2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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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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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2017-01-01 21:01:57 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-07 22:45:00 +00:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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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 "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/property_editor.h"
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#include "scene/animation/animation_tree_player.h"
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#include "scene/gui/button.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/tree.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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