Files

116 lines
3.3 KiB
GDScript

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