Implement the Keychain Plugin (#700)
* Start implementing the godot_better_input plugin
* Update ShortcutEdit.gd
* Load & save preset option
* Add some groups and fix action events not being deleted on load
* Add MenuInputAction class for multiple menu accelerators
* Create a proper plugin and a BetterInput autoload
* Update menu accelerators
* Move settings to BetterInput
* Move menu enums to Global, make more MenuInputActions
* Add more menu events
* Add new groups
* Optimize BetterInput _input() method
* Remove a lot of lines of code
* Change some previous events, add ignore actions and a View menu group
* Change update_item_accelerator to update_ui
* Move MenuInputAction initialization to BetterInput.gd
* Update hint tooltips when a shortcut changes
Temporarily comment out some code regarding the configurable modifiers
* Some MenuInputAction variable name changes
* Add handle_input() to InputAction
* Update the shortcuts of buttons
* Fix shortcut selector menu position
* Change plugin name into Keychain
* Fix keyboard input dialog exiting when Enter or Space is being pressed
* Add two more groups
* Make groups folded by default
* Temporarily make tool modifier shortcuts not configurable
A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other.
* Add license for Keychain
* Fix issue where a key event would be added in other input types
* Fix bug where the assigned state was not updated when the dialog appeared again
* Update Main.tscn
* Add a disabled line edit in keyboard shortcut selector to grab focus
* Load presets in the Keychain autoload
This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene.
WARNING, this currently causes crashes if the menu items have no shortcut binded to them.
* Move custom settings away from Keychain.gd
To keep it the same as the upstream plugin
* Change menu enum names
* Made action_get_first_key() more general
* Use arrays for menu items instead of dictionaries, fixes crash
* Move moveable panels to Window menu
* Format
* Optimize hint tooltip updating
* Add support for translations in Keychain
* Translation changes
* Made tool modifiers configurable
Needs more testing.
* Made camera arrow key movement configurable & joypad axis support
This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level.
The right joypad analog stick is configured to move the camera by default.
* Rename presets into shortcut profiles, use Resources and let users create their own
* [skip ci] Update addons README
* Update Global.gd
2022-05-16 12:07:51 +00:00
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extends Control
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enum { KEYBOARD, MOUSE, JOY_BUTTON, JOY_AXIS }
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const MOUSE_BUTTON_NAMES := [
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"Left Button",
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"Right Button",
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"Middle Button",
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"Wheel Up Button",
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"Wheel Down Button",
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"Wheel Left Button",
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"Wheel Right Button",
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"X Button 1",
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"X Button 2",
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]
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const JOY_BUTTON_NAMES := [
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"DualShock Cross, Xbox A, Nintendo B",
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"DualShock Circle, Xbox B, Nintendo A",
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"DualShock Square, Xbox X, Nintendo Y",
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"DualShock Triangle, Xbox Y, Nintendo X",
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"L, L1",
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"R, R1",
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"L2",
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"R2",
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"L3",
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"R3",
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"Select, DualShock Share, Nintendo -",
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"Start, DualShock Options, Nintendo +",
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"D-Pad Up",
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"D-Pad Down",
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"D-Pad Left",
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"D-Pad Right",
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"Home, DualShock PS, Guide",
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"Xbox Share, PS5 Microphone, Nintendo Capture",
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"Xbox Paddle 1",
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"Xbox Paddle 2",
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"Xbox Paddle 3",
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"Xbox Paddle 4",
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"PS4/5 Touchpad",
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]
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const JOY_AXIS_NAMES := [
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"(Left Stick Left)",
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"(Left Stick Right)",
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"(Left Stick Up)",
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"(Left Stick Down)",
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"(Right Stick Left)",
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"(Right Stick Right)",
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"(Right Stick Up)",
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"(Right Stick Down)",
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"",
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"",
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"",
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"",
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"",
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"(L2)",
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"",
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"(R2)",
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"",
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"",
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"",
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"",
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]
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var currently_editing_tree_item: TreeItem
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var is_editing := false
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# Textures taken from Godot https://github.com/godotengine/godot/tree/master/editor/icons
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var add_tex: Texture = preload("assets/add.svg")
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var edit_tex: Texture = preload("assets/edit.svg")
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var delete_tex: Texture = preload("assets/close.svg")
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var joy_axis_tex: Texture = preload("assets/joy_axis.svg")
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var joy_button_tex: Texture = preload("assets/joy_button.svg")
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var key_tex: Texture = preload("assets/keyboard.svg")
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var key_phys_tex: Texture = preload("assets/keyboard_physical.svg")
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var mouse_tex: Texture = preload("assets/mouse.svg")
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var shortcut_tex: Texture = preload("assets/shortcut.svg")
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var folder_tex: Texture = preload("assets/folder.svg")
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onready var tree: Tree = $VBoxContainer/ShortcutTree
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onready var profile_option_button: OptionButton = find_node("ProfileOptionButton")
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onready var rename_profile_button: Button = find_node("RenameProfile")
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onready var delete_profile_button: Button = find_node("DeleteProfile")
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onready var shortcut_type_menu: PopupMenu = $ShortcutTypeMenu
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onready var keyboard_shortcut_selector: ConfirmationDialog = $KeyboardShortcutSelectorDialog
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onready var mouse_shortcut_selector: ConfirmationDialog = $MouseShortcutSelectorDialog
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onready var joy_key_shortcut_selector: ConfirmationDialog = $JoyKeyShortcutSelectorDialog
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onready var joy_axis_shortcut_selector: ConfirmationDialog = $JoyAxisShortcutSelectorDialog
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onready var profile_settings: ConfirmationDialog = $ProfileSettings
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onready var profile_name: LineEdit = $ProfileSettings/ProfileName
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onready var delete_confirmation: ConfirmationDialog = $DeleteConfirmation
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func _ready() -> void:
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for profile in Keychain.profiles:
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profile_option_button.add_item(profile.name)
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_fill_selector_options()
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# Remove input types that are not changeable
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var i := 0
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for type in Keychain.changeable_types:
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if !type:
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shortcut_type_menu.remove_item(i)
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else:
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i += 1
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profile_option_button.select(Keychain.profile_index)
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_on_ProfileOptionButton_item_selected(Keychain.profile_index)
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2022-05-19 11:21:14 +00:00
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if OS.get_name() == "HTML5":
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$VBoxContainer/HBoxContainer/OpenProfileFolder.queue_free()
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Implement the Keychain Plugin (#700)
* Start implementing the godot_better_input plugin
* Update ShortcutEdit.gd
* Load & save preset option
* Add some groups and fix action events not being deleted on load
* Add MenuInputAction class for multiple menu accelerators
* Create a proper plugin and a BetterInput autoload
* Update menu accelerators
* Move settings to BetterInput
* Move menu enums to Global, make more MenuInputActions
* Add more menu events
* Add new groups
* Optimize BetterInput _input() method
* Remove a lot of lines of code
* Change some previous events, add ignore actions and a View menu group
* Change update_item_accelerator to update_ui
* Move MenuInputAction initialization to BetterInput.gd
* Update hint tooltips when a shortcut changes
Temporarily comment out some code regarding the configurable modifiers
* Some MenuInputAction variable name changes
* Add handle_input() to InputAction
* Update the shortcuts of buttons
* Fix shortcut selector menu position
* Change plugin name into Keychain
* Fix keyboard input dialog exiting when Enter or Space is being pressed
* Add two more groups
* Make groups folded by default
* Temporarily make tool modifier shortcuts not configurable
A temporary change, they will be made configurable again, with different actions that are currently mapped to the same events, local/independent from each other.
* Add license for Keychain
* Fix issue where a key event would be added in other input types
* Fix bug where the assigned state was not updated when the dialog appeared again
* Update Main.tscn
* Add a disabled line edit in keyboard shortcut selector to grab focus
* Load presets in the Keychain autoload
This way, the input actions get updated from the start, instead of only at the ShortcutEdit scene.
WARNING, this currently causes crashes if the menu items have no shortcut binded to them.
* Move custom settings away from Keychain.gd
To keep it the same as the upstream plugin
* Change menu enum names
* Made action_get_first_key() more general
* Use arrays for menu items instead of dictionaries, fixes crash
* Move moveable panels to Window menu
* Format
* Optimize hint tooltip updating
* Add support for translations in Keychain
* Translation changes
* Made tool modifiers configurable
Needs more testing.
* Made camera arrow key movement configurable & joypad axis support
This commit removes the ability to press Shift and Control+Shift to adjust the camera arrow key movement speed. Instead, the speed depends on the zoom level.
The right joypad analog stick is configured to move the camera by default.
* Rename presets into shortcut profiles, use Resources and let users create their own
* [skip ci] Update addons README
* Update Global.gd
2022-05-16 12:07:51 +00:00
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func _construct_tree() -> void:
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var buttons_disabled := false if Keychain.selected_profile.customizable else true
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var tree_root: TreeItem = tree.create_item()
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for group in Keychain.groups: # Create groups
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var input_group: Keychain.InputGroup = Keychain.groups[group]
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_create_group_tree_item(input_group, group)
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for action in InputMap.get_actions(): # Fill the tree with actions and their events
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if action in Keychain.ignore_actions:
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continue
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if Keychain.ignore_ui_actions and action.begins_with("ui_"):
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continue
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var display_name := get_action_name(action)
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var group_name := ""
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if action in Keychain.actions:
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var input_action: Keychain.InputAction = Keychain.actions[action]
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group_name = input_action.group
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var tree_item: TreeItem
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if group_name and group_name in Keychain.groups:
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var input_group: Keychain.InputGroup = Keychain.groups[group_name]
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var group_root: TreeItem = input_group.tree_item
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tree_item = tree.create_item(group_root)
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else:
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tree_item = tree.create_item(tree_root)
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tree_item.set_text(0, display_name)
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tree_item.set_metadata(0, action)
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tree_item.set_icon(0, shortcut_tex)
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for event in InputMap.get_action_list(action):
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add_event_tree_item(event, tree_item)
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tree_item.add_button(0, add_tex, 0, buttons_disabled, "Add")
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tree_item.add_button(0, delete_tex, 1, buttons_disabled, "Delete")
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tree_item.collapsed = true
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func _fill_selector_options() -> void:
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keyboard_shortcut_selector.entered_shortcut.visible = true
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keyboard_shortcut_selector.option_button.visible = false
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mouse_shortcut_selector.input_type_l.text = "Mouse Button Index:"
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joy_key_shortcut_selector.input_type_l.text = "Joypad Button Index:"
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joy_axis_shortcut_selector.input_type_l.text = "Joypad Axis Index:"
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var mouse_option_button: OptionButton = mouse_shortcut_selector.option_button
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for option in MOUSE_BUTTON_NAMES:
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mouse_option_button.add_item(option)
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var joy_key_option_button: OptionButton = joy_key_shortcut_selector.option_button
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for i in JOY_BUTTON_MAX:
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var text: String = tr("Button") + " %s" % i
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if i < JOY_BUTTON_NAMES.size():
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text += " (%s)" % tr(JOY_BUTTON_NAMES[i])
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joy_key_option_button.add_item(text)
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var joy_axis_option_button: OptionButton = joy_axis_shortcut_selector.option_button
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var i := 0.0
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for option in JOY_AXIS_NAMES:
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var sign_symbol = "+" if floor(i) != i else "-"
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var text: String = tr("Axis") + " %s %s %s" % [floor(i), sign_symbol, tr(option)]
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joy_axis_option_button.add_item(text)
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i += 0.5
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func _create_group_tree_item(group: Keychain.InputGroup, group_name: String) -> void:
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if group.tree_item:
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return
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var group_root: TreeItem
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if group.parent_group:
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var parent_group: Keychain.InputGroup = Keychain.groups[group.parent_group]
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_create_group_tree_item(parent_group, group.parent_group)
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group_root = tree.create_item(parent_group.tree_item)
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else:
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group_root = tree.create_item(tree.get_root())
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group_root.set_text(0, group_name)
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group_root.set_icon(0, folder_tex)
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group.tree_item = group_root
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if group.folded:
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group_root.collapsed = true
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func get_action_name(action: String) -> String:
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var display_name := ""
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if action in Keychain.actions:
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display_name = Keychain.actions[action].display_name
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if display_name.empty():
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display_name = _humanize_snake_case(action)
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return display_name
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func _humanize_snake_case(text: String) -> String:
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text = text.replace("_", " ")
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var first_letter := text.left(1)
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first_letter = first_letter.capitalize()
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text.erase(0, 1)
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text = text.insert(0, first_letter)
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return text
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func add_event_tree_item(event: InputEvent, action_tree_item: TreeItem) -> void:
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var event_class := event.get_class()
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match event_class:
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"InputEventKey":
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if !Keychain.changeable_types[0]:
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return
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"InputEventMouseButton":
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if !Keychain.changeable_types[1]:
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return
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"InputEventJoypadButton":
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if !Keychain.changeable_types[2]:
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return
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"InputEventJoypadMotion":
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if !Keychain.changeable_types[3]:
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return
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var buttons_disabled := false if Keychain.selected_profile.customizable else true
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var event_tree_item: TreeItem = tree.create_item(action_tree_item)
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event_tree_item.set_text(0, event_to_str(event))
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event_tree_item.set_metadata(0, event)
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match event_class:
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"InputEventKey":
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var scancode: int = event.get_scancode_with_modifiers()
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if scancode > 0:
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event_tree_item.set_icon(0, key_tex)
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else:
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event_tree_item.set_icon(0, key_phys_tex)
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"InputEventMouseButton":
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event_tree_item.set_icon(0, mouse_tex)
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"InputEventJoypadButton":
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event_tree_item.set_icon(0, joy_button_tex)
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"InputEventJoypadMotion":
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event_tree_item.set_icon(0, joy_axis_tex)
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event_tree_item.add_button(0, edit_tex, 0, buttons_disabled, "Edit")
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event_tree_item.add_button(0, delete_tex, 1, buttons_disabled, "Delete")
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func event_to_str(event: InputEvent) -> String:
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var output := ""
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if event is InputEventKey:
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var scancode: int = event.get_scancode_with_modifiers()
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var physical_str := ""
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if scancode == 0:
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scancode = event.get_physical_scancode_with_modifiers()
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physical_str = " " + tr("(Physical)")
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output = OS.get_scancode_string(scancode) + physical_str
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elif event is InputEventMouseButton:
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output = tr(MOUSE_BUTTON_NAMES[event.button_index - 1])
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elif event is InputEventJoypadButton:
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var button_index: int = event.button_index
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output = tr("Button")
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if button_index >= JOY_BUTTON_NAMES.size():
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output += " %s" % button_index
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else:
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output += " %s (%s)" % [button_index, tr(JOY_BUTTON_NAMES[button_index])]
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elif event is InputEventJoypadMotion:
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var positive_axis: bool = event.axis_value > 0
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var axis_value: int = event.axis * 2 + int(positive_axis)
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var sign_symbol = "+" if positive_axis else "-"
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output = tr("Axis")
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output += " %s %s %s" % [event.axis, sign_symbol, tr(JOY_AXIS_NAMES[axis_value])]
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return output
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func _on_ShortcutTree_button_pressed(item: TreeItem, _column: int, id: int) -> void:
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var action = item.get_metadata(0)
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currently_editing_tree_item = item
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if action is String:
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if id == 0: # Add
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|
|
var rect: Rect2 = tree.get_item_area_rect(item, 0)
|
|
|
|
rect.position.x = rect.end.x - 42
|
|
|
|
rect.position.y += 42 - tree.get_scroll().y
|
|
|
|
rect.position += rect_global_position
|
|
|
|
rect.size = Vector2(110, 23 * shortcut_type_menu.get_item_count())
|
|
|
|
shortcut_type_menu.popup(rect)
|
|
|
|
elif id == 1: # Delete
|
|
|
|
Keychain.action_erase_events(action)
|
|
|
|
Keychain.selected_profile.change_action(action)
|
|
|
|
var child := item.get_children()
|
|
|
|
while child != null:
|
|
|
|
child.free()
|
|
|
|
child = item.get_children()
|
|
|
|
|
|
|
|
elif action is InputEvent:
|
|
|
|
var parent_action = item.get_parent().get_metadata(0)
|
|
|
|
if id == 0: # Edit
|
|
|
|
if action is InputEventKey:
|
|
|
|
keyboard_shortcut_selector.popup_centered()
|
|
|
|
elif action is InputEventMouseButton:
|
|
|
|
mouse_shortcut_selector.popup_centered()
|
|
|
|
elif action is InputEventJoypadButton:
|
|
|
|
joy_key_shortcut_selector.popup_centered()
|
|
|
|
elif action is InputEventJoypadMotion:
|
|
|
|
joy_axis_shortcut_selector.popup_centered()
|
|
|
|
elif id == 1: # Delete
|
|
|
|
if not parent_action is String:
|
|
|
|
return
|
|
|
|
Keychain.action_erase_event(parent_action, action)
|
|
|
|
Keychain.selected_profile.change_action(parent_action)
|
|
|
|
item.free()
|
|
|
|
|
|
|
|
|
|
|
|
func _on_ShortcutTree_item_activated() -> void:
|
|
|
|
var selected_item: TreeItem = tree.get_selected()
|
|
|
|
if selected_item.get_button_count(0) > 0 and !selected_item.is_button_disabled(0, 0):
|
|
|
|
_on_ShortcutTree_button_pressed(tree.get_selected(), 0, 0)
|
|
|
|
|
|
|
|
|
|
|
|
func _on_ShortcutTypeMenu_id_pressed(id: int) -> void:
|
|
|
|
if id == KEYBOARD:
|
|
|
|
keyboard_shortcut_selector.popup_centered()
|
|
|
|
elif id == MOUSE:
|
|
|
|
mouse_shortcut_selector.popup_centered()
|
|
|
|
elif id == JOY_BUTTON:
|
|
|
|
joy_key_shortcut_selector.popup_centered()
|
|
|
|
elif id == JOY_AXIS:
|
|
|
|
joy_axis_shortcut_selector.popup_centered()
|
|
|
|
|
|
|
|
|
|
|
|
func _on_ProfileOptionButton_item_selected(index: int) -> void:
|
|
|
|
Keychain.change_profile(index)
|
|
|
|
rename_profile_button.disabled = false if Keychain.selected_profile.customizable else true
|
|
|
|
delete_profile_button.disabled = false if Keychain.selected_profile.customizable else true
|
|
|
|
|
|
|
|
# Re-construct the tree
|
|
|
|
for group in Keychain.groups:
|
|
|
|
Keychain.groups[group].tree_item = null
|
|
|
|
tree.clear()
|
|
|
|
_construct_tree()
|
|
|
|
Keychain.config_file.set_value("shortcuts", "shortcuts_profile", index)
|
|
|
|
Keychain.config_file.save(Keychain.config_path)
|
|
|
|
|
|
|
|
|
|
|
|
func _on_NewProfile_pressed() -> void:
|
|
|
|
is_editing = false
|
|
|
|
profile_name.text = "New Shortcut Profile"
|
|
|
|
profile_settings.window_title = "New Shortcut Profile"
|
|
|
|
profile_settings.popup_centered()
|
|
|
|
|
|
|
|
|
|
|
|
func _on_RenameProfile_pressed() -> void:
|
|
|
|
is_editing = true
|
|
|
|
profile_name.text = Keychain.selected_profile.name
|
|
|
|
profile_settings.window_title = "Rename Shortcut Profile"
|
|
|
|
profile_settings.popup_centered()
|
|
|
|
|
|
|
|
|
|
|
|
func _on_DeleteProfile_pressed() -> void:
|
|
|
|
delete_confirmation.popup_centered()
|
|
|
|
|
|
|
|
|
|
|
|
func _on_OpenProfileFolder_pressed() -> void:
|
|
|
|
OS.shell_open(ProjectSettings.globalize_path(Keychain.PROFILES_PATH))
|
|
|
|
|
|
|
|
|
|
|
|
func _on_ProfileSettings_confirmed() -> void:
|
|
|
|
var file_name := profile_name.text + ".tres"
|
|
|
|
var profile := ShortcutProfile.new()
|
|
|
|
profile.name = profile_name.text
|
|
|
|
profile.resource_path = Keychain.PROFILES_PATH.plus_file(file_name)
|
|
|
|
profile.fill_bindings()
|
|
|
|
var saved := profile.save()
|
|
|
|
if not saved:
|
|
|
|
return
|
|
|
|
|
|
|
|
if is_editing:
|
|
|
|
var old_file_name: String = Keychain.selected_profile.resource_path
|
|
|
|
if old_file_name != file_name:
|
|
|
|
_delete_profile_file(old_file_name)
|
|
|
|
Keychain.profiles[Keychain.profile_index] = profile
|
|
|
|
profile_option_button.set_item_text(Keychain.profile_index, profile.name)
|
|
|
|
else: # Add new shortcut profile
|
|
|
|
Keychain.profiles.append(profile)
|
|
|
|
profile_option_button.add_item(profile.name)
|
|
|
|
Keychain.profile_index = Keychain.profiles.size() - 1
|
|
|
|
profile_option_button.select(Keychain.profile_index)
|
|
|
|
_on_ProfileOptionButton_item_selected(Keychain.profile_index)
|
|
|
|
|
|
|
|
|
|
|
|
func _delete_profile_file(file_name: String) -> void:
|
|
|
|
var dir := Directory.new()
|
|
|
|
dir.remove(file_name)
|
|
|
|
|
|
|
|
|
|
|
|
func _on_DeleteConfirmation_confirmed() -> void:
|
|
|
|
_delete_profile_file(Keychain.selected_profile.resource_path)
|
|
|
|
profile_option_button.remove_item(Keychain.profile_index)
|
|
|
|
Keychain.profiles.remove(Keychain.profile_index)
|
|
|
|
Keychain.profile_index -= 1
|
|
|
|
if Keychain.profile_index < 0:
|
|
|
|
Keychain.profile_index = 0
|
|
|
|
profile_option_button.select(Keychain.profile_index)
|
|
|
|
_on_ProfileOptionButton_item_selected(Keychain.profile_index)
|