godot/tools/editor/plugins/animation_player_editor_plugin.h

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/*************************************************************************/
/* animation_player_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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_PLAYER_EDITOR_PLUGIN_H
#define ANIMATION_PLAYER_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/texture_button.h"
#include "scene/gui/slider.h"
#include "scene/gui/spin_box.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class AnimationKeyEditor;
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class AnimationPlayerEditor : public VBoxContainer {
GDCLASS(AnimationPlayerEditor, VBoxContainer );
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EditorNode *editor;
AnimationPlayer *player;
enum {
TOOL_COPY_ANIM,
TOOL_PASTE_ANIM,
TOOL_EDIT_RESOURCE
};
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enum {
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 *pause;
Button *add_anim;
Button *autoplay;
Button *rename_anim;
Button *duplicate_anim;
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Button *resource_edit_anim;
Button *load_anim;
MenuButton *save_anim;
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Button *blend_anim;
Button *remove_anim;
MenuButton *tool_anim;
ToolButton *pin;
Button *nodename;
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SpinBox *frame;
LineEdit *scale;
LineEdit *name;
Label *name_title;
UndoRedo *undo_redo;
Ref<Texture> autoplay_icon;
bool last_active;
EditorFileDialog *file;
AcceptDialog *accept;
int current_option;
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struct BlendEditor {
AcceptDialog * dialog;
Tree *tree;
OptionButton *next;
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} blend_editor;
ConfirmationDialog *name_dialog;
ConfirmationDialog *error_dialog;
bool renaming;
bool updating;
bool updating_blends;
AnimationKeyEditor *key_editor;
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void _select_anim_by_name(const String& p_anim);
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 _pause_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();
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);
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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 _hide_anim_editors();
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_new);
void _animation_key_editor_anim_step_changed(float p_len);
void _unhandled_key_input(const InputEvent& p_ev);
void _animation_tool_menu(int p_option);
void _animation_save_menu(int p_option);
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AnimationPlayerEditor();
protected:
void _notification(int p_what);
void _input_event(InputEvent p_event);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
AnimationPlayer *get_player() const;
static AnimationPlayerEditor *singleton;
AnimationKeyEditor* get_key_editor() { return key_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; }
void edit(AnimationPlayer *p_player);
AnimationPlayerEditor(EditorNode *p_editor);
};
class AnimationPlayerEditorPlugin : public EditorPlugin {
GDCLASS( AnimationPlayerEditorPlugin, EditorPlugin );
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AnimationPlayerEditor *anim_editor;
EditorNode *editor;
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; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
AnimationPlayerEditorPlugin(EditorNode *p_node);
~AnimationPlayerEditorPlugin();
};
#endif // ANIMATION_PLAYER_EDITOR_PLUGIN_H