godot/editor/plugins/animation_blend_tree_editor...

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#ifndef ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H
#define ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/property_editor.h"
#include "scene/animation/animation_blend_tree.h"
#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/tree.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class AnimationNodeBlendTreeEditor : public VBoxContainer {
GDCLASS(AnimationNodeBlendTreeEditor, VBoxContainer);
Ref<AnimationNodeBlendTree> blend_tree;
GraphEdit *graph;
MenuButton *add_node;
Button *goto_parent;
PanelContainer *error_panel;
Label *error_label;
UndoRedo *undo_redo;
AcceptDialog *filter_dialog;
Tree *filters;
CheckBox *filter_enabled;
Map<StringName, ProgressBar *> animations;
void _update_graph();
struct AddOption {
String name;
String type;
Ref<Script> script;
AddOption(const String &p_name = String(), const String &p_type = String()) {
name = p_name;
type = p_type;
}
};
Vector<AddOption> add_options;
void _add_node(int p_idx);
void _update_options_menu();
static AnimationNodeBlendTreeEditor *singleton;
void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, Ref<AnimationNode> p_node);
void _node_renamed(const String &p_text, Ref<AnimationNode> p_node);
void _node_renamed_focus_out(Node *le, Ref<AnimationNode> p_node);
bool updating;
void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
void _scroll_changed(const Vector2 &p_scroll);
void _node_selected(Object *p_node);
void _open_in_editor(const String &p_which);
void _open_parent();
void _anim_selected(int p_index, Array p_options, const String &p_node);
void _delete_request(const String &p_which);
void _oneshot_start(const StringName &p_name);
void _oneshot_stop(const StringName &p_name);
bool _update_filters(const Ref<AnimationNode> &anode);
void _edit_filters(const String &p_which);
void _filter_edited();
void _filter_toggled();
Ref<AnimationNode> _filter_edit;
void _node_changed(ObjectID p_node);
void _removed_from_graph();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static AnimationNodeBlendTreeEditor *get_singleton() { return singleton; }
void add_custom_type(const String &p_name, const Ref<Script> &p_script);
void remove_custom_type(const Ref<Script> &p_script);
virtual Size2 get_minimum_size() const;
void edit(AnimationNodeBlendTree *p_blend_tree);
AnimationNodeBlendTreeEditor();
};
class AnimationNodeBlendTreeEditorPlugin : public EditorPlugin {
GDCLASS(AnimationNodeBlendTreeEditorPlugin, EditorPlugin);
AnimationNodeBlendTreeEditor *anim_tree_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "BlendTree"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
AnimationNodeBlendTreeEditorPlugin(EditorNode *p_node);
~AnimationNodeBlendTreeEditorPlugin();
};
#endif // ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H