godot/editor/plugins/animation_player_editor_plu...

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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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/editor_node.h"
#include "editor/editor_plugin.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"
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class AnimationTrackEditor;
class AnimationPlayerEditorPlugin;
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class AnimationPlayerEditor : public VBoxContainer {
GDCLASS(AnimationPlayerEditor, VBoxContainer);
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EditorNode *editor;
AnimationPlayerEditorPlugin *plugin;
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AnimationPlayer *player;
enum {
TOOL_NEW_ANIM,
TOOL_LOAD_ANIM,
TOOL_SAVE_ANIM,
TOOL_SAVE_AS_ANIM,
TOOL_DUPLICATE_ANIM,
TOOL_RENAME_ANIM,
TOOL_EDIT_TRANSITIONS,
TOOL_REMOVE_ANIM,
TOOL_COPY_ANIM,
TOOL_PASTE_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
};
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OptionButton *animation;
Button *stop;
Button *play;
Button *play_from;
Button *play_bw;
Button *play_bw_from;
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Button *autoplay;
MenuButton *tool_anim;
ToolButton *onion_toggle;
MenuButton *onion_skinning;
ToolButton *pin;
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SpinBox *frame;
LineEdit *scale;
LineEdit *name;
Label *name_title;
UndoRedo *undo_redo;
Ref<Texture> autoplay_icon;
Ref<Texture> reset_icon;
Ref<Texture> autoplay_reset_icon;
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bool last_active;
float timeline_position;
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EditorFileDialog *file;
AcceptDialog *accept;
ConfirmationDialog *delete_dialog;
int current_option;
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struct BlendEditor {
AcceptDialog *dialog;
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Tree *tree;
OptionButton *next;
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} blend_editor;
ConfirmationDialog *name_dialog;
ConfirmationDialog *error_dialog;
bool renaming;
bool updating;
bool updating_blends;
AnimationTrackEditor *track_editor;
// Onion skinning.
struct {
// Settings.
bool enabled;
bool past;
bool future;
int steps;
bool differences_only;
bool force_white_modulate;
bool include_gizmos;
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;
int can_overlay;
Size2 capture_size;
Vector<RID> captures;
Vector<bool> captures_valid;
struct {
RID canvas;
RID canvas_item;
Ref<ShaderMaterial> material;
Ref<Shader> shader;
} capture;
} onion;
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();
void _animation_load();
void _animation_save_in_path(const Ref<Resource> &p_resource, const String &p_path);
void _animation_save(const Ref<Resource> &p_resource);
void _animation_save_as(const Ref<Resource> &p_resource);
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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();
void _animation_resource_edit();
void _scale_changed(const String &p_scale);
void _dialog_action(String p_file);
void _seek_frame_changed(const String &p_frame);
void _seek_value_changed(float p_value, bool p_set = false);
void _blend_editor_next_changed(const int p_idx);
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void _list_changed();
void _update_animation();
void _update_player();
void _blend_edited();
void _animation_player_changed(Object *p_pl);
void _animation_key_editor_seek(float p_pos, bool p_drag);
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void _animation_key_editor_anim_len_changed(float p_len);
void _unhandled_key_input(const Ref<InputEvent> &p_ev);
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_2();
void _start_onion_skinning();
void _stop_onion_skinning();
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void _pin_pressed();
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AnimationPlayerEditor();
~AnimationPlayerEditor();
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protected:
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void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
AnimationPlayer *get_player() const;
static AnimationPlayerEditor *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();
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = 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(EditorNode *p_editor, AnimationPlayerEditorPlugin *p_plugin);
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};
class AnimationPlayerEditorPlugin : public EditorPlugin {
GDCLASS(AnimationPlayerEditorPlugin, EditorPlugin);
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AnimationPlayerEditor *anim_editor;
EditorNode *editor;
protected:
void _notification(int p_what);
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public:
virtual Dictionary get_state() const { return anim_editor->get_state(); }
virtual void set_state(const Dictionary &p_state) { anim_editor->set_state(p_state); }
virtual String get_name() const { return "Anim"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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virtual void forward_canvas_force_draw_over_viewport(Control *p_overlay) { anim_editor->forward_force_draw_over_viewport(p_overlay); }
virtual void forward_spatial_force_draw_over_viewport(Control *p_overlay) { anim_editor->forward_force_draw_over_viewport(p_overlay); }
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AnimationPlayerEditorPlugin(EditorNode *p_node);
~AnimationPlayerEditorPlugin();
};
#endif // ANIMATION_PLAYER_EDITOR_PLUGIN_H