ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
150 lines
4.8 KiB
C++
150 lines
4.8 KiB
C++
/*************************************************************************/
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/* animation_blend_space_2d_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_BLEND_SPACE_2D_EDITOR_H
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#define ANIMATION_BLEND_SPACE_2D_EDITOR_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/plugins/animation_tree_editor_plugin.h"
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#include "editor/property_editor.h"
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#include "scene/animation/animation_blend_space_2d.h"
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#include "scene/gui/button.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/tree.h"
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class AnimationNodeBlendSpace2DEditor : public AnimationTreeNodeEditorPlugin {
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GDCLASS(AnimationNodeBlendSpace2DEditor, AnimationTreeNodeEditorPlugin);
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Ref<AnimationNodeBlendSpace2D> blend_space;
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PanelContainer *panel;
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Button *tool_blend;
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Button *tool_select;
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Button *tool_create;
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Button *tool_triangle;
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VSeparator *tool_erase_sep;
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Button *tool_erase;
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Button *snap;
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SpinBox *snap_x;
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SpinBox *snap_y;
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OptionButton *interpolation;
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Button *auto_triangles;
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LineEdit *label_x;
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LineEdit *label_y;
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SpinBox *max_x_value;
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SpinBox *min_x_value;
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SpinBox *max_y_value;
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SpinBox *min_y_value;
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HBoxContainer *edit_hb;
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SpinBox *edit_x;
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SpinBox *edit_y;
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Button *open_editor;
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int selected_point;
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int selected_triangle;
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Control *blend_space_draw;
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PanelContainer *error_panel;
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Label *error_label;
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bool updating;
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UndoRedo *undo_redo;
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static AnimationNodeBlendSpace2DEditor *singleton;
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void _blend_space_gui_input(const Ref<InputEvent> &p_event);
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void _blend_space_draw();
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void _update_space();
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void _config_changed(double);
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void _labels_changed(String);
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void _snap_toggled();
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PopupMenu *menu;
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PopupMenu *animations_menu;
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Vector<String> animations_to_add;
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Vector2 add_point_pos;
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Vector<Vector2> points;
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bool dragging_selected_attempt;
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bool dragging_selected;
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Vector2 drag_from;
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Vector2 drag_ofs;
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Vector<int> making_triangle;
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void _add_menu_type(int p_index);
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void _add_animation_type(int p_index);
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void _tool_switch(int p_tool);
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void _update_edited_point_pos();
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void _update_tool_erase();
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void _erase_selected();
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void _edit_point_pos(double);
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void _open_editor();
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void _removed_from_graph();
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void _auto_triangles_toggled();
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StringName get_blend_position_path() const;
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EditorFileDialog *open_file;
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Ref<AnimationNode> file_loaded;
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void _file_opened(const String &p_file);
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enum {
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MENU_LOAD_FILE = 1000,
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MENU_PASTE = 1001,
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MENU_LOAD_FILE_CONFIRM = 1002
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};
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void _blend_space_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static AnimationNodeBlendSpace2DEditor *get_singleton() { return singleton; }
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virtual bool can_edit(const Ref<AnimationNode> &p_node);
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virtual void edit(const Ref<AnimationNode> &p_node);
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AnimationNodeBlendSpace2DEditor();
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};
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#endif // ANIMATION_BLEND_SPACE_2D_EDITOR_H
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