gd: added input addon
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70
addons/guide/editor/action_slot/action_slot.gd
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70
addons/guide/editor/action_slot/action_slot.gd
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@tool
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extends Control
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signal action_changed()
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@onready var _line_edit:LineEdit = %LineEdit
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@onready var _type_icon:TextureRect = %TypeIcon
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var index:int
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var action:GUIDEAction:
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set(value):
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if is_instance_valid(action):
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action.changed.disconnect(_refresh)
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action = value
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if is_instance_valid(action):
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action.changed.connect(_refresh)
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# action_changed can only be emitted by
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# dragging an action into this, not when setting
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# the property
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_refresh()
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func _refresh():
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if not is_instance_valid(action):
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_line_edit.text = "<none>"
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_line_edit.tooltip_text = ""
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_type_icon.texture = preload("missing_action.svg")
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_type_icon.tooltip_text = "Missing action"
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else:
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_line_edit.text = action._editor_name()
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_line_edit.tooltip_text = action.resource_path
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## Update the icon to reflect the given value type.
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match action.action_value_type:
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GUIDEAction.GUIDEActionValueType.AXIS_1D:
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_type_icon.texture = preload("action_value_type_axis1d.svg")
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_type_icon.tooltip_text = "Axis1D"
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GUIDEAction.GUIDEActionValueType.AXIS_2D:
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_type_icon.texture = preload("action_value_type_axis2d.svg")
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_type_icon.tooltip_text = "Axis2D"
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GUIDEAction.GUIDEActionValueType.AXIS_3D:
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_type_icon.texture = preload("action_value_type_axis3d.svg")
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_type_icon.tooltip_text = "Axis3D"
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_:
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# fallback is bool
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_type_icon.texture = preload("action_value_type_bool.svg")
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_type_icon.tooltip_text = "Boolean"
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func _gui_input(event):
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if event is InputEventMouseButton:
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if event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if is_instance_valid(action):
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EditorInterface.edit_resource(action)
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func _on_line_edit_action_dropped(new_action:GUIDEAction):
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action = new_action
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action_changed.emit()
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func _on_line_edit_focus_entered():
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if is_instance_valid(action):
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EditorInterface.edit_resource(action)
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