mirror of
https://github.com/godotengine/godot
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130 lines
4.9 KiB
C++
130 lines
4.9 KiB
C++
/*************************************************************************/
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/* editor_layouts_dialog.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 "editor_layouts_dialog.h"
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#include "core/io/config_file.h"
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#include "core/object/class_db.h"
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#include "core/os/keyboard.h"
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#include "editor/editor_settings.h"
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#include "scene/gui/item_list.h"
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#include "scene/gui/line_edit.h"
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void EditorLayoutsDialog::_line_gui_input(const Ref<InputEvent> &p_event) {
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Ref<InputEventKey> k = p_event;
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if (k.is_valid()) {
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if (!k->is_pressed()) {
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return;
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}
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switch (k->get_keycode()) {
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case Key::KP_ENTER:
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case Key::ENTER: {
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if (get_hide_on_ok()) {
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hide();
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}
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ok_pressed();
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set_input_as_handled();
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} break;
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case Key::ESCAPE: {
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hide();
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set_input_as_handled();
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} break;
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default:
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break;
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}
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}
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}
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void EditorLayoutsDialog::_bind_methods() {
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ADD_SIGNAL(MethodInfo("name_confirmed", PropertyInfo(Variant::STRING, "name")));
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}
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void EditorLayoutsDialog::ok_pressed() {
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if (layout_names->is_anything_selected()) {
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Vector<int> const selected_items = layout_names->get_selected_items();
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for (int i = 0; i < selected_items.size(); ++i) {
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emit_signal(SNAME("name_confirmed"), layout_names->get_item_text(selected_items[i]));
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}
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} else if (name->is_visible() && !name->get_text().is_empty()) {
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emit_signal(SNAME("name_confirmed"), name->get_text());
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}
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}
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void EditorLayoutsDialog::_post_popup() {
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ConfirmationDialog::_post_popup();
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name->clear();
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layout_names->clear();
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Ref<ConfigFile> config;
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config.instantiate();
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Error err = config->load(EditorSettings::get_singleton()->get_editor_layouts_config());
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if (err != OK) {
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return;
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}
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List<String> layouts;
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config.ptr()->get_sections(&layouts);
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for (const String &E : layouts) {
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layout_names->add_item(E);
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}
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}
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EditorLayoutsDialog::EditorLayoutsDialog() {
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makevb = memnew(VBoxContainer);
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add_child(makevb);
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makevb->set_anchor_and_offset(SIDE_LEFT, Control::ANCHOR_BEGIN, 5);
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makevb->set_anchor_and_offset(SIDE_RIGHT, Control::ANCHOR_END, -5);
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layout_names = memnew(ItemList);
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makevb->add_child(layout_names);
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layout_names->set_visible(true);
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layout_names->set_offset(SIDE_TOP, 5);
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layout_names->set_anchor_and_offset(SIDE_LEFT, Control::ANCHOR_BEGIN, 5);
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layout_names->set_anchor_and_offset(SIDE_RIGHT, Control::ANCHOR_END, -5);
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layout_names->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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layout_names->set_select_mode(ItemList::SELECT_MULTI);
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layout_names->set_allow_rmb_select(true);
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name = memnew(LineEdit);
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makevb->add_child(name);
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name->set_offset(SIDE_TOP, 5);
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name->set_anchor_and_offset(SIDE_LEFT, Control::ANCHOR_BEGIN, 5);
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name->set_anchor_and_offset(SIDE_RIGHT, Control::ANCHOR_END, -5);
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name->connect("gui_input", callable_mp(this, &EditorLayoutsDialog::_line_gui_input));
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name->connect("focus_entered", callable_mp(layout_names, &ItemList::deselect_all));
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}
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void EditorLayoutsDialog::set_name_line_enabled(bool p_enabled) {
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name->set_visible(p_enabled);
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}
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