godot/tools/editor/animation_editor.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

353 lines
8.5 KiB
C++

/*************************************************************************/
/* animation_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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/gui/tab_container.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"
#include "scene_tree_editor.h"
class AnimationKeyEdit;
class AnimationCurveEdit;
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 {
ADD_TRACK_MENU_ADD_VALUE_TRACK,
ADD_TRACK_MENU_ADD_TRANSFORM_TRACK,
ADD_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,
TRACK_MENU_CLEAN_UP,
TRACK_MENU_CLEAN_UP_CONFIRM,
CURVE_SET_LINEAR,
CURVE_SET_IN,
CURVE_SET_OUT,
CURVE_SET_INOUT,
CURVE_SET_OUTIN,
CURVE_SET_CONSTANT
};
enum {
RIGHT_MENU_DUPLICATE,
RIGHT_MENU_DUPLICATE_TRANSPOSE,
RIGHT_MENU_REMOVE
};
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;
ToolButton *curve_linear;
ToolButton *curve_in;
ToolButton *curve_out;
ToolButton *curve_inout;
ToolButton *curve_outin;
ToolButton *curve_constant;
ConfirmationDialog *optimize_dialog;
SpinBox *optimize_linear_error;
SpinBox *optimize_angular_error;
SpinBox *optimize_max_angle;
ConfirmationDialog *cleanup_dialog;
CheckButton *cleanup_keys;
CheckButton *cleanup_tracks;
CheckButton *cleanup_all;
SpinBox *step;
MenuButton *menu_add_track;
MenuButton *menu_track;
HScrollBar *h_scroll;
VScrollBar *v_scroll;
Control *track_editor;
Control *track_pos;
TabContainer *key_editor_tab;
ConfirmationDialog *scale_dialog;
SpinBox *scale;
PropertyEditor *key_editor;
SceneTreeDialog *call_select;
Ref<Animation> animation;
void _update_paths();
int last_idx;
Node *root;
UndoRedo *undo_redo;
EditorHistory* history;
ConfirmationDialog *insert_confirm;
AnimationKeyEdit *key_edit;
AnimationCurveEdit *curve_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;
bool advance;
};/* 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;
Label *select_anim_warning;
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 _clear_selection();
//void _browse_path();
StringName alc;
void _animation_changed();
void _animation_optimize();
void _cleanup_animation(Ref<Animation> p_animation);
void _scroll_changed(double);
void _menu_add_track(int p_type);
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);
void _curve_transition_changed(float p_what);
PropertyInfo _find_hint_for_track(int p_idx, NodePath &r_base_path);
void _create_value_item(int p_type);
void _pane_drag(const Point2& p_delta);
bool _edit_if_single_selection();
void _toggle_edit_curves();
void _animation_len_update();
void _add_call_track(const NodePath& p_base);
void _anim_duplicate_keys(bool transpose = false);
void _anim_delete_keys();
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 update_keying();
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, bool p_advance);
void insert_transform_key(Spatial *p_node,const String& p_sub,const Transform& p_xform);
void show_select_node_warning(bool p_show) { select_anim_warning->set_hidden(!p_show); }
AnimationKeyEditor();
~AnimationKeyEditor();
};
#endif // ANIMATION_EDITOR_H