/*************************************************************************/ /* editor_settings_dialog.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 EDITOR_SETTINGS_DIALOG_H #define EDITOR_SETTINGS_DIALOG_H #include "editor/action_map_editor.h" #include "editor/editor_inspector.h" #include "editor/editor_sectioned_inspector.h" #include "scene/gui/dialogs.h" #include "scene/gui/panel_container.h" #include "scene/gui/rich_text_label.h" #include "scene/gui/tab_container.h" #include "scene/gui/texture_rect.h" class EditorSettingsDialog : public AcceptDialog { GDCLASS(EditorSettingsDialog, AcceptDialog); bool updating = false; TabContainer *tabs = nullptr; Control *tab_general = nullptr; Control *tab_shortcuts = nullptr; LineEdit *search_box = nullptr; LineEdit *shortcut_search_box = nullptr; SectionedInspector *inspector = nullptr; // Shortcuts enum ShortcutButton { SHORTCUT_ADD, SHORTCUT_EDIT, SHORTCUT_ERASE, SHORTCUT_REVERT }; Tree *shortcuts = nullptr; String shortcut_filter; InputEventConfigurationDialog *shortcut_editor = nullptr; bool is_editing_action = false; String current_edited_identifier; Array current_events; int current_event_index = -1; Timer *timer = nullptr; UndoRedo *undo_redo = nullptr; virtual void cancel_pressed() override; virtual void ok_pressed() override; void _settings_changed(); void _settings_property_edited(const String &p_name); void _settings_save(); virtual void shortcut_input(const Ref &p_event) override; void _notification(int p_what); void _update_icons(); void _event_config_confirmed(); void _create_shortcut_treeitem(TreeItem *p_parent, const String &p_shortcut_identifier, const String &p_display, Array &p_events, bool p_allow_revert, bool p_is_common, bool p_is_collapsed); Array _event_list_to_array_helper(List> &p_events); void _update_builtin_action(const String &p_name, const Array &p_events); void _update_shortcut_events(const String &p_path, const Array &p_events); 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); void _tabs_tab_changed(int p_tab); void _focus_current_search_box(); void _filter_shortcuts(const String &p_filter); void _update_shortcuts(); void _shortcut_button_pressed(Object *p_item, int p_column, int p_idx); void _shortcut_cell_double_clicked(); void _builtin_action_popup_index_pressed(int p_index); static void _undo_redo_callback(void *p_self, const String &p_name); Label *restart_label = nullptr; TextureRect *restart_icon = nullptr; PanelContainer *restart_container = nullptr; Button *restart_close_button = nullptr; void _editor_restart_request(); void _editor_restart(); void _editor_restart_close(); protected: static void _bind_methods(); public: void popup_edit_settings(); EditorSettingsDialog(); ~EditorSettingsDialog(); }; #endif // EDITOR_SETTINGS_DIALOG_H