godot/editor/plugins/animation_tree_editor_plugin.h
Juan Linietsky c7e4527a88 Massive rewrite to AnimationTree. Many APIs changed in order to:
-Reuse resources
-Expose properties in AnimationTree
2018-08-20 13:39:16 -03:00

86 lines
2.2 KiB
C++

#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.h"
#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/tree.h"
class AnimationTreeNodeEditorPlugin : public VBoxContainer {
GDCLASS(AnimationTreeNodeEditorPlugin, VBoxContainer)
public:
virtual bool can_edit(const Ref<AnimationNode> &p_node) = 0;
virtual void edit(const Ref<AnimationNode> &p_node) = 0;
};
class AnimationTreeEditor : public VBoxContainer {
GDCLASS(AnimationTreeEditor, VBoxContainer);
ScrollContainer *path_edit;
HBoxContainer *path_hb;
AnimationTree *tree;
PanelContainer *editor_base;
Vector<String> button_path;
Vector<String> edited_path;
Vector<AnimationTreeNodeEditorPlugin *> editors;
void _update_path();
void _about_to_show_root();
ObjectID current_root;
void _path_button_pressed(int p_path);
static Vector<String> get_animation_list();
protected:
void _notification(int p_what);
static void _bind_methods();
static AnimationTreeEditor *singleton;
public:
AnimationTree *get_tree() { return tree; }
void add_plugin(AnimationTreeNodeEditorPlugin *p_editor);
void remove_plugin(AnimationTreeNodeEditorPlugin *p_editor);
String get_base_path();
bool can_edit(const Ref<AnimationNode> &p_node) const;
void edit_path(const Vector<String> &p_path);
Vector<String> get_edited_path() const;
void enter_editor(const String &p_path = "");
static AnimationTreeEditor *get_singleton() { return singleton; }
void edit(AnimationTree *p_tree);
AnimationTreeEditor();
};
class AnimationTreeEditorPlugin : public EditorPlugin {
GDCLASS(AnimationTreeEditorPlugin, EditorPlugin);
AnimationTreeEditor *anim_tree_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "AnimationTree"; }
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