godot-module-template/engine/editor/gui/touch_actions_panel.cpp
2025-04-12 18:40:44 +02:00

185 lines
8.3 KiB
C++

/**************************************************************************/
/* touch_actions_panel.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "touch_actions_panel.h"
#include "core/input/input.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/color_rect.h"
#include "scene/gui/texture_rect.h"
#include "scene/resources/style_box_flat.h"
void TouchActionsPanel::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
DisplayServer::get_singleton()->set_hardware_keyboard_connection_change_callback(callable_mp(this, &TouchActionsPanel::_hardware_keyboard_connected));
_hardware_keyboard_connected(DisplayServer::get_singleton()->has_hardware_keyboard());
} break;
case NOTIFICATION_THEME_CHANGED: {
drag_handle->set_texture(get_editor_theme_icon(SNAME("DragHandle")));
layout_toggle_button->set_button_icon(get_editor_theme_icon(SNAME("Orientation")));
lock_panel_button->set_button_icon(get_editor_theme_icon(SNAME("Lock")));
save_button->set_button_icon(get_editor_theme_icon(SNAME("Save")));
delete_button->set_button_icon(get_editor_theme_icon(SNAME("Remove")));
undo_button->set_button_icon(get_editor_theme_icon(SNAME("UndoRedo")));
redo_button->set_button_icon(get_editor_theme_icon(SNAME("Redo")));
} break;
}
}
void TouchActionsPanel::_hardware_keyboard_connected(bool p_connected) {
set_visible(!p_connected);
}
void TouchActionsPanel::_simulate_editor_shortcut(const String &p_shortcut_name) {
Ref<Shortcut> shortcut = ED_GET_SHORTCUT(p_shortcut_name);
if (shortcut.is_valid() && !shortcut->get_events().is_empty()) {
Ref<InputEventKey> event = shortcut->get_events()[0];
if (event.is_valid()) {
event->set_pressed(true);
Input::get_singleton()->parse_input_event(event);
}
}
}
void TouchActionsPanel::_simulate_key_press(Key p_keycode) {
Ref<InputEventKey> event;
event.instantiate();
event->set_keycode(p_keycode);
event->set_pressed(true);
Input::get_singleton()->parse_input_event(event);
}
Button *TouchActionsPanel::_add_new_action_button(const String &p_shortcut, const String &p_name, Key p_keycode) {
Button *action_button = memnew(Button);
action_button->set_focus_mode(Control::FOCUS_NONE);
action_button->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
action_button->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
action_button->set_accessibility_name(p_name);
if (p_keycode == Key::NONE) {
action_button->connect(SceneStringName(pressed), callable_mp(this, &TouchActionsPanel::_simulate_editor_shortcut).bind(p_shortcut));
} else {
action_button->connect(SceneStringName(pressed), callable_mp(this, &TouchActionsPanel::_simulate_key_press).bind(p_keycode));
}
box->add_child(action_button);
return action_button;
}
void TouchActionsPanel::_on_drag_handle_gui_input(const Ref<InputEvent> &p_event) {
if (lock_panel_position) {
return;
}
Ref<InputEventMouseButton> mouse_button_event = p_event;
if (mouse_button_event.is_valid() && mouse_button_event->get_button_index() == MouseButton::LEFT) {
if (mouse_button_event->is_pressed()) {
dragging = true;
drag_offset = mouse_button_event->get_position();
} else {
dragging = false;
}
}
Ref<InputEventMouseMotion> mouse_motion_event = p_event;
if (dragging && mouse_motion_event.is_valid()) {
Vector2 new_position = get_position() + mouse_motion_event->get_relative();
const float margin = 25.0;
Vector2 parent_size = get_parent_area_size();
Vector2 panel_size = get_size();
new_position = new_position.clamp(Vector2(margin, margin), parent_size - panel_size - Vector2(margin, margin));
set_position(new_position);
}
}
void TouchActionsPanel::_switch_layout() {
box->set_vertical(!box->is_vertical());
reset_size();
}
void TouchActionsPanel::_lock_panel_toggled(bool p_pressed) {
lock_panel_position = p_pressed;
layout_toggle_button->set_disabled(p_pressed);
}
TouchActionsPanel::TouchActionsPanel() {
Ref<StyleBoxFlat> panel_style;
panel_style.instantiate();
panel_style->set_bg_color(Color(0.1, 0.1, 0.1, 1));
panel_style->set_border_color(Color(0.3, 0.3, 0.3, 1));
panel_style->set_border_width_all(3);
panel_style->set_corner_radius_all(10);
panel_style->set_content_margin_all(12);
add_theme_style_override(SceneStringName(panel), panel_style);
set_anchors_and_offsets_preset(Control::PRESET_CENTER_BOTTOM, Control::PRESET_MODE_MINSIZE, 80);
box = memnew(BoxContainer);
box->set_alignment(BoxContainer::ALIGNMENT_CENTER);
box->add_theme_constant_override("separation", 15);
add_child(box);
drag_handle = memnew(TextureRect);
drag_handle->set_custom_minimum_size(Size2(40, 40));
drag_handle->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
drag_handle->connect(SceneStringName(gui_input), callable_mp(this, &TouchActionsPanel::_on_drag_handle_gui_input));
box->add_child(drag_handle);
layout_toggle_button = memnew(Button);
layout_toggle_button->set_accessibility_name(TTRC("Switch Layout"));
layout_toggle_button->set_focus_mode(Control::FOCUS_NONE);
layout_toggle_button->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
layout_toggle_button->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
layout_toggle_button->connect(SceneStringName(pressed), callable_mp(this, &TouchActionsPanel::_switch_layout));
box->add_child(layout_toggle_button);
lock_panel_button = memnew(Button);
lock_panel_button->set_toggle_mode(true);
lock_panel_button->set_accessibility_name(TTRC("Lock Panel"));
lock_panel_button->set_focus_mode(Control::FOCUS_NONE);
lock_panel_button->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
lock_panel_button->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
lock_panel_button->connect(SceneStringName(toggled), callable_mp(this, &TouchActionsPanel::_lock_panel_toggled));
box->add_child(lock_panel_button);
ColorRect *separator = memnew(ColorRect);
separator->set_color(Color(0.5, 0.5, 0.5));
separator->set_custom_minimum_size(Size2(2, 2));
box->add_child(separator);
// Add action buttons.
save_button = _add_new_action_button("editor/save_scene", TTR("Save"));
delete_button = _add_new_action_button("", TTR("Delete"), Key::KEY_DELETE);
undo_button = _add_new_action_button("ui_undo", TTR("Undo"));
redo_button = _add_new_action_button("ui_redo", TTR("Redo"));
}