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godot/editor/gui/touch_actions_panel.h
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

93 lines
3.8 KiB
C++

/**************************************************************************/
/* touch_actions_panel.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/gui/panel_container.h"
class BoxContainer;
class Button;
class TextureRect;
class TouchActionsPanel : public PanelContainer {
GDCLASS(TouchActionsPanel, PanelContainer);
private:
BoxContainer *box = nullptr;
Button *save_button = nullptr;
Button *delete_button = nullptr;
Button *undo_button = nullptr;
Button *redo_button = nullptr;
Button *cut_button = nullptr;
Button *copy_button = nullptr;
Button *paste_button = nullptr;
TextureRect *drag_handle = nullptr;
Button *layout_toggle_button = nullptr;
Button *lock_panel_button = nullptr;
Button *panel_pos_button = nullptr;
bool locked_panel = false;
bool dragging = false;
Vector2 drag_offset;
enum Modifier {
MODIFIER_CTRL,
MODIFIER_SHIFT,
MODIFIER_ALT
};
bool ctrl_btn_pressed = false;
bool shift_btn_pressed = false;
bool alt_btn_pressed = false;
bool is_floating = false; // Embedded panel mode is default.
int embedded_panel_index = 0;
void _notification(int p_what);
virtual void input(const Ref<InputEvent> &event) override;
void _simulate_editor_shortcut(const String &p_shortcut_name);
void _simulate_key_press(Key p_keycode);
void _on_drag_handle_gui_input(const Ref<InputEvent> &p_event);
void _switch_layout();
void _lock_panel_toggled(bool p_pressed);
void _switch_embedded_panel_side();
Button *_add_new_action_button(const String &p_shortcut, const String &p_name, Key p_keycode = Key::NONE);
void _add_new_modifier_button(Modifier p_modifier);
void _on_modifier_button_toggled(bool p_pressed, int p_modifier);
void _hardware_keyboard_connected(bool p_connected);
public:
TouchActionsPanel();
};