godot/scene/animation/animation_node_state_machine.h
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00

220 lines
7.2 KiB
C++

/*************************************************************************/
/* animation_node_state_machine.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_NODE_STATE_MACHINE_H
#define ANIMATION_NODE_STATE_MACHINE_H
#include "scene/animation/animation_tree.h"
class AnimationNodeStateMachineTransition : public Resource {
GDCLASS(AnimationNodeStateMachineTransition, Resource);
public:
enum SwitchMode {
SWITCH_MODE_IMMEDIATE,
SWITCH_MODE_SYNC,
SWITCH_MODE_AT_END,
};
private:
SwitchMode switch_mode;
bool auto_advance;
StringName advance_condition;
StringName advance_condition_name;
float xfade;
bool disabled;
int priority;
protected:
static void _bind_methods();
public:
void set_switch_mode(SwitchMode p_mode);
SwitchMode get_switch_mode() const;
void set_auto_advance(bool p_enable);
bool has_auto_advance() const;
void set_advance_condition(const StringName &p_condition);
StringName get_advance_condition() const;
StringName get_advance_condition_name() const;
void set_xfade_time(float p_xfade);
float get_xfade_time() const;
void set_disabled(bool p_disabled);
bool is_disabled() const;
void set_priority(int p_priority);
int get_priority() const;
AnimationNodeStateMachineTransition();
};
VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
class AnimationNodeStateMachine;
class AnimationNodeStateMachinePlayback : public Resource {
GDCLASS(AnimationNodeStateMachinePlayback, Resource);
friend class AnimationNodeStateMachine;
struct AStarCost {
float distance;
StringName prev;
};
float len_total;
float len_current;
float pos_current;
int loops_current;
StringName current;
StringName fading_from;
float fading_time;
float fading_pos;
Vector<StringName> path;
bool playing;
StringName start_request;
bool start_request_travel;
bool stop_request;
bool _travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel);
float process(AnimationNodeStateMachine *p_state_machine, float p_time, bool p_seek);
protected:
static void _bind_methods();
public:
void travel(const StringName &p_state);
void start(const StringName &p_state);
void stop();
bool is_playing() const;
StringName get_current_node() const;
StringName get_blend_from_node() const;
Vector<StringName> get_travel_path() const;
float get_current_play_pos() const;
float get_current_length() const;
AnimationNodeStateMachinePlayback();
};
class AnimationNodeStateMachine : public AnimationRootNode {
GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
private:
friend class AnimationNodeStateMachinePlayback;
struct State {
Ref<AnimationRootNode> node;
Vector2 position;
};
Map<StringName, State> states;
struct Transition {
StringName from;
StringName to;
Ref<AnimationNodeStateMachineTransition> transition;
};
Vector<Transition> transitions;
StringName playback;
StringName start_node;
StringName end_node;
Vector2 graph_offset;
void _tree_changed();
protected:
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
virtual void get_parameter_list(List<PropertyInfo> *r_list) const;
virtual Variant get_parameter_default_value(const StringName &p_parameter) const;
void add_node(const StringName &p_name, Ref<AnimationNode> p_node, const Vector2 &p_position = Vector2());
void replace_node(const StringName &p_name, Ref<AnimationNode> p_node);
Ref<AnimationNode> get_node(const StringName &p_name) const;
void remove_node(const StringName &p_name);
void rename_node(const StringName &p_name, const StringName &p_new_name);
bool has_node(const StringName &p_name) const;
StringName get_node_name(const Ref<AnimationNode> &p_node) const;
void get_node_list(List<StringName> *r_nodes) const;
void set_node_position(const StringName &p_name, const Vector2 &p_position);
Vector2 get_node_position(const StringName &p_name) const;
virtual void get_child_nodes(List<ChildNode> *r_child_nodes);
bool has_transition(const StringName &p_from, const StringName &p_to) const;
int find_transition(const StringName &p_from, const StringName &p_to) const;
void add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition);
Ref<AnimationNodeStateMachineTransition> get_transition(int p_transition) const;
StringName get_transition_from(int p_transition) const;
StringName get_transition_to(int p_transition) const;
int get_transition_count() const;
void remove_transition_by_index(int p_transition);
void remove_transition(const StringName &p_from, const StringName &p_to);
void set_start_node(const StringName &p_node);
String get_start_node() const;
void set_end_node(const StringName &p_node);
String get_end_node() const;
void set_graph_offset(const Vector2 &p_offset);
Vector2 get_graph_offset() const;
virtual float process(float p_time, bool p_seek);
virtual String get_caption() const;
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name);
AnimationNodeStateMachine();
};
#endif // ANIMATION_NODE_STATE_MACHINE_H