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!
194 lines
5.8 KiB
C++
194 lines
5.8 KiB
C++
/*************************************************************************/
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/* animation_tree_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ANIMATION_TREE_EDITOR_PLUGIN_H
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#define ANIMATION_TREE_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "scene/animation/animation_tree_player.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/button.h"
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#include "scene/gui/popup.h"
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#include "tools/editor/property_editor.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class AnimationTreeEditor : public Control {
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OBJ_TYPE(AnimationTreeEditor, Control );
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static const char* _node_type_names[];
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enum ClickType {
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CLICK_NONE,
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CLICK_NAME,
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CLICK_NODE,
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CLICK_INPUT_SLOT,
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CLICK_OUTPUT_SLOT,
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CLICK_PARAMETER
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};
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enum {
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MENU_GRAPH_CLEAR=100,
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MENU_IMPORT_ANIMATIONS=101,
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NODE_DISCONNECT,
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NODE_RENAME,
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NODE_ERASE,
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NODE_ADD_INPUT,
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NODE_DELETE_INPUT,
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NODE_SET_AUTOADVANCE,
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NODE_CLEAR_AUTOADVANCE
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};
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bool renaming_edit;
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StringName edited_node;
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bool updating_edit;
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Popup *edit_dialog;
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HSlider *edit_scroll[2];
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LineEdit *edit_line[4];
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OptionButton *edit_option;
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Label *edit_label[4];
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Button *edit_button;
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Button *filter_button;
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CheckButton *edit_check;
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EditorFileDialog* file_dialog;
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int file_op;
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void _popup_edit_dialog();
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void _setup_edit_dialog(const StringName& p_node);
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PopupMenu *master_anim_popup;
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PopupMenu *node_popup;
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PopupMenu *add_popup;
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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MenuButton* add_menu;
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CustomPropertyEditor *property_editor;
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AnimationTreePlayer* anim_tree;
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List<StringName> order;
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Set<StringName> active_nodes;
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int last_x,last_y;
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Point2 offset;
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ClickType click_type;
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Point2 click_pos;
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StringName click_node;
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int click_slot;
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Point2 click_motion;
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ClickType rclick_type;
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StringName rclick_node;
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int rclick_slot;
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Button *play_button;
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Size2 _get_maximum_size();
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Size2 get_node_size(const StringName &p_node) const;
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void _draw_node(const StringName& p_node);
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AcceptDialog *filter_dialog;
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Tree *filter;
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void _draw_cos_line(const Vector2& p_from, const Vector2& p_to,const Color& p_color);
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void _update_scrollbars();
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void _scroll_moved(float);
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void _play_toggled();
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/*
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void _node_param_changed();
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void _node_add_callback();
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void _node_add(VisualServer::AnimationTreeNodeType p_type);
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void _node_edit_property(const StringName& p_node);
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*/
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void _master_anim_menu_item(int p_item);
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void _node_menu_item(int p_item);
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void _add_menu_item(int p_item);
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void _filter_edited();
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void _find_paths_for_filter(const StringName& p_node,Set<String>& paths);
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void _edit_filters();
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void _edit_oneshot_start();
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void _edit_dialog_animation_changed();
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void _edit_dialog_edit_animation();
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void _edit_dialog_changeds(String);
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void _edit_dialog_changede(String);
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void _edit_dialog_changedf(float);
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void _edit_dialog_changed();
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void _dialog_changed() const;
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ClickType _locate_click(const Point2& p_click,StringName *p_node_id,int *p_slot_index) const;
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Point2 _get_slot_pos(const StringName& p_node_id,bool p_input,int p_slot);
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StringName _add_node(int p_item);
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void _file_dialog_selected(String p_path);
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protected:
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void _notification(int p_what);
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void _input_event(InputEvent p_event);
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static void _bind_methods();
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public:
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virtual Size2 get_minimum_size() const;
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void edit(AnimationTreePlayer *p_player);
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AnimationTreeEditor();
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};
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class AnimationTreeEditorPlugin : public EditorPlugin {
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OBJ_TYPE( AnimationTreeEditorPlugin, EditorPlugin );
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AnimationTreeEditor *anim_tree_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const { return "AnimTree"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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AnimationTreeEditorPlugin(EditorNode *p_node);
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~AnimationTreeEditorPlugin();
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};
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#endif // ANIMATION_TREE_EDITOR_PLUGIN_H
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