godot/editor/plugins/animation_blend_space_2d_editor.h

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/*************************************************************************/
/* animation_blend_space_2d_editor.h */
/*************************************************************************/
/* 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). */
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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. */
/*************************************************************************/
#ifndef ANIMATION_BLEND_SPACE_2D_EDITOR_H
#define ANIMATION_BLEND_SPACE_2D_EDITOR_H
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#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
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#include "editor/plugins/animation_tree_editor_plugin.h"
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#include "editor/property_editor.h"
#include "scene/animation/animation_blend_space_2d.h"
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#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/tree.h"
class AnimationNodeBlendSpace2DEditor : public AnimationTreeNodeEditorPlugin {
GDCLASS(AnimationNodeBlendSpace2DEditor, AnimationTreeNodeEditorPlugin);
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Ref<AnimationNodeBlendSpace2D> blend_space;
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PanelContainer *panel;
ToolButton *tool_blend;
ToolButton *tool_select;
ToolButton *tool_create;
ToolButton *tool_triangle;
VSeparator *tool_erase_sep;
ToolButton *tool_erase;
ToolButton *snap;
SpinBox *snap_x;
SpinBox *snap_y;
OptionButton *interpolation;
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ToolButton *auto_triangles;
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LineEdit *label_x;
LineEdit *label_y;
SpinBox *max_x_value;
SpinBox *min_x_value;
SpinBox *max_y_value;
SpinBox *min_y_value;
HBoxContainer *edit_hb;
SpinBox *edit_x;
SpinBox *edit_y;
Button *open_editor;
int selected_point;
int selected_triangle;
Control *blend_space_draw;
PanelContainer *error_panel;
Label *error_label;
bool updating;
UndoRedo *undo_redo;
static AnimationNodeBlendSpace2DEditor *singleton;
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void _blend_space_gui_input(const Ref<InputEvent> &p_event);
void _blend_space_draw();
void _update_space();
void _config_changed(double);
void _labels_changed(String);
void _snap_toggled();
PopupMenu *menu;
PopupMenu *animations_menu;
Vector<String> animations_to_add;
Vector2 add_point_pos;
Vector<Vector2> points;
bool dragging_selected_attempt;
bool dragging_selected;
Vector2 drag_from;
Vector2 drag_ofs;
Vector<int> making_triangle;
void _add_menu_type(int p_index);
void _add_animation_type(int p_index);
void _tool_switch(int p_tool);
void _update_edited_point_pos();
void _update_tool_erase();
void _erase_selected();
void _edit_point_pos(double);
void _open_editor();
void _removed_from_graph();
void _auto_triangles_toggled();
StringName get_blend_position_path() const;
EditorFileDialog *open_file;
Ref<AnimationNode> file_loaded;
void _file_opened(const String &p_file);
enum {
MENU_LOAD_FILE = 1000,
MENU_PASTE = 1001,
MENU_LOAD_FILE_CONFIRM = 1002
};
void _blend_space_changed();
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
static AnimationNodeBlendSpace2DEditor *get_singleton() { return singleton; }
virtual bool can_edit(const Ref<AnimationNode> &p_node);
virtual void edit(const Ref<AnimationNode> &p_node);
AnimationNodeBlendSpace2DEditor();
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};
#endif // ANIMATION_BLEND_SPACE_2D_EDITOR_H