/*************************************************************************/ /* animation_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_EDITOR_PLUGIN_H #define ANIMATION_EDITOR_PLUGIN_H #include "scene/resources/animation.h" #include "scene/gui/texture_frame.h" #include "scene/gui/option_button.h" #include "tools/editor/editor_node.h" #include "tools/editor/property_editor.h" #include "undo_redo.h" class AnimationEditor_TrackEditor; class AnimationEditor : public Control { OBJ_TYPE( AnimationEditor, Control ); Panel *panel; Ref animation; Button *add_track; Button *remove_track; Button *move_up_track; Button *move_down_track; Button *add_key; Button *remove_key; LineEdit *key_time; OptionButton *track_type; OptionButton *key_type; TextureFrame *time_icon; Tree *tracks; PropertyEditor *key_editor; AnimationEditor_TrackEditor *track_editor; int selected_track; void _track_selected(); void _track_added(); void _track_removed(); void _track_moved_up(); void _track_moved_down(); void _track_path_changed(); void _key_added(); void _key_removed(); void _update_track_keys(); void update_anim(); UndoRedo *undo_redo; void _internal_set_selected_track(int p_which,const Ref& p_anim); void _internal_check_update(Ref p_anim); friend class AnimationEditor_TrackEditor; void _internal_set_key(int p_track, float p_time, float p_transition,const Variant& p_value); void _internal_set_interpolation_type(int p_track,Animation::InterpolationType p_type); protected: void _notification(int p_what); static void _bind_methods(); public: void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; } void edit(const Ref& p_animation); AnimationEditor(); ~AnimationEditor(); }; class AnimationEditorPlugin : public EditorPlugin { OBJ_TYPE( AnimationEditorPlugin, EditorPlugin ); AnimationEditor *animation_editor; EditorNode *editor; public: virtual String get_name() const { return "Animation"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_node); virtual bool handles(Object *p_node) const; virtual void make_visible(bool p_visible); AnimationEditorPlugin(EditorNode *p_node); }; #endif