/*************************************************************************/ /* animation_tree_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef ANIMATION_TREE_EDITOR_PLUGIN_H #define ANIMATION_TREE_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "editor/property_editor.h" #include "scene/animation/animation_tree_player.h" #include "scene/gui/button.h" #include "scene/gui/popup.h" #include "scene/gui/tree.h" /** @author Juan Linietsky */ class AnimationTreeEditor : public Control { GDCLASS(AnimationTreeEditor, Control); static const char *_node_type_names[]; enum ClickType { CLICK_NONE, CLICK_NAME, CLICK_NODE, CLICK_INPUT_SLOT, CLICK_OUTPUT_SLOT, CLICK_PARAMETER }; enum { MENU_GRAPH_CLEAR = 100, MENU_IMPORT_ANIMATIONS = 101, NODE_DISCONNECT, NODE_RENAME, NODE_ERASE, NODE_ADD_INPUT, NODE_DELETE_INPUT, NODE_SET_AUTOADVANCE, NODE_CLEAR_AUTOADVANCE }; bool renaming_edit; StringName edited_node; bool updating_edit; Popup *edit_dialog; HSlider *edit_scroll[2]; LineEdit *edit_line[4]; OptionButton *edit_option; Label *edit_label[4]; Button *edit_button; Button *filter_button; CheckButton *edit_check; EditorFileDialog *file_dialog; int file_op; void _popup_edit_dialog(); void _setup_edit_dialog(const StringName &p_node); PopupMenu *master_anim_popup; PopupMenu *node_popup; PopupMenu *add_popup; HScrollBar *h_scroll; VScrollBar *v_scroll; MenuButton *add_menu; CustomPropertyEditor *property_editor; AnimationTreePlayer *anim_tree; List order; Set active_nodes; int last_x, last_y; Point2 offset; ClickType click_type; Point2 click_pos; StringName click_node; int click_slot; Point2 click_motion; ClickType rclick_type; StringName rclick_node; int rclick_slot; Button *play_button; Size2 _get_maximum_size(); Size2 get_node_size(const StringName &p_node) const; void _draw_node(const StringName &p_node); AcceptDialog *filter_dialog; Tree *filter; void _draw_cos_line(const Vector2 &p_from, const Vector2 &p_to, const Color &p_color); void _update_scrollbars(); void _scroll_moved(float); void _play_toggled(); /* void _node_param_changed(); void _node_add_callback(); void _node_add(VisualServer::AnimationTreeNodeType p_type); void _node_edit_property(const StringName& p_node); */ void _master_anim_menu_item(int p_item); void _node_menu_item(int p_item); void _add_menu_item(int p_item); void _filter_edited(); void _find_paths_for_filter(const StringName &p_node, Set &paths); void _edit_filters(); void _edit_oneshot_start(); void _edit_dialog_animation_changed(); void _edit_dialog_edit_animation(); void _edit_dialog_changeds(String); void _edit_dialog_changede(String); void _edit_dialog_changedf(float); void _edit_dialog_changed(); void _dialog_changed() const; ClickType _locate_click(const Point2 &p_click, StringName *p_node_id, int *p_slot_index) const; Point2 _get_slot_pos(const StringName &p_node_id, bool p_input, int p_slot); StringName _add_node(int p_item); void _file_dialog_selected(String p_path); protected: void _notification(int p_what); void _gui_input(Ref p_event); static void _bind_methods(); public: virtual Size2 get_minimum_size() const; void edit(AnimationTreePlayer *p_anim_tree); AnimationTreeEditor(); }; class AnimationTreeEditorPlugin : public EditorPlugin { GDCLASS(AnimationTreeEditorPlugin, EditorPlugin); AnimationTreeEditor *anim_tree_editor; EditorNode *editor; Button *button; public: virtual String get_name() const { return "AnimTree"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); AnimationTreeEditorPlugin(EditorNode *p_node); ~AnimationTreeEditorPlugin(); }; #endif // ANIMATION_TREE_EDITOR_PLUGIN_H