Lots of localization setup, added controller BBCode stuff also.
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@@ -0,0 +1,115 @@
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@tool
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extends Panel
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signal done
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@onready var n_name_filter := %NameFilter
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@onready var n_builtin_action_button := %BuiltinActionButton
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@onready var n_tree := %Tree
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class ControllerIcons_Item:
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func _init(tree: Tree, root: TreeItem, path: String, is_default: bool):
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self.is_default = is_default
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self.filtered = true
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tree_item = tree.create_item(root)
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tree_item.set_text(0, path)
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controller_icon_key = ControllerIconTexture.new()
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controller_icon_key.path = path
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controller_icon_key.force_type = 1
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controller_icon_joy = ControllerIconTexture.new()
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controller_icon_joy.path = path
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controller_icon_joy.force_type = 2
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tree_item.set_icon_max_width(1, 48 * controller_icon_key._textures.size())
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tree_item.set_icon_max_width(2, 48 * controller_icon_key._textures.size())
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tree_item.set_icon(1, controller_icon_key)
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tree_item.set_icon(2, controller_icon_joy)
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var is_default : bool
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var tree_item : TreeItem
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var controller_icon_key : ControllerIconTexture
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var controller_icon_joy : ControllerIconTexture
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var show_default : bool:
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set(_show_default):
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show_default = _show_default
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_query_visibility()
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var filtered : bool:
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set(_filtered):
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filtered = _filtered
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_query_visibility()
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func _query_visibility():
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if is_instance_valid(tree_item):
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tree_item.visible = show_default and filtered
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var root : TreeItem
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var items : Array[ControllerIcons_Item]
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func populate(editor_interface: EditorInterface) -> void:
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# Clear
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n_tree.clear()
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## Using clear() triggers a signal and uses freed nodes.
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## Setting the text directly does not.
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n_name_filter.text = ""
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items.clear()
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n_name_filter.right_icon = editor_interface.get_base_control().get_theme_icon("Search", "EditorIcons")
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# Setup tree columns
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n_tree.set_column_title(0, "Action")
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n_tree.set_column_title(1, "Preview")
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n_tree.set_column_expand(1, false)
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n_tree.set_column_expand(2, false)
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# Force ControllerIcons to reload the input map
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ControllerIcons._parse_input_actions()
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# List with all default input actions
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var default_actions := ControllerIcons._builtin_keys.map(
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func(value: String):
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return value.trim_prefix("input/")
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)
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# Map with all input actions
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root = n_tree.create_item()
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for data in ControllerIcons._custom_input_actions:
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var child := ControllerIcons_Item.new(n_tree, root, data, data in default_actions)
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items.push_back(child)
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set_default_actions_visibility(n_builtin_action_button.button_pressed)
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func get_icon_path() -> String:
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var item : TreeItem = n_tree.get_selected()
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if is_instance_valid(item):
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return item.get_text(0)
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return ""
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func set_default_actions_visibility(display: bool):
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# UPGRADE: In Godot 4.2, for-loop variables can be
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# statically typed:
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# for item:ControllerIcons_Item in items:
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for item in items:
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item.show_default = display or not item.is_default
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func grab_focus() -> void:
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n_name_filter.grab_focus()
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func _on_builtin_action_button_toggled(toggled_on: bool) -> void:
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set_default_actions_visibility(toggled_on)
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func _on_tree_item_activated() -> void:
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done.emit()
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func _on_name_filter_text_changed(new_text: String):
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# UPGRADE: In Godot 4.2, for-loop variables can be
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# statically typed:
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# for item:ControllerIcons_Item in items:
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for item in items:
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var filtered := true if new_text.is_empty() else item.tree_item.get_text(0).findn(new_text) != -1
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item.filtered = filtered
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