godot/editor/plugins/animation_player_editor_plugin.h

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/*************************************************************************/
/* animation_player_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* 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_PLAYER_EDITOR_PLUGIN_H
#define ANIMATION_PLAYER_EDITOR_PLUGIN_H
#include "editor/animation_track_editor.h"
#include "editor/editor_plugin.h"
#include "editor/plugins/animation_library_editor.h"
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#include "scene/animation/animation_player.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/slider.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/texture_button.h"
#include "scene/gui/tree.h"
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class EditorUndoRedoManager;
class AnimationPlayerEditorPlugin;
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class AnimationPlayerEditor : public VBoxContainer {
GDCLASS(AnimationPlayerEditor, VBoxContainer);
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AnimationPlayerEditorPlugin *plugin = nullptr;
AnimationPlayer *player = nullptr;
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enum {
TOOL_NEW_ANIM,
TOOL_ANIM_LIBRARY,
TOOL_DUPLICATE_ANIM,
TOOL_RENAME_ANIM,
TOOL_EDIT_TRANSITIONS,
TOOL_REMOVE_ANIM,
TOOL_EDIT_RESOURCE
};
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enum {
ONION_SKINNING_ENABLE,
ONION_SKINNING_PAST,
ONION_SKINNING_FUTURE,
ONION_SKINNING_1_STEP,
ONION_SKINNING_2_STEPS,
ONION_SKINNING_3_STEPS,
ONION_SKINNING_LAST_STEPS_OPTION = ONION_SKINNING_3_STEPS,
ONION_SKINNING_DIFFERENCES_ONLY,
ONION_SKINNING_FORCE_WHITE_MODULATE,
ONION_SKINNING_INCLUDE_GIZMOS,
};
enum {
ANIM_OPEN,
ANIM_SAVE,
ANIM_SAVE_AS
};
enum {
RESOURCE_LOAD,
RESOURCE_SAVE
};
OptionButton *animation = nullptr;
Button *stop = nullptr;
Button *play = nullptr;
Button *play_from = nullptr;
Button *play_bw = nullptr;
Button *play_bw_from = nullptr;
Button *autoplay = nullptr;
MenuButton *tool_anim = nullptr;
Button *onion_toggle = nullptr;
MenuButton *onion_skinning = nullptr;
Button *pin = nullptr;
SpinBox *frame = nullptr;
LineEdit *scale = nullptr;
LineEdit *name = nullptr;
OptionButton *library = nullptr;
Label *name_title = nullptr;
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Ref<EditorUndoRedoManager> undo_redo;
Ref<Texture2D> autoplay_icon;
Ref<Texture2D> reset_icon;
Ref<ImageTexture> autoplay_reset_icon;
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bool last_active;
float timeline_position;
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EditorFileDialog *file = nullptr;
ConfirmationDialog *delete_dialog = nullptr;
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AnimationLibraryEditor *library_editor = nullptr;
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struct BlendEditor {
AcceptDialog *dialog = nullptr;
Tree *tree = nullptr;
OptionButton *next = nullptr;
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} blend_editor;
ConfirmationDialog *name_dialog = nullptr;
ConfirmationDialog *error_dialog = nullptr;
int name_dialog_op = TOOL_NEW_ANIM;
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bool updating;
bool updating_blends;
AnimationTrackEditor *track_editor = nullptr;
static AnimationPlayerEditor *singleton;
bool hack_disable_onion_skinning = true; // Temporary hack for GH-53870.
// Onion skinning.
struct {
// Settings.
bool enabled = false;
bool past = false;
bool future = false;
int steps = 0;
bool differences_only = false;
bool force_white_modulate = false;
bool include_gizmos = false;
int get_needed_capture_count() const {
// 'Differences only' needs a capture of the present.
return (past && future ? 2 * steps : steps) + (differences_only ? 1 : 0);
}
// Rendering.
int64_t last_frame = 0;
int can_overlay = 0;
Size2 capture_size;
Vector<RID> captures;
Vector<bool> captures_valid;
struct {
RID canvas;
RID canvas_item;
Ref<ShaderMaterial> material;
Ref<Shader> shader;
} capture;
} onion;
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void _select_anim_by_name(const String &p_anim);
double _get_editor_step() const;
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void _play_pressed();
void _play_from_pressed();
void _play_bw_pressed();
void _play_bw_from_pressed();
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void _autoplay_pressed();
void _stop_pressed();
void _animation_selected(int p_which);
void _animation_new();
void _animation_rename();
void _animation_name_edited();
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void _animation_remove();
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void _animation_remove_confirmed();
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void _animation_blend();
void _animation_edit();
void _animation_duplicate();
Ref<Animation> _animation_clone(const Ref<Animation> p_anim);
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void _animation_resource_edit();
void _scale_changed(const String &p_scale);
void _seek_value_changed(float p_value, bool p_set = false, bool p_timeline_only = false);
void _blend_editor_next_changed(const int p_idx);
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void _list_changed();
void _update_animation();
void _update_player();
void _update_animation_list_icons();
void _update_name_dialog_library_dropdown();
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void _blend_edited();
void _animation_player_changed(Object *p_pl);
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void _animation_libraries_updated();
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void _animation_key_editor_seek(float p_pos, bool p_drag, bool p_timeline_only = false);
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void _animation_key_editor_anim_len_changed(float p_len);
virtual void shortcut_input(const Ref<InputEvent> &p_ev) override;
void _animation_tool_menu(int p_option);
void _onion_skinning_menu(int p_option);
void _editor_visibility_changed();
bool _are_onion_layers_valid();
void _allocate_onion_layers();
void _free_onion_layers();
void _prepare_onion_layers_1();
void _prepare_onion_layers_1_deferred();
void _prepare_onion_layers_2();
void _start_onion_skinning();
void _stop_onion_skinning();
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void _pin_pressed();
String _get_current() const;
~AnimationPlayerEditor();
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protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
AnimationPlayer *get_player() const;
static AnimationPlayerEditor *get_singleton() { return singleton; }
bool is_pinned() const { return pin->is_pressed(); }
void unpin() { pin->set_pressed(false); }
AnimationTrackEditor *get_track_editor() { return track_editor; }
Dictionary get_state() const;
void set_state(const Dictionary &p_state);
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void ensure_visibility();
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void set_undo_redo(Ref<EditorUndoRedoManager> p_undo_redo);
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void edit(AnimationPlayer *p_player);
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void forward_force_draw_over_viewport(Control *p_overlay);
AnimationPlayerEditor(AnimationPlayerEditorPlugin *p_plugin);
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};
class AnimationPlayerEditorPlugin : public EditorPlugin {
GDCLASS(AnimationPlayerEditorPlugin, EditorPlugin);
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AnimationPlayerEditor *anim_editor = nullptr;
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protected:
void _notification(int p_what);
void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance);
void _transform_key_request(Object *sp, const String &p_sub, const Transform3D &p_key);
void _update_keying();
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public:
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virtual Dictionary get_state() const override { return anim_editor->get_state(); }
virtual void set_state(const Dictionary &p_state) override { anim_editor->set_state(p_state); }
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virtual String get_name() const override { return "Anim"; }
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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virtual void forward_canvas_force_draw_over_viewport(Control *p_overlay) override { anim_editor->forward_force_draw_over_viewport(p_overlay); }
virtual void forward_3d_force_draw_over_viewport(Control *p_overlay) override { anim_editor->forward_force_draw_over_viewport(p_overlay); }
AnimationPlayerEditorPlugin();
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~AnimationPlayerEditorPlugin();
};
#endif // ANIMATION_PLAYER_EDITOR_PLUGIN_H