godot/editor/event_listener_line_edit.cpp

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/*************************************************************************/
/* event_listener_line_edit.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "editor/event_listener_line_edit.h"
bool EventListenerLineEdit::_is_event_allowed(const Ref<InputEvent> &p_event) const {
const Ref<InputEventMouseButton> mb = p_event;
const Ref<InputEventKey> k = p_event;
const Ref<InputEventJoypadButton> jb = p_event;
const Ref<InputEventJoypadMotion> jm = p_event;
return (mb.is_valid() && (allowed_input_types & INPUT_MOUSE_BUTTON)) ||
(k.is_valid() && (allowed_input_types & INPUT_KEY)) ||
(jb.is_valid() && (allowed_input_types & INPUT_JOY_BUTTON)) ||
(jm.is_valid() && (allowed_input_types & INPUT_JOY_MOTION));
}
void EventListenerLineEdit::gui_input(const Ref<InputEvent> &p_event) {
const Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
LineEdit::gui_input(p_event);
return;
}
// Allow mouse button click on the clear button without being treated as an event.
const Ref<InputEventMouseButton> b = p_event;
if (b.is_valid() && _is_over_clear_button(b->get_position())) {
LineEdit::gui_input(p_event);
return;
}
// First event will be an event which is used to focus this control - i.e. a mouse click, or a tab press.
// Ignore the first one so that clicking into the LineEdit does not override the current event.
// Ignore is reset to true when the control is unfocused.
// This class also specially handles grab_focus() calls.
if (ignore_next_event) {
ignore_next_event = false;
return;
}
accept_event();
if (!p_event->is_pressed() || p_event->is_echo() || p_event->is_match(event) || !_is_event_allowed(p_event)) {
return;
}
event = p_event;
set_text(event->as_text());
emit_signal("event_changed", event);
}
void EventListenerLineEdit::_on_text_changed(const String &p_text) {
if (p_text.is_empty()) {
clear_event();
}
}
void EventListenerLineEdit::_on_focus() {
set_placeholder(TTR("Listening for input..."));
}
void EventListenerLineEdit::_on_unfocus() {
ignore_next_event = true;
set_placeholder(TTR("Filter by event..."));
}
Ref<InputEvent> EventListenerLineEdit::get_event() const {
return event;
}
void EventListenerLineEdit::clear_event() {
if (event.is_valid()) {
event = Ref<InputEvent>();
set_text("");
emit_signal("event_changed", event);
}
}
void EventListenerLineEdit::set_allowed_input_types(int input_types) {
allowed_input_types = input_types;
}
int EventListenerLineEdit::get_allowed_input_types() const {
return allowed_input_types;
}
void EventListenerLineEdit::grab_focus() {
// If we grab focus through code, we don't need to ignore the first event!
ignore_next_event = false;
Control::grab_focus();
}
void EventListenerLineEdit::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
connect("text_changed", callable_mp(this, &EventListenerLineEdit::_on_text_changed));
connect("focus_entered", callable_mp(this, &EventListenerLineEdit::_on_focus));
connect("focus_exited", callable_mp(this, &EventListenerLineEdit::_on_unfocus));
set_right_icon(get_theme_icon(SNAME("Keyboard"), SNAME("EditorIcons")));
set_clear_button_enabled(true);
} break;
}
}
void EventListenerLineEdit::_bind_methods() {
ADD_SIGNAL(MethodInfo("event_changed", PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent")));
}
EventListenerLineEdit::EventListenerLineEdit() {
set_caret_blink_enabled(false);
set_placeholder(TTR("Filter by event..."));
}