ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
112 lines
4 KiB
C++
112 lines
4 KiB
C++
/*************************************************************************/
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/* settings_config_dialog.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef SETTINGS_CONFIG_DIALOG_H
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#define SETTINGS_CONFIG_DIALOG_H
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#include "editor/editor_sectioned_inspector.h"
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#include "editor_inspector.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/rich_text_label.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/texture_rect.h"
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class EditorSettingsDialog : public AcceptDialog {
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GDCLASS(EditorSettingsDialog, AcceptDialog);
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bool updating;
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TabContainer *tabs;
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Control *tab_general;
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Control *tab_shortcuts;
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LineEdit *search_box;
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LineEdit *shortcut_search_box;
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SectionedInspector *inspector;
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Timer *timer;
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UndoRedo *undo_redo;
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Tree *shortcuts;
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ConfirmationDialog *press_a_key;
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Label *press_a_key_label;
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Ref<InputEventKey> last_wait_for_key;
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String shortcut_configured;
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String shortcut_filter;
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virtual void cancel_pressed();
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virtual void ok_pressed();
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void _settings_changed();
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void _settings_property_edited(const String &p_name);
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void _settings_save();
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void _unhandled_input(const Ref<InputEvent> &p_event);
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void _notification(int p_what);
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void _update_icons();
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void _press_a_key_confirm();
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void _wait_for_key(const Ref<InputEvent> &p_event);
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void _tabs_tab_changed(int p_tab);
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void _focus_current_search_box();
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void _clear_shortcut_search_box();
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void _clear_search_box();
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void _filter_shortcuts(const String &p_filter);
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void _update_shortcuts();
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void _shortcut_button_pressed(Object *p_item, int p_column, int p_idx);
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static void _undo_redo_callback(void *p_self, const String &p_name);
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Label *restart_label;
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TextureRect *restart_icon;
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PanelContainer *restart_container;
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Button *restart_close_button;
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void _editor_restart_request();
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void _editor_restart();
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void _editor_restart_close();
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protected:
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static void _bind_methods();
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public:
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void popup_edit_settings();
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EditorSettingsDialog();
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~EditorSettingsDialog();
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};
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#endif // SETTINGS_CONFIG_DIALOG_H
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