(true); layout_names->set_offset(SIDE_TOP, 5); layout_names->set_anchor_and_offset(SIDE_LEFT, Control::ANCHOR_BEGIN, 5); layout_names->set_anchor_and_offset(SIDE_RIGHT, Control::ANCHOR_END, -5); layout_names->set_v_size_flags(Control::SIZE_EXPAND_FILL); layout_names->set_select_mode(ItemList::SELECT_MULTI); layout_names->set_allow_rmb_select(true); name = memnew(LineEdit); makevb->add_child(name); name->set_offset(SIDE_TOP, 5); name->set_anchor_and_offset(SIDE_LEFT, Control::ANCHOR_BEGIN, 5); name->set_anchor_and_offset(SIDE_RIGHT, Control::ANCHOR_END, -5); name->connect("gui_input", callable_mp(this, &EditorLayoutsDialog::_line_gui_input)); name->connect("focus_entered", callable_mp(layout_names, &ItemList::deselect_all)); } void EditorLayoutsDialog::set_name_line_enabled(bool p_enabled) { name->set_visible(p_enabled); }