#ifndef ANIMATION_STATE_MACHINE_EDITOR_H #define ANIMATION_STATE_MACHINE_EDITOR_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "editor/property_editor.h" #include "scene/animation/animation_node_state_machine.h" #include "scene/gui/button.h" #include "scene/gui/graph_edit.h" #include "scene/gui/popup.h" #include "scene/gui/tree.h" class AnimationNodeStateMachineEditor : public VBoxContainer { GDCLASS(AnimationNodeStateMachineEditor, VBoxContainer); Ref state_machine; ToolButton *tool_select; ToolButton *tool_create; ToolButton *tool_connect; LineEdit *name_edit; HBoxContainer *tool_erase_hb; ToolButton *tool_erase; ToolButton *tool_autoplay; ToolButton *tool_end; OptionButton *transition_mode; OptionButton *play_mode; HBoxContainer *goto_parent_hbox; ToolButton *goto_parent; PanelContainer *panel; StringName selected_node; HScrollBar *h_scroll; VScrollBar *v_scroll; Control *state_machine_draw; Control *state_machine_play_pos; PanelContainer *error_panel; Label *error_label; bool updating; UndoRedo *undo_redo; static AnimationNodeStateMachineEditor *singleton; void _state_machine_gui_input(const Ref &p_event); void _connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, bool p_auto_advance); void _state_machine_draw(); void _state_machine_pos_draw(); void _update_graph(); PopupMenu *menu; PopupMenu *animations_menu; Vector animations_to_add; Vector2 add_node_pos; bool dragging_selected_attempt; bool dragging_selected; Vector2 drag_from; Vector2 drag_ofs; StringName snap_x; StringName snap_y; bool connecting; StringName connecting_from; Vector2 connecting_to; StringName connecting_to_node; void _add_menu_type(int p_index); void _add_animation_type(int p_index); void _goto_parent(); void _removed_from_graph(); struct NodeRect { StringName node_name; Rect2 node; Rect2 play; Rect2 name; Rect2 edit; }; Vector node_rects; struct TransitionLine { StringName from_node; StringName to_node; Vector2 from; Vector2 to; AnimationNodeStateMachineTransition::SwitchMode mode; bool disabled; bool auto_advance; float width; }; Vector transition_lines; StringName selected_transition_from; StringName selected_transition_to; bool over_text; StringName over_node; int over_node_what; String prev_name; void _name_edited(const String &p_text); void _open_editor(const String &p_name); void _scroll_changed(double); void _clip_src_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect); void _clip_dst_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect); void _erase_selected(); void _update_mode(); void _autoplay_selected(); void _end_selected(); bool last_active; StringName last_blend_from_node; StringName last_current_node; Vector last_travel_path; float last_play_pos; float error_time; String error_text; protected: void _notification(int p_what); static void _bind_methods(); public: static AnimationNodeStateMachineEditor *get_singleton() { return singleton; } void edit(AnimationNodeStateMachine *p_state_machine); AnimationNodeStateMachineEditor(); }; class AnimationNodeStateMachineEditorPlugin : public EditorPlugin { GDCLASS(AnimationNodeStateMachineEditorPlugin, EditorPlugin); AnimationNodeStateMachineEditor *anim_tree_editor; EditorNode *editor; Button *button; public: virtual String get_name() const { return "StateMachine"; } 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); AnimationNodeStateMachineEditorPlugin(EditorNode *p_node); ~AnimationNodeStateMachineEditorPlugin(); }; #endif // ANIMATION_STATE_MACHINE_EDITOR_H