Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
529 lines
15 KiB
C++
529 lines
15 KiB
C++
/*************************************************************************/
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/* animation_track_editor.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ANIMATION_TRACK_EDITOR_H
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#define ANIMATION_TRACK_EDITOR_H
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#include "editor/editor_data.h"
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#include "editor/editor_spin_slider.h"
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#include "editor/property_editor.h"
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#include "editor/property_selector.h"
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#include "scene/animation/animation_cache.h"
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#include "scene/gui/control.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/scroll_bar.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/tool_button.h"
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#include "scene/resources/animation.h"
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#include "scene_tree_editor.h"
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class AnimationTimelineEdit : public Range {
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GDCLASS(AnimationTimelineEdit, Range);
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Ref<Animation> animation;
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int name_limit;
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Range *zoom;
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Range *h_scroll;
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float play_position_pos;
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HBoxContainer *len_hb;
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EditorSpinSlider *length;
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ToolButton *loop;
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TextureRect *time_icon;
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MenuButton *add_track;
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Control *play_position; //separate control used to draw so updates for only position changed are much faster
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HScrollBar *hscroll;
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void _zoom_changed(double);
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void _anim_length_changed(double p_new_len);
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void _anim_loop_pressed();
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void _play_position_draw();
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UndoRedo *undo_redo;
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Rect2 hsize_rect;
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bool editing;
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bool use_fps;
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bool panning_timeline;
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float panning_timeline_from;
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float panning_timeline_at;
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bool dragging_timeline;
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bool dragging_hsize;
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float dragging_hsize_from;
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float dragging_hsize_at;
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void _gui_input(const Ref<InputEvent> &p_event);
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void _track_added(int p_track);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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int get_name_limit() const;
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int get_buttons_width() const;
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float get_zoom_scale() const;
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virtual Size2 get_minimum_size() const;
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void set_animation(const Ref<Animation> &p_animation);
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void set_zoom(Range *p_zoom);
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Range *get_zoom() const { return zoom; }
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void set_undo_redo(UndoRedo *p_undo_redo);
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void set_play_position(float p_pos);
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float get_play_position() const;
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void update_play_position();
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void update_values();
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void set_use_fps(bool p_use_fps);
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bool is_using_fps() const;
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void set_hscroll(HScrollBar *p_hscroll);
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AnimationTimelineEdit();
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};
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class AnimationTrackEditor;
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class AnimationTrackEdit : public Control {
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GDCLASS(AnimationTrackEdit, Control);
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enum {
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MENU_CALL_MODE_CONTINUOUS,
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MENU_CALL_MODE_DISCRETE,
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MENU_CALL_MODE_TRIGGER,
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MENU_CALL_MODE_CAPTURE,
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MENU_INTERPOLATION_NEAREST,
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MENU_INTERPOLATION_LINEAR,
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MENU_INTERPOLATION_CUBIC,
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MENU_LOOP_WRAP,
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MENU_LOOP_CLAMP,
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MENU_KEY_INSERT,
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MENU_KEY_DUPLICATE,
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MENU_KEY_DELETE
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};
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AnimationTimelineEdit *timeline;
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UndoRedo *undo_redo;
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Popup *path_popup;
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LineEdit *path;
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Node *root;
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Control *play_position; //separate control used to draw so updates for only position changed are much faster
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float play_position_pos;
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NodePath node_path;
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Ref<Animation> animation;
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int track;
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Rect2 check_rect;
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Rect2 path_rect;
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Rect2 update_mode_rect;
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Rect2 interp_mode_rect;
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Rect2 loop_mode_rect;
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Rect2 remove_rect;
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Rect2 bezier_edit_rect;
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Ref<Texture2D> type_icon;
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Ref<Texture2D> selected_icon;
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PopupMenu *menu;
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bool clicking_on_name;
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void _zoom_changed();
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Ref<Texture2D> icon_cache;
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String path_cache;
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void _menu_selected(int p_index);
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void _path_entered(const String &p_text);
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void _play_position_draw();
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bool _is_value_key_valid(const Variant &p_key_value, Variant::Type &r_valid_type) const;
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mutable int dropping_at;
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float insert_at_pos;
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bool moving_selection_attempt;
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int select_single_attempt;
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bool moving_selection;
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float moving_selection_from_ofs;
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bool in_group;
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AnimationTrackEditor *editor;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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virtual void _gui_input(const Ref<InputEvent> &p_event);
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public:
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virtual Variant get_drag_data(const Point2 &p_point);
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virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const;
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virtual void drop_data(const Point2 &p_point, const Variant &p_data);
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virtual String get_tooltip(const Point2 &p_pos) const;
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virtual int get_key_height() const;
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virtual Rect2 get_key_rect(int p_index, float p_pixels_sec);
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virtual bool is_key_selectable_by_distance() const;
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virtual void draw_key_link(int p_index, float p_pixels_sec, int p_x, int p_next_x, int p_clip_left, int p_clip_right);
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virtual void draw_key(int p_index, float p_pixels_sec, int p_x, bool p_selected, int p_clip_left, int p_clip_right);
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virtual void draw_bg(int p_clip_left, int p_clip_right);
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virtual void draw_fg(int p_clip_left, int p_clip_right);
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//helper
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void draw_texture_clipped(const Ref<Texture2D> &p_texture, const Vector2 &p_pos);
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void draw_texture_region_clipped(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_region);
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void draw_rect_clipped(const Rect2 &p_rect, const Color &p_color, bool p_filled = true);
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int get_track() const;
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Ref<Animation> get_animation() const;
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AnimationTimelineEdit *get_timeline() const { return timeline; }
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AnimationTrackEditor *get_editor() const { return editor; }
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UndoRedo *get_undo_redo() const { return undo_redo; }
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NodePath get_path() const;
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void set_animation_and_track(const Ref<Animation> &p_animation, int p_track);
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virtual Size2 get_minimum_size() const;
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void set_undo_redo(UndoRedo *p_undo_redo);
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void set_timeline(AnimationTimelineEdit *p_timeline);
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void set_editor(AnimationTrackEditor *p_editor);
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void set_root(Node *p_root);
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void set_play_position(float p_pos);
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void update_play_position();
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void cancel_drop();
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void set_in_group(bool p_enable);
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void append_to_selection(const Rect2 &p_box, bool p_deselection);
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AnimationTrackEdit();
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};
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class AnimationTrackEditPlugin : public Reference {
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GDCLASS(AnimationTrackEditPlugin, Reference);
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public:
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virtual AnimationTrackEdit *create_value_track_edit(Object *p_object, Variant::Type p_type, const String &p_property, PropertyHint p_hint, const String &p_hint_string, int p_usage);
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virtual AnimationTrackEdit *create_audio_track_edit();
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virtual AnimationTrackEdit *create_animation_track_edit(Object *p_object);
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};
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class AnimationTrackKeyEdit;
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class AnimationMultiTrackKeyEdit;
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class AnimationBezierTrackEdit;
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class AnimationTrackEditGroup : public Control {
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GDCLASS(AnimationTrackEditGroup, Control);
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Ref<Texture2D> icon;
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String node_name;
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NodePath node;
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Node *root;
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AnimationTimelineEdit *timeline;
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void _zoom_changed();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void set_type_and_name(const Ref<Texture2D> &p_type, const String &p_name, const NodePath &p_node);
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virtual Size2 get_minimum_size() const;
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void set_timeline(AnimationTimelineEdit *p_timeline);
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void set_root(Node *p_root);
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AnimationTrackEditGroup();
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};
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class AnimationTrackEditor : public VBoxContainer {
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GDCLASS(AnimationTrackEditor, VBoxContainer);
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enum {
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EDIT_COPY_TRACKS,
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EDIT_COPY_TRACKS_CONFIRM,
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EDIT_PASTE_TRACKS,
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EDIT_SCALE_SELECTION,
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EDIT_SCALE_FROM_CURSOR,
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EDIT_SCALE_CONFIRM,
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EDIT_DUPLICATE_SELECTION,
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EDIT_DUPLICATE_TRANSPOSED,
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EDIT_DELETE_SELECTION,
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EDIT_GOTO_NEXT_STEP,
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EDIT_GOTO_PREV_STEP,
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EDIT_OPTIMIZE_ANIMATION,
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EDIT_OPTIMIZE_ANIMATION_CONFIRM,
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EDIT_CLEAN_UP_ANIMATION,
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EDIT_CLEAN_UP_ANIMATION_CONFIRM
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};
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Ref<Animation> animation;
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Node *root;
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MenuButton *edit;
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PanelContainer *main_panel;
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HScrollBar *hscroll;
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ScrollContainer *scroll;
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VBoxContainer *track_vbox;
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AnimationBezierTrackEdit *bezier_edit;
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Label *info_message;
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AnimationTimelineEdit *timeline;
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HSlider *zoom;
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EditorSpinSlider *step;
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TextureRect *zoom_icon;
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ToolButton *snap;
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OptionButton *snap_mode;
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Button *imported_anim_warning;
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void _show_imported_anim_warning();
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void _snap_mode_changed(int p_mode);
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Vector<AnimationTrackEdit *> track_edits;
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Vector<AnimationTrackEditGroup *> groups;
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bool animation_changing_awaiting_update;
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void _animation_update();
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int _get_track_selected();
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void _animation_changed();
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void _update_tracks();
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void _name_limit_changed();
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void _timeline_changed(float p_new_pos, bool p_drag);
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void _track_remove_request(int p_track);
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void _track_grab_focus(int p_track);
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UndoRedo *undo_redo;
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void _update_scroll(double);
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void _update_step(double p_new_step);
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void _update_length(double p_new_len);
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void _dropped_track(int p_from_track, int p_to_track);
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void _add_track(int p_type);
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void _new_track_node_selected(NodePath p_path);
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void _new_track_property_selected(String p_name);
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void _update_step_spinbox();
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PropertySelector *prop_selector;
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PropertySelector *method_selector;
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SceneTreeDialog *pick_track;
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int adding_track_type;
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NodePath adding_track_path;
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bool keying;
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struct InsertData {
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Animation::TrackType type;
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NodePath path;
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int track_idx;
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Variant value;
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String query;
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bool advance;
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}; /* insert_data;*/
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Label *insert_confirm_text;
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CheckBox *insert_confirm_bezier;
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ConfirmationDialog *insert_confirm;
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bool insert_queue;
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bool inserting;
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bool insert_query;
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List<InsertData> insert_data;
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uint64_t insert_frame;
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void _query_insert(const InsertData &p_id);
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void _confirm_insert_list();
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int _confirm_insert(InsertData p_id, int p_last_track, bool p_create_beziers = false);
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void _insert_delay();
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void _root_removed(Node *p_root);
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PropertyInfo _find_hint_for_track(int p_idx, NodePath &r_base_path, Variant *r_current_val = nullptr);
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void _timeline_value_changed(double);
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float insert_key_from_track_call_ofs;
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int insert_key_from_track_call_track;
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void _insert_key_from_track(float p_ofs, int p_track);
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void _add_method_key(const String &p_method);
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void _clear_selection(bool p_update = false);
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void _clear_selection_for_anim(const Ref<Animation> &p_anim);
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void _select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos);
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//selection
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struct SelectedKey {
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int track;
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int key;
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bool operator<(const SelectedKey &p_key) const { return track == p_key.track ? key < p_key.key : track < p_key.track; };
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};
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struct KeyInfo {
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float pos;
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};
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Map<SelectedKey, KeyInfo> selection;
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void _key_selected(int p_key, bool p_single, int p_track);
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void _key_deselected(int p_key, int p_track);
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bool moving_selection;
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float moving_selection_offset;
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void _move_selection_begin();
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void _move_selection(float p_offset);
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void _move_selection_commit();
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void _move_selection_cancel();
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AnimationTrackKeyEdit *key_edit;
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AnimationMultiTrackKeyEdit *multi_key_edit;
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void _update_key_edit();
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void _clear_key_edit();
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Control *box_selection;
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void _box_selection_draw();
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bool box_selecting;
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Vector2 box_selecting_from;
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Rect2 box_select_rect;
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void _scroll_input(const Ref<InputEvent> &p_event);
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Vector<Ref<AnimationTrackEditPlugin>> track_edit_plugins;
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void _cancel_bezier_edit();
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void _bezier_edit(int p_for_track);
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////////////// edit menu stuff
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ConfirmationDialog *optimize_dialog;
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SpinBox *optimize_linear_error;
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SpinBox *optimize_angular_error;
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SpinBox *optimize_max_angle;
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ConfirmationDialog *cleanup_dialog;
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CheckBox *cleanup_keys;
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CheckBox *cleanup_tracks;
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CheckBox *cleanup_all;
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ConfirmationDialog *scale_dialog;
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SpinBox *scale;
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void _select_all_tracks_for_copy();
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void _edit_menu_pressed(int p_option);
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int last_menu_track_opt;
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void _cleanup_animation(Ref<Animation> p_animation);
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void _anim_duplicate_keys(bool transpose);
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void _view_group_toggle();
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ToolButton *view_group;
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ToolButton *selected_filter;
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void _selection_changed();
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ConfirmationDialog *track_copy_dialog;
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Tree *track_copy_select;
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struct TrackClipboard {
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NodePath full_path;
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NodePath base_path;
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Animation::TrackType track_type;
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Animation::InterpolationType interp_type;
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Animation::UpdateMode update_mode;
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bool loop_wrap;
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bool enabled;
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struct Key {
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float time;
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float transition;
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Variant value;
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};
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Vector<Key> keys;
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};
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Vector<TrackClipboard> track_clipboard;
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void _insert_animation_key(NodePath p_path, const Variant &p_value);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void add_track_edit_plugin(const Ref<AnimationTrackEditPlugin> &p_plugin);
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void remove_track_edit_plugin(const Ref<AnimationTrackEditPlugin> &p_plugin);
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void set_animation(const Ref<Animation> &p_anim);
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Ref<Animation> get_current_animation() const;
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void set_root(Node *p_root);
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Node *get_root() const;
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void update_keying();
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bool has_keying() const;
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Dictionary get_state() const;
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void set_state(const Dictionary &p_state);
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void cleanup();
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void set_anim_pos(float p_pos);
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void insert_node_value_key(Node *p_node, const String &p_property, const Variant &p_value, bool p_only_if_exists = false);
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void insert_value_key(const String &p_property, const Variant &p_value, bool p_advance);
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void insert_transform_key(Node3D *p_node, const String &p_sub, const Transform &p_xform);
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void show_select_node_warning(bool p_show);
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bool is_key_selected(int p_track, int p_key) const;
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bool is_selection_active() const;
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bool is_moving_selection() const;
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bool is_snap_enabled() const;
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float get_moving_selection_offset() const;
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float snap_time(float p_value, bool p_relative = false);
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bool is_grouping_tracks();
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MenuButton *get_edit_menu();
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AnimationTrackEditor();
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~AnimationTrackEditor();
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};
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#endif // ANIMATION_TRACK_EDITOR_H
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