1/**************************************************************************/
2/* editor_layouts_dialog.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "editor_layouts_dialog.h"
32
33#include "core/io/config_file.h"
34#include "core/object/class_db.h"
35#include "core/os/keyboard.h"
36#include "editor/editor_scale.h"
37#include "editor/editor_settings.h"
38#include "scene/gui/item_list.h"
39#include "scene/gui/line_edit.h"
40
41void EditorLayoutsDialog::_line_gui_input(const Ref<InputEvent> &p_event) {
42 Ref<InputEventKey> k = p_event;
43
44 if (k.is_valid()) {
45 if (k->is_action_pressed(SNAME("ui_text_submit"), false, true)) {
46 if (get_hide_on_ok()) {
47 hide();
48 }
49 ok_pressed();
50 set_input_as_handled();
51 } else if (k->is_action_pressed(SNAME("ui_cancel"), false, true)) {
52 hide();
53 set_input_as_handled();
54 }
55 }
56}
57
58void EditorLayoutsDialog::_update_ok_disable_state() {
59 if (layout_names->is_anything_selected()) {
60 get_ok_button()->set_disabled(false);
61 } else {
62 get_ok_button()->set_disabled(!name->is_visible() || name->get_text().is_empty());
63 }
64}
65
66void EditorLayoutsDialog::_deselect_layout_names() {
67 // The deselect method does not emit any signal, therefore we need update the disable state as well.
68 layout_names->deselect_all();
69 _update_ok_disable_state();
70}
71
72void EditorLayoutsDialog::_bind_methods() {
73 ADD_SIGNAL(MethodInfo("name_confirmed", PropertyInfo(Variant::STRING, "name")));
74}
75
76void EditorLayoutsDialog::ok_pressed() {
77 if (layout_names->is_anything_selected()) {
78 Vector<int> const selected_items = layout_names->get_selected_items();
79 for (int i = 0; i < selected_items.size(); ++i) {
80 emit_signal(SNAME("name_confirmed"), layout_names->get_item_text(selected_items[i]));
81 }
82 } else if (name->is_visible() && !name->get_text().is_empty()) {
83 emit_signal(SNAME("name_confirmed"), name->get_text());
84 }
85}
86
87void EditorLayoutsDialog::_post_popup() {
88 ConfirmationDialog::_post_popup();
89 layout_names->clear();
90 name->clear();
91
92 Ref<ConfigFile> config;
93 config.instantiate();
94 Error err = config->load(EditorSettings::get_singleton()->get_editor_layouts_config());
95 if (err != OK) {
96 return;
97 }
98
99 List<String> layouts;
100 config.ptr()->get_sections(&layouts);
101
102 for (const String &E : layouts) {
103 layout_names->add_item(E);
104 }
105 if (name->is_visible()) {
106 name->grab_focus();
107 } else {
108 layout_names->grab_focus();
109 }
110}
111
112EditorLayoutsDialog::EditorLayoutsDialog() {
113 makevb = memnew(VBoxContainer);
114 add_child(makevb);
115
116 layout_names = memnew(ItemList);
117 layout_names->set_auto_height(true);
118 layout_names->set_custom_minimum_size(Size2(300 * EDSCALE, 50 * EDSCALE));
119 layout_names->set_visible(true);
120 layout_names->set_offset(SIDE_TOP, 5);
121 layout_names->set_v_size_flags(Control::SIZE_EXPAND_FILL);
122 layout_names->set_select_mode(ItemList::SELECT_MULTI);
123 layout_names->set_allow_rmb_select(true);
124 layout_names->connect("multi_selected", callable_mp(this, &EditorLayoutsDialog::_update_ok_disable_state).unbind(2));
125 MarginContainer *mc = makevb->add_margin_child(TTR("Select existing layout:"), layout_names);
126 mc->set_v_size_flags(Control::SIZE_EXPAND_FILL);
127
128 name = memnew(LineEdit);
129 makevb->add_child(name);
130 name->set_placeholder(TTR("Or enter new layout name"));
131 name->set_offset(SIDE_TOP, 5);
132 name->set_anchor_and_offset(SIDE_LEFT, Control::ANCHOR_BEGIN, 5);
133 name->set_anchor_and_offset(SIDE_RIGHT, Control::ANCHOR_END, -5);
134 name->connect("gui_input", callable_mp(this, &EditorLayoutsDialog::_line_gui_input));
135 name->connect("focus_entered", callable_mp(this, &EditorLayoutsDialog::_deselect_layout_names));
136 name->connect("text_changed", callable_mp(this, &EditorLayoutsDialog::_update_ok_disable_state).unbind(1));
137}
138
139void EditorLayoutsDialog::set_name_line_enabled(bool p_enabled) {
140 name->set_visible(p_enabled);
141}
142