godot/editor/project_settings_editor.h
Eric M 3db45ff198 New ActionMapEditor to replace InputMapEditor. Used in ProjectSettings.
Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required.
This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
2021-02-19 19:36:42 +10:00

126 lines
4.7 KiB
C++

/*************************************************************************/
/* project_settings_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 */
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/*************************************************************************/
#ifndef PROJECT_SETTINGS_EDITOR_H
#define PROJECT_SETTINGS_EDITOR_H
#include "core/object/undo_redo.h"
#include "editor/action_map_editor.h"
#include "editor/editor_data.h"
#include "editor/editor_plugin_settings.h"
#include "editor/editor_sectioned_inspector.h"
#include "editor/localization_editor.h"
#include "editor/shader_globals_editor.h"
#include "editor_autoload_settings.h"
#include "scene/gui/tab_container.h"
class ProjectSettingsEditor : public AcceptDialog {
GDCLASS(ProjectSettingsEditor, AcceptDialog);
static ProjectSettingsEditor *singleton;
ProjectSettings *ps;
Timer *timer;
TabContainer *tab_container;
SectionedInspector *inspector;
LocalizationEditor *localization_editor;
EditorAutoloadSettings *autoload_settings;
ShaderGlobalsEditor *shaders_global_variables_editor;
EditorPluginSettings *plugin_settings;
ActionMapEditor *action_map;
HBoxContainer *search_bar;
LineEdit *search_box;
CheckButton *advanced;
HBoxContainer *advanced_bar;
LineEdit *category_box;
LineEdit *property_box;
Button *add_button;
Button *del_button;
OptionButton *type;
OptionButton *feature_override;
ConfirmationDialog *del_confirmation;
Label *restart_label;
TextureRect *restart_icon;
PanelContainer *restart_container;
Button *restart_close_button;
EditorData *data;
UndoRedo *undo_redo;
void _advanced_pressed();
void _update_advanced_bar();
void _text_field_changed(const String &p_text);
void _feature_selected(int p_index);
String _get_setting_name() const;
void _setting_edited(const String &p_name);
void _setting_selected(const String &p_path);
void _add_setting();
void _delete_setting(bool p_confirmed);
void _editor_restart_request();
void _editor_restart();
void _editor_restart_close();
void _add_feature_overrides();
void _action_added(const String &p_name);
void _action_edited(const String &p_name, const Dictionary &p_action);
void _action_removed(const String &p_name);
void _action_renamed(const String &p_old_name, const String &p_new_name);
void _action_reordered(const String &p_action_name, const String &p_relative_to, bool p_before);
void _update_action_map_editor();
ProjectSettingsEditor();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static ProjectSettingsEditor *get_singleton() { return singleton; }
void popup_project_settings();
void set_plugins_page();
void update_plugins();
EditorAutoloadSettings *get_autoload_settings() { return autoload_settings; }
TabContainer *get_tabs() { return tab_container; }
void queue_save();
ProjectSettingsEditor(EditorData *p_data);
};
#endif // PROJECT_SETTINGS_EDITOR_H