godot/editor/plugins/animation_tree_editor_plugin.h
Rémi Verschelde 0eab0d9343 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-03 11:41:35 +01:00

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/*************************************************************************/
/* 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 <reduzio@gmail.com>
*/
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<StringName> order;
Set<StringName> 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<String> &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<InputEvent> 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