godot/editor/plugins/animation_tree_editor_plugin.h

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/*************************************************************************/
/* animation_tree_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef ANIMATION_TREE_EDITOR_PLUGIN_H
#define ANIMATION_TREE_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/animation/animation_tree.h"
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#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
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#include "scene/gui/popup.h"
#include "scene/gui/tree.h"
class EditorFileDialog;
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 = nullptr;
HBoxContainer *path_hb = nullptr;
AnimationTree *tree = nullptr;
MarginContainer *editor_base = nullptr;
Vector<String> button_path;
Vector<String> edited_path;
Vector<AnimationTreeNodeEditorPlugin *> editors;
void _update_path();
ObjectID current_root;
void _path_button_pressed(int p_path);
void _animation_list_changed();
static Vector<String> get_animation_list();
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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);
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AnimationTreeEditor();
};
class AnimationTreeEditorPlugin : public EditorPlugin {
GDCLASS(AnimationTreeEditorPlugin, EditorPlugin);
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AnimationTreeEditor *anim_tree_editor = nullptr;
Button *button = nullptr;
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public:
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virtual String get_name() const override { return "AnimationTree"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
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AnimationTreeEditorPlugin();
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~AnimationTreeEditorPlugin();
};
#endif // ANIMATION_TREE_EDITOR_PLUGIN_H