godot/tools/editor/animation_editor.h
2015-04-18 14:38:54 -03:00

307 lines
7.3 KiB
C++

/*************************************************************************/
/* animation_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_EDITOR_H
#define ANIMATION_EDITOR_H
#include "scene/gui/control.h"
#include "scene/gui/slider.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/texture_frame.h"
#include "scene/gui/scroll_bar.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/file_dialog.h"
#include "scene/resources/animation.h"
#include "scene/animation/animation_cache.h"
#include "scene_tree_editor.h"
#include "editor_data.h"
#include "property_editor.h"
class AnimationKeyEdit;
class AnimationKeyEditor : public VBoxContainer {
OBJ_TYPE( AnimationKeyEditor, VBoxContainer );
/*
enum {
MENU_NEW_ANIMATION,
MENU_OPEN_ANIMATION,
MENU_EDIT_ANIMATION,
MENU_CLOSE_ANIMATION,
MENU_KEYING_ACTIVE,
MENU_SET_ROOT_NODE,
MENU_SYNC_TO_PLAYER,
MENU_ANIM_BASE=100,
};
*/
enum {
TRACK_MENU_ADD_VALUE_TRACK,
TRACK_MENU_ADD_TRANSFORM_TRACK,
TRACK_MENU_ADD_CALL_TRACK,
TRACK_MENU_SCALE,
TRACK_MENU_SCALE_PIVOT,
TRACK_MENU_MOVE_UP,
TRACK_MENU_MOVE_DOWN,
TRACK_MENU_REMOVE,
TRACK_MENU_DUPLICATE,
TRACK_MENU_DUPLICATE_TRANSPOSE,
TRACK_MENU_SET_ALL_TRANS_LINEAR,
TRACK_MENU_SET_ALL_TRANS_CONSTANT,
TRACK_MENU_SET_ALL_TRANS_OUT,
TRACK_MENU_SET_ALL_TRANS_IN,
TRACK_MENU_SET_ALL_TRANS_INOUT,
TRACK_MENU_SET_ALL_TRANS_OUTIN,
TRACK_MENU_NEXT_STEP,
TRACK_MENU_PREV_STEP,
TRACK_MENU_OPTIMIZE
};
struct MouseOver {
enum Over {
OVER_NONE,
OVER_NAME,
OVER_KEY,
OVER_VALUE,
OVER_INTERP,
OVER_UP,
OVER_DOWN,
OVER_REMOVE,
OVER_ADD_KEY,
};
Over over;
int track;
int over_key;
} mouse_over;
struct SelectedKey {
int track;
int key;
bool operator<(const SelectedKey& p_key) const { return track==p_key.track ? key < p_key.key : track < p_key.track; };
};
struct KeyInfo {
float pos;
};
Map<SelectedKey,KeyInfo> selection;
struct ClickOver {
enum Click {
CLICK_NONE,
CLICK_RESIZE_NAMES,
CLICK_DRAG_TIMELINE,
CLICK_MOVE_KEYS,
CLICK_SELECT_KEYS
};
SelectedKey selk;
bool shift;
Click click;
Point2 at;
Point2 to;
} click;
float timeline_pos;
float name_column_ratio;
int track_name_editing;
int interp_editing;
int cont_editing;
int selected_track;
int last_menu_track_opt;
LineEdit *track_name;
PopupMenu *track_menu;
PopupMenu *type_menu;
Control *ec;
TextureFrame *zoomicon;
HSlider *zoom;
//MenuButton *menu;
SpinBox *length;
Button *loop;
bool keying;
ToolButton *edit_button;
ToolButton *move_up_button;
ToolButton *move_down_button;
ToolButton *remove_button;
ConfirmationDialog *optimize_dialog;
SpinBox *optimize_linear_error;
SpinBox *optimize_angular_error;
SpinBox *optimize_max_angle;
SpinBox *step;
MenuButton *menu_track;
HScrollBar *h_scroll;
VScrollBar *v_scroll;
Control *track_editor;
Control *track_pos;
ConfirmationDialog *scale_dialog;
SpinBox *scale;
PopupDialog *key_edit_dialog;
PropertyEditor *key_editor;
Ref<Animation> animation;
void _update_paths();
int last_idx;
Node *root;
UndoRedo *undo_redo;
EditorHistory* history;
ConfirmationDialog *insert_confirm;
AnimationKeyEdit *key_edit;
bool inserting;
bool updating;
bool te_drawing;
void _animation_len_changed(float p_len);
void _animation_loop_changed();
void _step_changed(float p_len);
struct InsertData {
Animation::TrackType type;
NodePath path;
int track_idx;
Variant value;
String query;
};/* insert_data;*/
bool insert_query;
List<InsertData> insert_data;
uint64_t insert_frame;
int cvi_track;
float cvi_pos;
int right_data_size_cache;
EditorSelection *editor_selection;
AnimationKeyEditor();
float _get_zoom_scale() const;
void _track_editor_draw();
void _track_editor_input_event(const InputEvent& p_input);
void _track_pos_draw();
void _track_name_changed(const String& p_name);
void _track_menu_selected(int p_idx);
void _confirm_insert_list();
int _confirm_insert(InsertData p_id,int p_at_track=-1);
void _query_insert(const InsertData& p_id);
void _update_menu();
bool insert_queue;
void _insert_delay();
void _scale();
//void _browse_path();
StringName alc;
void _animation_changed();
void _animation_optimize();
void _scroll_changed(double);
void _menu_track(int p_type);
void _clear_selection_for_anim(const Ref<Animation>& p_anim);
void _select_at_anim(const Ref<Animation>& p_anim,int p_track,float p_pos);
PropertyInfo _find_hint_for_track(int p_idx);
void _create_value_item(int p_type);
void _pane_drag(const Point2& p_delta);
void _animation_len_update();
void _root_removed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_animation(const Ref<Animation>& p_anim);
Ref<Animation> get_current_animation() const;
void set_root(Node *p_root);
Node *get_root() const;
void set_keying(bool p_enabled);
bool has_keying() const;
void cleanup();
void set_anim_pos(float p_pos);
void insert_node_value_key(Node* p_node, const String& p_property,const Variant& p_value,bool p_only_if_exists=false);
void insert_value_key(const String& p_property,const Variant& p_value);
void insert_transform_key(Spatial *p_node,const String& p_sub,const Transform& p_xform);
AnimationKeyEditor(UndoRedo *p_undo_redo, EditorHistory *p_history, EditorSelection *p_selection);
~AnimationKeyEditor();
};
#endif // ANIMATION_EDITOR_H