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![Hugo Locurcio](/assets/img/avatar_default.png)
This also tweaks EditorFileDialog to use the same shortcut, while making it select the path text after focusing (like in most file managers). Ctrl + L / Cmd + Shift + G can also now be used to focus on the property name in the project settings editor, as well in the Input Map, Autoload, Shader Globals and Global Groups tabs.
136 lines
5 KiB
C++
136 lines
5 KiB
C++
/**************************************************************************/
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/* action_map_editor.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef ACTION_MAP_EDITOR_H
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#define ACTION_MAP_EDITOR_H
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#include "scene/gui/control.h"
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class Button;
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class HBoxContainer;
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class EventListenerLineEdit;
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class LineEdit;
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class CheckButton;
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class AcceptDialog;
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class InputEventConfigurationDialog;
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class Tree;
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class ActionMapEditor : public Control {
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GDCLASS(ActionMapEditor, Control);
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public:
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struct ActionInfo {
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String name;
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Dictionary action;
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bool has_initial = false;
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Dictionary action_initial;
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Ref<Texture2D> icon = Ref<Texture2D>();
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bool editable = true;
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};
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private:
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enum ItemButton {
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BUTTON_ADD_EVENT,
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BUTTON_EDIT_EVENT,
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BUTTON_REMOVE_ACTION,
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BUTTON_REMOVE_EVENT,
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BUTTON_REVERT_ACTION,
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};
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Vector<ActionInfo> actions_cache;
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Tree *action_tree = nullptr;
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// Storing which action/event is currently being edited in the InputEventConfigurationDialog.
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Dictionary current_action;
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String current_action_name;
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int current_action_event_index = -1;
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// Popups
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InputEventConfigurationDialog *event_config_dialog = nullptr;
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AcceptDialog *message = nullptr;
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// Filtering and Adding actions
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bool show_builtin_actions = false;
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CheckButton *show_builtin_actions_checkbutton = nullptr;
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LineEdit *action_list_search = nullptr;
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EventListenerLineEdit *action_list_search_by_event = nullptr;
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HBoxContainer *add_hbox = nullptr;
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LineEdit *add_edit = nullptr;
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Button *add_button = nullptr;
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void _event_config_confirmed();
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void _add_action_pressed();
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void _add_edit_text_changed(const String &p_name);
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String _check_new_action_name(const String &p_name);
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bool _has_action(const String &p_name) const;
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void _add_action(const String &p_name);
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void _action_edited();
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void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
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void _tree_item_activated();
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void _search_term_updated(const String &p_search_term);
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void _search_by_event(const Ref<InputEvent> &p_event);
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bool _should_display_action(const String &p_name, const Array &p_events) const;
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _on_filter_focused();
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void _on_filter_unfocused();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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LineEdit *get_search_box() const;
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LineEdit *get_path_box() const;
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InputEventConfigurationDialog *get_configuration_dialog();
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// Dictionary represents an Action with "events" (Array) and "deadzone" (float) items. Pass with no param to update list from cached action map.
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void update_action_list(const Vector<ActionInfo> &p_action_infos = Vector<ActionInfo>());
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void show_message(const String &p_message);
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void set_show_builtin_actions(bool p_show);
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void use_external_search_box(LineEdit *p_searchbox);
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ActionMapEditor();
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};
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#endif // ACTION_MAP_EDITOR_H
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