godot/editor/animation_bezier_editor.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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39 KiB
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/*************************************************************************/
/* animation_bezier_editor.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "animation_bezier_editor.h"
#include "editor/editor_node.h"
float AnimationBezierTrackEdit::_bezier_h_to_pixel(float p_h) {
float h = p_h;
h = (h - v_scroll) / v_zoom;
h = (get_size().height / 2) - h;
return h;
}
static _FORCE_INLINE_ Vector2 _bezier_interp(real_t t, const Vector2 &start, const Vector2 &control_1, const Vector2 &control_2, const Vector2 &end) {
/* Formula from Wikipedia article on Bezier curves. */
real_t omt = (1.0 - t);
real_t omt2 = omt * omt;
real_t omt3 = omt2 * omt;
real_t t2 = t * t;
real_t t3 = t2 * t;
return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
}
void AnimationBezierTrackEdit::_draw_track(int p_track, const Color &p_color) {
float scale = timeline->get_zoom_scale();
int limit = timeline->get_name_limit();
int right_limit = get_size().width - timeline->get_buttons_width();
//selection may have altered the order of keys
Map<float, int> key_order;
for (int i = 0; i < animation->track_get_key_count(p_track); i++) {
float ofs = animation->track_get_key_time(p_track, i);
if (moving_selection && track == p_track && selection.has(i)) {
ofs += moving_selection_offset.x;
}
key_order[ofs] = i;
}
for (Map<float, int>::Element *E = key_order.front(); E; E = E->next()) {
int i = E->get();
if (!E->next())
break;
int i_n = E->next()->get();
float offset = animation->track_get_key_time(p_track, i);
float height = animation->bezier_track_get_key_value(p_track, i);
Vector2 out_handle = animation->bezier_track_get_key_out_handle(p_track, i);
if (track == p_track && moving_handle != 0 && moving_handle_key == i) {
out_handle = moving_handle_right;
}
if (moving_selection && track == p_track && selection.has(i)) {
offset += moving_selection_offset.x;
height += moving_selection_offset.y;
}
out_handle += Vector2(offset, height);
float offset_n = animation->track_get_key_time(p_track, i_n);
float height_n = animation->bezier_track_get_key_value(p_track, i_n);
Vector2 in_handle = animation->bezier_track_get_key_in_handle(p_track, i_n);
if (track == p_track && moving_handle != 0 && moving_handle_key == i_n) {
in_handle = moving_handle_left;
}
if (moving_selection && track == p_track && selection.has(i_n)) {
offset_n += moving_selection_offset.x;
height_n += moving_selection_offset.y;
}
in_handle += Vector2(offset_n, height_n);
Vector2 start(offset, height);
Vector2 end(offset_n, height_n);
int from_x = (offset - timeline->get_value()) * scale + limit;
int point_start = from_x;
int to_x = (offset_n - timeline->get_value()) * scale + limit;
int point_end = to_x;
if (from_x > right_limit) //not visible
continue;
if (to_x < limit) //not visible
continue;
from_x = MAX(from_x, limit);
to_x = MIN(to_x, right_limit);
Vector<Vector2> lines;
Vector2 prev_pos;
for (int j = from_x; j <= to_x; j++) {
float t = (j - limit) / scale + timeline->get_value();
float h;
if (j == point_end) {
h = end.y; //make sure it always connects
} else if (j == point_start) {
h = start.y; //make sure it always connects
} else { //custom interpolation, used because it needs to show paths affected by moving the selection or handles
int iterations = 10;
float low = 0;
float high = 1;
float middle;
//narrow high and low as much as possible
for (int k = 0; k < iterations; k++) {
middle = (low + high) / 2;
Vector2 interp = _bezier_interp(middle, start, out_handle, in_handle, end);
if (interp.x < t) {
low = middle;
} else {
high = middle;
}
}
//interpolate the result:
Vector2 low_pos = _bezier_interp(low, start, out_handle, in_handle, end);
Vector2 high_pos = _bezier_interp(high, start, out_handle, in_handle, end);
float c = (t - low_pos.x) / (high_pos.x - low_pos.x);
h = low_pos.linear_interpolate(high_pos, c).y;
}
h = _bezier_h_to_pixel(h);
Vector2 pos(j, h);
if (j > from_x) {
lines.push_back(prev_pos);
lines.push_back(pos);
}
prev_pos = pos;
}
if (lines.size() >= 2) {
draw_multiline(lines, p_color);
}
}
}
void AnimationBezierTrackEdit::_draw_line_clipped(const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, int p_clip_left, int p_clip_right) {
Vector2 from = p_from;
Vector2 to = p_to;
if (from.x == to.x)
return;
if (to.x < from.x) {
SWAP(to, from);
}
if (to.x < p_clip_left)
return;
if (from.x > p_clip_right)
return;
if (to.x > p_clip_right) {
float c = (p_clip_right - from.x) / (to.x - from.x);
to = from.linear_interpolate(to, c);
}
if (from.x < p_clip_left) {
float c = (p_clip_left - from.x) / (to.x - from.x);
from = from.linear_interpolate(to, c);
}
draw_line(from, to, p_color);
}
void AnimationBezierTrackEdit::_notification(int p_what) {
if (p_what == NOTIFICATION_THEME_CHANGED || p_what == NOTIFICATION_ENTER_TREE) {
bezier_icon = get_icon("KeyBezierPoint", "EditorIcons");
bezier_handle_icon = get_icon("KeyBezierHandle", "EditorIcons");
selected_icon = get_icon("KeyBezierSelected", "EditorIcons");
if (handle_mode_option->get_item_count() == 0) {
handle_mode_option->add_icon_item(get_icon("BezierHandlesFree", "EditorIcons"), TTR("Free"), HANDLE_MODE_FREE);
handle_mode_option->add_icon_item(get_icon("BezierHandlesBalanced", "EditorIcons"), TTR("Balanced"), HANDLE_MODE_BALANCED);
handle_mode_option->add_icon_item(get_icon("BezierHandlesMirror", "EditorIcons"), TTR("Mirror"), HANDLE_MODE_MIRROR);
}
}
if (p_what == NOTIFICATION_RESIZED) {
int right_limit = get_size().width - timeline->get_buttons_width();
int hsep = get_constant("hseparation", "ItemList");
int vsep = get_constant("vseparation", "ItemList");
handle_mode_option->set_position(Vector2(right_limit + hsep, get_size().height - handle_mode_option->get_combined_minimum_size().height - vsep));
handle_mode_option->set_size(Vector2(timeline->get_buttons_width() - hsep * 2, handle_mode_option->get_combined_minimum_size().height));
}
if (p_what == NOTIFICATION_DRAW) {
if (animation.is_null())
return;
int limit = timeline->get_name_limit();
if (has_focus()) {
Color accent = get_color("accent_color", "Editor");
accent.a *= 0.7;
draw_rect(Rect2(Point2(), get_size()), accent, false);
}
Ref<Font> font = get_font("font", "Label");
Color color = get_color("font_color", "Label");
int hsep = get_constant("hseparation", "ItemList");
int vsep = get_constant("vseparation", "ItemList");
Color linecolor = color;
linecolor.a = 0.2;
draw_line(Point2(limit, 0), Point2(limit, get_size().height), linecolor);
int right_limit = get_size().width - timeline->get_buttons_width();
draw_line(Point2(right_limit, 0), Point2(right_limit, get_size().height), linecolor);
Ref<Texture> close_icon = get_icon("Close", "EditorIcons");
close_icon_rect.position = Vector2(get_size().width - close_icon->get_width() - hsep, hsep);
close_icon_rect.size = close_icon->get_size();
draw_texture(close_icon, close_icon_rect.position);
String base_path = animation->track_get_path(track);
int end = base_path.find(":");
if (end != -1) {
base_path = base_path.substr(0, end + 1);
}
// NAMES AND ICON
int vofs = vsep;
int margin = 0;
{
NodePath path = animation->track_get_path(track);
Node *node = NULL;
if (root && root->has_node(path)) {
node = root->get_node(path);
}
String text;
int h = font->get_height();
if (node) {
int ofs = 0;
Ref<Texture> icon = EditorNode::get_singleton()->get_object_icon(node, "Node");
h = MAX(h, icon->get_height());
draw_texture(icon, Point2(ofs, vofs + int(h - icon->get_height()) / 2));
margin = icon->get_width();
text = node->get_name();
ofs += hsep;
ofs += icon->get_width();
Vector2 string_pos = Point2(ofs, vofs + (h - font->get_height()) / 2 + font->get_ascent());
string_pos = string_pos.floor();
draw_string(font, string_pos, text, color, limit - ofs - hsep);
vofs += h + vsep;
}
}
// RELATED TRACKS TITLES
Map<int, Color> subtrack_colors;
subtracks.clear();
for (int i = 0; i < animation->get_track_count(); i++) {
if (animation->track_get_type(i) != Animation::TYPE_BEZIER)
continue;
String path = animation->track_get_path(i);
if (!path.begins_with(base_path))
continue; //another node
path = path.replace_first(base_path, "");
Color cc = color;
Rect2 rect = Rect2(margin, vofs, limit - margin - hsep, font->get_height() + vsep);
if (i != track) {
cc.a *= 0.7;
uint32_t hash = path.hash();
hash = ((hash >> 16) ^ hash) * 0x45d9f3b;
hash = ((hash >> 16) ^ hash) * 0x45d9f3b;
hash = (hash >> 16) ^ hash;
float h = (hash % 65535) / 65536.0;
Color subcolor;
subcolor.set_hsv(h, 0.2, 0.8);
subcolor.a = 0.5;
draw_rect(Rect2(0, vofs + font->get_height() * 0.1, margin - hsep, font->get_height() * 0.8), subcolor);
subtrack_colors[i] = subcolor;
subtracks[i] = rect;
} else {
Color ac = get_color("accent_color", "Editor");
ac.a = 0.5;
draw_rect(rect, ac);
}
draw_string(font, Point2(margin, vofs + font->get_ascent()), path, cc, limit - margin - hsep);
vofs += font->get_height() + vsep;
}
Color accent = get_color("accent_color", "Editor");
{ //guides
float min_left_scale = font->get_height() + vsep;
float scale = (min_left_scale * 2) * v_zoom;
float step = Math::pow(10.0, Math::round(Math::log(scale / 5.0) / Math::log(10.0))) * 5.0;
scale = Math::stepify(scale, step);
while (scale / v_zoom < min_left_scale * 2) {
scale += step;
}
bool first = true;
int prev_iv = 0;
for (int i = font->get_height(); i < get_size().height; i++) {
float ofs = get_size().height / 2 - i;
ofs *= v_zoom;
ofs += v_scroll;
int iv = int(ofs / scale);
if (ofs < 0)
iv -= 1;
if (!first && iv != prev_iv) {
Color lc = linecolor;
lc.a *= 0.5;
draw_line(Point2(limit, i), Point2(right_limit, i), lc);
Color c = color;
c.a *= 0.5;
draw_string(font, Point2(limit + 8, i - 2), rtos(Math::stepify((iv + 1) * scale, step)), c);
}
first = false;
prev_iv = iv;
}
}
{ //draw OTHER curves
float scale = timeline->get_zoom_scale();
Ref<Texture> point = get_icon("KeyValue", "EditorIcons");
for (Map<int, Color>::Element *E = subtrack_colors.front(); E; E = E->next()) {
_draw_track(E->key(), E->get());
for (int i = 0; i < animation->track_get_key_count(E->key()); i++) {
float offset = animation->track_get_key_time(E->key(), i);
float value = animation->bezier_track_get_key_value(E->key(), i);
Vector2 pos((offset - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value));
if (pos.x >= limit && pos.x <= right_limit) {
draw_texture(point, pos - point->get_size() / 2, E->get());
}
}
}
//draw edited curve
const Color highlight = get_color("highlight_color", "Editor");
_draw_track(track, highlight);
}
//draw editor handles
{
float scale = timeline->get_zoom_scale();
edit_points.clear();
for (int i = 0; i < animation->track_get_key_count(track); i++) {
float offset = animation->track_get_key_time(track, i);
float value = animation->bezier_track_get_key_value(track, i);
if (moving_selection && selection.has(i)) {
offset += moving_selection_offset.x;
value += moving_selection_offset.y;
}
Vector2 pos((offset - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value));
Vector2 in_vec = animation->bezier_track_get_key_in_handle(track, i);
if (moving_handle != 0 && moving_handle_key == i) {
in_vec = moving_handle_left;
}
Vector2 pos_in = Vector2(((offset + in_vec.x) - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value + in_vec.y));
Vector2 out_vec = animation->bezier_track_get_key_out_handle(track, i);
if (moving_handle != 0 && moving_handle_key == i) {
out_vec = moving_handle_right;
}
Vector2 pos_out = Vector2(((offset + out_vec.x) - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value + out_vec.y));
_draw_line_clipped(pos, pos_in, accent, limit, right_limit);
_draw_line_clipped(pos, pos_out, accent, limit, right_limit);
EditPoint ep;
if (pos.x >= limit && pos.x <= right_limit) {
ep.point_rect.position = (pos - bezier_icon->get_size() / 2).floor();
ep.point_rect.size = bezier_icon->get_size();
if (selection.has(i)) {
draw_texture(selected_icon, ep.point_rect.position);
draw_string(font, ep.point_rect.position + Vector2(8, -font->get_height() - 4), TTR("Time:") + " " + rtos(Math::stepify(offset, 0.001)), accent);
draw_string(font, ep.point_rect.position + Vector2(8, -8), TTR("Value:") + " " + rtos(Math::stepify(value, 0.001)), accent);
} else {
draw_texture(bezier_icon, ep.point_rect.position);
}
ep.point_rect = ep.point_rect.grow(ep.point_rect.size.width * 0.5);
}
if (pos_in.x >= limit && pos_in.x <= right_limit) {
ep.in_rect.position = (pos_in - bezier_handle_icon->get_size() / 2).floor();
ep.in_rect.size = bezier_handle_icon->get_size();
draw_texture(bezier_handle_icon, ep.in_rect.position);
ep.in_rect = ep.in_rect.grow(ep.in_rect.size.width * 0.5);
}
if (pos_out.x >= limit && pos_out.x <= right_limit) {
ep.out_rect.position = (pos_out - bezier_handle_icon->get_size() / 2).floor();
ep.out_rect.size = bezier_handle_icon->get_size();
draw_texture(bezier_handle_icon, ep.out_rect.position);
ep.out_rect = ep.out_rect.grow(ep.out_rect.size.width * 0.5);
}
edit_points.push_back(ep);
}
}
if (box_selecting) {
Color bs = accent;
bs.a *= 0.5;
Vector2 bs_from = box_selection_from;
Vector2 bs_to = box_selection_to;
if (bs_from.x > bs_to.x) {
SWAP(bs_from.x, bs_to.x);
}
if (bs_from.y > bs_to.y) {
SWAP(bs_from.y, bs_to.y);
}
draw_rect(Rect2(bs_from, bs_to - bs_from), bs);
}
#if 0
// KEYFAMES //
{
float scale = timeline->get_zoom_scale();
int limit_end = get_size().width - timeline->get_buttons_width();
for (int i = 0; i < animation->track_get_key_count(track); i++) {
float offset = animation->track_get_key_time(track, i) - timeline->get_value();
if (editor->is_key_selected(track, i) && editor->is_moving_selection()) {
offset += editor->get_moving_selection_offset();
}
offset = offset * scale + limit;
draw_key(i, scale, int(offset), editor->is_key_selected(track, i), limit, limit_end);
}
}
#endif
}
}
Ref<Animation> AnimationBezierTrackEdit::get_animation() const {
return animation;
}
void AnimationBezierTrackEdit::set_animation_and_track(const Ref<Animation> &p_animation, int p_track) {
animation = p_animation;
track = p_track;
if (is_connected("select_key", editor, "_key_selected"))
disconnect("select_key", editor, "_key_selected");
if (is_connected("deselect_key", editor, "_key_deselected"))
disconnect("deselect_key", editor, "_key_deselected");
connect("select_key", editor, "_key_selected", varray(p_track), CONNECT_DEFERRED);
connect("deselect_key", editor, "_key_deselected", varray(p_track), CONNECT_DEFERRED);
update();
}
Size2 AnimationBezierTrackEdit::get_minimum_size() const {
return Vector2(1, 1);
}
void AnimationBezierTrackEdit::set_undo_redo(UndoRedo *p_undo_redo) {
undo_redo = p_undo_redo;
}
void AnimationBezierTrackEdit::set_timeline(AnimationTimelineEdit *p_timeline) {
timeline = p_timeline;
timeline->connect("zoom_changed", this, "_zoom_changed");
}
void AnimationBezierTrackEdit::set_editor(AnimationTrackEditor *p_editor) {
editor = p_editor;
connect("clear_selection", editor, "_clear_selection", varray(false));
}
void AnimationBezierTrackEdit::_play_position_draw() {
if (!animation.is_valid() || play_position_pos < 0)
return;
float scale = timeline->get_zoom_scale();
int h = get_size().height;
int px = (-timeline->get_value() + play_position_pos) * scale + timeline->get_name_limit();
if (px >= timeline->get_name_limit() && px < (get_size().width - timeline->get_buttons_width())) {
Color color = get_color("accent_color", "Editor");
play_position->draw_line(Point2(px, 0), Point2(px, h), color);
}
}
void AnimationBezierTrackEdit::set_play_position(float p_pos) {
play_position_pos = p_pos;
play_position->update();
}
void AnimationBezierTrackEdit::update_play_position() {
play_position->update();
}
void AnimationBezierTrackEdit::set_root(Node *p_root) {
root = p_root;
}
void AnimationBezierTrackEdit::_zoom_changed() {
update();
}
String AnimationBezierTrackEdit::get_tooltip(const Point2 &p_pos) const {
return Control::get_tooltip(p_pos);
}
void AnimationBezierTrackEdit::_clear_selection() {
selection.clear();
emit_signal("clear_selection");
update();
}
void AnimationBezierTrackEdit::_clear_selection_for_anim(const Ref<Animation> &p_anim) {
if (!(animation == p_anim))
return;
//selection.clear();
_clear_selection();
}
void AnimationBezierTrackEdit::_select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos) {
if (!(animation == p_anim))
return;
int idx = animation->track_find_key(p_track, p_pos, true);
ERR_FAIL_COND(idx < 0);
selection.insert(idx);
emit_signal("select_key", idx, true);
update();
}
void AnimationBezierTrackEdit::_gui_input(const Ref<InputEvent> &p_event) {
if (p_event->is_pressed()) {
if (ED_GET_SHORTCUT("animation_editor/duplicate_selection")->is_shortcut(p_event)) {
duplicate_selection();
accept_event();
}
if (ED_GET_SHORTCUT("animation_editor/delete_selection")->is_shortcut(p_event)) {
delete_selection();
accept_event();
}
}
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_WHEEL_DOWN) {
float v_zoom_orig = v_zoom;
if (mb->get_command()) {
timeline->get_zoom()->set_value(timeline->get_zoom()->get_value() * 1.05);
} else {
if (v_zoom < 100000) {
v_zoom *= 1.2;
}
}
v_scroll = v_scroll + (mb->get_position().y - get_size().y / 2) * (v_zoom - v_zoom_orig);
update();
}
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_WHEEL_UP) {
float v_zoom_orig = v_zoom;
if (mb->get_command()) {
timeline->get_zoom()->set_value(timeline->get_zoom()->get_value() / 1.05);
} else {
if (v_zoom > 0.000001) {
v_zoom /= 1.2;
}
}
v_scroll = v_scroll + (mb->get_position().y - get_size().y / 2) * (v_zoom - v_zoom_orig);
update();
}
if (mb.is_valid() && mb->get_button_index() == BUTTON_MIDDLE) {
if (mb->is_pressed()) {
int x = mb->get_position().x - timeline->get_name_limit();
panning_timeline_from = x / timeline->get_zoom_scale();
panning_timeline = true;
panning_timeline_at = timeline->get_value();
} else {
panning_timeline = false;
}
}
if (mb.is_valid() && mb->get_button_index() == BUTTON_RIGHT && mb->is_pressed()) {
menu_insert_key = mb->get_position();
if (menu_insert_key.x >= timeline->get_name_limit() && menu_insert_key.x <= get_size().width - timeline->get_buttons_width()) {
Vector2 popup_pos = get_global_transform().xform(mb->get_position());
menu->clear();
menu->add_icon_item(bezier_icon, TTR("Insert Key Here"), MENU_KEY_INSERT);
if (selection.size()) {
menu->add_separator();
menu->add_icon_item(get_icon("Duplicate", "EditorIcons"), TTR("Duplicate Selected Key(s)"), MENU_KEY_DUPLICATE);
menu->add_separator();
menu->add_icon_item(get_icon("Remove", "EditorIcons"), TTR("Delete Selected Key(s)"), MENU_KEY_DELETE);
}
menu->set_as_minsize();
menu->set_position(popup_pos);
menu->popup();
}
}
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT) {
if (close_icon_rect.has_point(mb->get_position())) {
emit_signal("close_request");
return;
}
for (Map<int, Rect2>::Element *E = subtracks.front(); E; E = E->next()) {
if (E->get().has_point(mb->get_position())) {
set_animation_and_track(animation, E->key());
_clear_selection();
return;
}
}
for (int i = 0; i < edit_points.size(); i++) {
//first check point
//command makes it ignore the main point, so control point editors can be force-edited
//path 2D editing in the 3D and 2D editors works the same way
if (!mb->get_command()) {
if (edit_points[i].point_rect.has_point(mb->get_position())) {
if (mb->get_shift()) {
//add to selection
if (selection.has(i)) {
selection.erase(i);
} else {
selection.insert(i);
}
update();
select_single_attempt = -1;
} else if (selection.has(i)) {
moving_selection_attempt = true;
moving_selection = false;
moving_selection_from_key = i;
moving_selection_offset = Vector2();
select_single_attempt = i;
update();
} else {
moving_selection_attempt = true;
moving_selection = true;
moving_selection_from_key = i;
moving_selection_offset = Vector2();
selection.clear();
selection.insert(i);
update();
}
return;
}
}
if (edit_points[i].in_rect.has_point(mb->get_position())) {
moving_handle = -1;
moving_handle_key = i;
moving_handle_left = animation->bezier_track_get_key_in_handle(track, i);
moving_handle_right = animation->bezier_track_get_key_out_handle(track, i);
update();
return;
}
if (edit_points[i].out_rect.has_point(mb->get_position())) {
moving_handle = 1;
moving_handle_key = i;
moving_handle_left = animation->bezier_track_get_key_in_handle(track, i);
moving_handle_right = animation->bezier_track_get_key_out_handle(track, i);
update();
return;
;
}
}
//insert new point
if (mb->get_command() && mb->get_position().x >= timeline->get_name_limit() && mb->get_position().x < get_size().width - timeline->get_buttons_width()) {
Array new_point;
new_point.resize(5);
float h = (get_size().height / 2 - mb->get_position().y) * v_zoom + v_scroll;
new_point[0] = h;
new_point[1] = -0.25;
new_point[2] = 0;
new_point[3] = 0.25;
new_point[4] = 0;
float time = ((mb->get_position().x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value();
while (animation->track_find_key(track, time, true) != -1) {
time += 0.001;
}
undo_redo->create_action(TTR("Add Bezier Point"));
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, time, new_point);
undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, time);
undo_redo->commit_action();
//then attempt to move
int index = animation->track_find_key(track, time, true);
ERR_FAIL_COND(index == -1);
_clear_selection();
selection.insert(index);
moving_selection_attempt = true;
moving_selection = false;
moving_selection_from_key = index;
moving_selection_offset = Vector2();
select_single_attempt = -1;
update();
return;
}
//box select
if (mb->get_position().x >= timeline->get_name_limit() && mb->get_position().x < get_size().width - timeline->get_buttons_width()) {
box_selecting_attempt = true;
box_selecting = false;
box_selecting_add = false;
box_selection_from = mb->get_position();
return;
}
}
if (box_selecting_attempt && mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT) {
if (box_selecting) {
//do actual select
if (!box_selecting_add) {
_clear_selection();
}
Vector2 bs_from = box_selection_from;
Vector2 bs_to = box_selection_to;
if (bs_from.x > bs_to.x) {
SWAP(bs_from.x, bs_to.x);
}
if (bs_from.y > bs_to.y) {
SWAP(bs_from.y, bs_to.y);
}
Rect2 selection_rect(bs_from, bs_to - bs_from);
for (int i = 0; i < edit_points.size(); i++) {
if (edit_points[i].point_rect.intersects(selection_rect)) {
selection.insert(i);
}
}
} else {
_clear_selection(); //clicked and nothing happened, so clear the selection
}
box_selecting_attempt = false;
box_selecting = false;
update();
}
if (moving_handle != 0 && mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT) {
undo_redo->create_action(TTR("Move Bezier Points"));
undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_in_handle", track, moving_handle_key, moving_handle_left);
undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_out_handle", track, moving_handle_key, moving_handle_right);
undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_in_handle", track, moving_handle_key, animation->bezier_track_get_key_in_handle(track, moving_handle_key));
undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_out_handle", track, moving_handle_key, animation->bezier_track_get_key_out_handle(track, moving_handle_key));
undo_redo->commit_action();
moving_handle = 0;
update();
}
if (moving_selection_attempt && mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT) {
if (moving_selection) {
//combit it
undo_redo->create_action(TTR("Move Bezier Points"));
List<AnimMoveRestore> to_restore;
// 1-remove the keys
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
undo_redo->add_do_method(animation.ptr(), "track_remove_key", track, E->get());
}
// 2- remove overlapped keys
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float newtime = editor->snap_time(animation->track_get_key_time(track, E->get()) + moving_selection_offset.x);
int idx = animation->track_find_key(track, newtime, true);
if (idx == -1)
continue;
if (selection.has(idx))
continue; //already in selection, don't save
undo_redo->add_do_method(animation.ptr(), "track_remove_key_at_position", track, newtime);
AnimMoveRestore amr;
amr.key = animation->track_get_key_value(track, idx);
amr.track = track;
amr.time = newtime;
to_restore.push_back(amr);
}
// 3-move the keys (re insert them)
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float newpos = editor->snap_time(animation->track_get_key_time(track, E->get()) + moving_selection_offset.x);
/*
if (newpos<0)
continue; //no add at the beginning
*/
Array key = animation->track_get_key_value(track, E->get());
float h = key[0];
h += moving_selection_offset.y;
key[0] = h;
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, newpos, key, 1);
}
// 4-(undo) remove inserted keys
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float newpos = editor->snap_time(animation->track_get_key_time(track, E->get()) + moving_selection_offset.x);
/*
if (newpos<0)
continue; //no remove what no inserted
*/
undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, newpos);
}
// 5-(undo) reinsert keys
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float oldpos = animation->track_get_key_time(track, E->get());
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", track, oldpos, animation->track_get_key_value(track, E->get()), 1);
}
// 6-(undo) reinsert overlapped keys
for (List<AnimMoveRestore>::Element *E = to_restore.front(); E; E = E->next()) {
AnimMoveRestore &amr = E->get();
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", amr.track, amr.time, amr.key, 1);
}
undo_redo->add_do_method(this, "_clear_selection_for_anim", animation);
undo_redo->add_undo_method(this, "_clear_selection_for_anim", animation);
// 7-reselect
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float oldpos = animation->track_get_key_time(track, E->get());
float newpos = editor->snap_time(oldpos + moving_selection_offset.x);
undo_redo->add_do_method(this, "_select_at_anim", animation, track, newpos);
undo_redo->add_undo_method(this, "_select_at_anim", animation, track, oldpos);
}
undo_redo->commit_action();
moving_selection = false;
} else if (select_single_attempt != -1) {
selection.clear();
selection.insert(select_single_attempt);
}
moving_selection_attempt = false;
update();
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_MIDDLE) {
v_scroll += mm->get_relative().y * v_zoom;
if (v_scroll > 100000)
v_scroll = 100000;
if (v_scroll < -100000)
v_scroll = -100000;
int x = mm->get_position().x - timeline->get_name_limit();
float ofs = x / timeline->get_zoom_scale();
float diff = ofs - panning_timeline_from;
timeline->set_value(panning_timeline_at - diff);
update();
}
if (moving_selection_attempt && mm.is_valid()) {
if (!moving_selection) {
moving_selection = true;
select_single_attempt = -1;
}
float y = (get_size().height / 2 - mm->get_position().y) * v_zoom + v_scroll;
float x = editor->snap_time(((mm->get_position().x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value());
moving_selection_offset = Vector2(x - animation->track_get_key_time(track, moving_selection_from_key), y - animation->bezier_track_get_key_value(track, moving_selection_from_key));
update();
}
if (box_selecting_attempt && mm.is_valid()) {
if (!box_selecting) {
box_selecting = true;
box_selecting_add = mm->get_shift();
}
box_selection_to = mm->get_position();
if (get_local_mouse_position().y < 0) {
//avoid cursor from going too above, so it does not lose focus with viewport
warp_mouse(Vector2(get_local_mouse_position().x, 0));
}
update();
}
if (moving_handle != 0 && mm.is_valid()) {
float y = (get_size().height / 2 - mm->get_position().y) * v_zoom + v_scroll;
float x = ((mm->get_position().x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value();
Vector2 key_pos = Vector2(animation->track_get_key_time(track, moving_handle_key), animation->bezier_track_get_key_value(track, moving_handle_key));
Vector2 moving_handle_value = Vector2(x, y) - key_pos;
moving_handle_left = animation->bezier_track_get_key_in_handle(track, moving_handle_key);
moving_handle_right = animation->bezier_track_get_key_out_handle(track, moving_handle_key);
if (moving_handle == -1) {
moving_handle_left = moving_handle_value;
if (moving_handle_left.x > 0) {
moving_handle_left.x = 0;
}
if (handle_mode_option->get_selected() == HANDLE_MODE_BALANCED) {
Vector2 scale = Vector2(timeline->get_zoom_scale(), v_zoom);
moving_handle_right = (-(moving_handle_left * scale).normalized() * (moving_handle_right * scale).length()) / scale;
} else if (handle_mode_option->get_selected() == HANDLE_MODE_MIRROR) {
moving_handle_right = -moving_handle_left;
}
}
if (moving_handle == 1) {
moving_handle_right = moving_handle_value;
if (moving_handle_right.x < 0) {
moving_handle_right.x = 0;
}
if (handle_mode_option->get_selected() == HANDLE_MODE_BALANCED) {
Vector2 scale = Vector2(timeline->get_zoom_scale(), v_zoom);
moving_handle_left = (-(moving_handle_right * scale).normalized() * (moving_handle_left * scale).length()) / scale;
} else if (handle_mode_option->get_selected() == HANDLE_MODE_MIRROR) {
moving_handle_left = -moving_handle_right;
}
}
update();
}
}
void AnimationBezierTrackEdit::_menu_selected(int p_index) {
switch (p_index) {
case MENU_KEY_INSERT: {
Array new_point;
new_point.resize(5);
float h = (get_size().height / 2 - menu_insert_key.y) * v_zoom + v_scroll;
new_point[0] = h;
new_point[1] = -0.25;
new_point[2] = 0;
new_point[3] = 0.25;
new_point[4] = 0;
float time = ((menu_insert_key.x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value();
while (animation->track_find_key(track, time, true) != -1) {
time += 0.001;
}
undo_redo->create_action(TTR("Add Bezier Point"));
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, time, new_point);
undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, time);
undo_redo->commit_action();
} break;
case MENU_KEY_DUPLICATE: {
duplicate_selection();
} break;
case MENU_KEY_DELETE: {
delete_selection();
} break;
}
}
void AnimationBezierTrackEdit::duplicate_selection() {
if (selection.size() == 0)
return;
float top_time = 1e10;
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float t = animation->track_get_key_time(track, E->get());
if (t < top_time)
top_time = t;
}
undo_redo->create_action(TTR("Anim Duplicate Keys"));
List<Pair<int, float> > new_selection_values;
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float t = animation->track_get_key_time(track, E->get());
float dst_time = t + (timeline->get_play_position() - top_time);
int existing_idx = animation->track_find_key(track, dst_time, true);
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, dst_time, animation->track_get_key_value(track, E->get()), animation->track_get_key_transition(track, E->get()));
undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, dst_time);
Pair<int, float> p;
p.first = track;
p.second = dst_time;
new_selection_values.push_back(p);
if (existing_idx != -1) {
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", track, dst_time, animation->track_get_key_value(track, existing_idx), animation->track_get_key_transition(track, existing_idx));
}
}
undo_redo->commit_action();
//reselect duplicated
selection.clear();
for (List<Pair<int, float> >::Element *E = new_selection_values.front(); E; E = E->next()) {
int track = E->get().first;
float time = E->get().second;
int existing_idx = animation->track_find_key(track, time, true);
if (existing_idx == -1)
continue;
selection.insert(existing_idx);
}
update();
}
void AnimationBezierTrackEdit::delete_selection() {
if (selection.size()) {
undo_redo->create_action(TTR("Anim Delete Keys"));
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
undo_redo->add_do_method(animation.ptr(), "track_remove_key", track, E->get());
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", track, animation->track_get_key_time(track, E->get()), animation->track_get_key_value(track, E->get()), 1);
}
undo_redo->add_do_method(this, "_clear_selection_for_anim", animation);
undo_redo->add_undo_method(this, "_clear_selection_for_anim", animation);
undo_redo->commit_action();
//selection.clear();
}
}
void AnimationBezierTrackEdit::set_block_animation_update_ptr(bool *p_block_ptr) {
block_animation_update_ptr = p_block_ptr;
}
void AnimationBezierTrackEdit::_bind_methods() {
ClassDB::bind_method("_zoom_changed", &AnimationBezierTrackEdit::_zoom_changed);
ClassDB::bind_method("_menu_selected", &AnimationBezierTrackEdit::_menu_selected);
ClassDB::bind_method("_gui_input", &AnimationBezierTrackEdit::_gui_input);
ClassDB::bind_method("_play_position_draw", &AnimationBezierTrackEdit::_play_position_draw);
ClassDB::bind_method("_clear_selection", &AnimationBezierTrackEdit::_clear_selection);
ClassDB::bind_method("_clear_selection_for_anim", &AnimationBezierTrackEdit::_clear_selection_for_anim);
ClassDB::bind_method("_select_at_anim", &AnimationBezierTrackEdit::_select_at_anim);
ADD_SIGNAL(MethodInfo("timeline_changed", PropertyInfo(Variant::REAL, "position"), PropertyInfo(Variant::BOOL, "drag")));
ADD_SIGNAL(MethodInfo("remove_request", PropertyInfo(Variant::INT, "track")));
ADD_SIGNAL(MethodInfo("insert_key", PropertyInfo(Variant::REAL, "ofs")));
ADD_SIGNAL(MethodInfo("select_key", PropertyInfo(Variant::INT, "index"), PropertyInfo(Variant::BOOL, "single")));
ADD_SIGNAL(MethodInfo("deselect_key", PropertyInfo(Variant::INT, "index")));
ADD_SIGNAL(MethodInfo("clear_selection"));
ADD_SIGNAL(MethodInfo("close_request"));
ADD_SIGNAL(MethodInfo("move_selection_begin"));
ADD_SIGNAL(MethodInfo("move_selection", PropertyInfo(Variant::REAL, "ofs")));
ADD_SIGNAL(MethodInfo("move_selection_commit"));
ADD_SIGNAL(MethodInfo("move_selection_cancel"));
}
AnimationBezierTrackEdit::AnimationBezierTrackEdit() {
undo_redo = NULL;
timeline = NULL;
root = NULL;
menu = NULL;
block_animation_update_ptr = NULL;
moving_selection_attempt = false;
moving_selection = false;
select_single_attempt = -1;
box_selecting = false;
box_selecting_attempt = false;
moving_handle = 0;
play_position_pos = 0;
play_position = memnew(Control);
play_position->set_mouse_filter(MOUSE_FILTER_PASS);
add_child(play_position);
play_position->set_anchors_and_margins_preset(PRESET_WIDE);
play_position->connect("draw", this, "_play_position_draw");
set_focus_mode(FOCUS_CLICK);
v_scroll = 0;
v_zoom = 1;
panning_timeline = false;
set_clip_contents(true);
handle_mode = HANDLE_MODE_FREE;
handle_mode_option = memnew(OptionButton);
add_child(handle_mode_option);
menu = memnew(PopupMenu);
add_child(menu);
menu->connect("id_pressed", this, "_menu_selected");
//set_mouse_filter(MOUSE_FILTER_PASS); //scroll has to work too for selection
}