/*************************************************************************/ /* animation_tree_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "animation_tree_editor_plugin.h" #include "animation_blend_space_1d_editor.h" #include "animation_blend_space_2d_editor.h" #include "animation_blend_tree_editor_plugin.h" #include "animation_state_machine_editor.h" #include "core/io/resource_loader.h" #include "core/math/delaunay.h" #include "core/os/input.h" #include "core/os/keyboard.h" #include "core/project_settings.h" #include "editor/editor_scale.h" #include "scene/animation/animation_blend_tree.h" #include "scene/animation/animation_player.h" #include "scene/gui/menu_button.h" #include "scene/gui/panel.h" #include "scene/main/viewport.h" #include "scene/scene_string_names.h" void AnimationTreeEditor::edit(AnimationTree *p_tree) { if (tree == p_tree) { return; } tree = p_tree; Vector path; if (tree && tree->has_meta("_tree_edit_path")) { path = tree->get_meta("_tree_edit_path"); } else { current_root = 0; } edit_path(path); } void AnimationTreeEditor::_path_button_pressed(int p_path) { edited_path.clear(); for (int i = 0; i <= p_path; i++) { edited_path.push_back(button_path[i]); } } void AnimationTreeEditor::_update_path() { while (path_hb->get_child_count() > 1) { memdelete(path_hb->get_child(1)); } Ref group; group.instance(); Button *b = memnew(Button); b->set_text("root"); b->set_toggle_mode(true); b->set_button_group(group); b->set_pressed(true); b->set_focus_mode(FOCUS_NONE); b->connect("pressed", this, "_path_button_pressed", varray(-1)); path_hb->add_child(b); for (int i = 0; i < button_path.size(); i++) { b = memnew(Button); b->set_text(button_path[i]); b->set_toggle_mode(true); b->set_button_group(group); path_hb->add_child(b); b->set_pressed(true); b->set_focus_mode(FOCUS_NONE); b->connect("pressed", this, "_path_button_pressed", varray(i)); } } void AnimationTreeEditor::edit_path(const Vector &p_path) { button_path.clear(); Ref node = tree->get_tree_root(); if (node.is_valid()) { current_root = node->get_instance_id(); for (int i = 0; i < p_path.size(); i++) { Ref child = node->get_child_by_name(p_path[i]); ERR_BREAK(child.is_null()); node = child; button_path.push_back(p_path[i]); } edited_path = button_path; for (int i = 0; i < editors.size(); i++) { if (editors[i]->can_edit(node)) { editors[i]->edit(node); editors[i]->show(); } else { editors[i]->edit(Ref()); editors[i]->hide(); } } } else { current_root = 0; edited_path = button_path; for (int i = 0; i < editors.size(); i++) { editors[i]->edit(Ref()); editors[i]->hide(); } } _update_path(); } Vector AnimationTreeEditor::get_edited_path() const { return button_path; } void AnimationTreeEditor::enter_editor(const String &p_path) { Vector path = edited_path; path.push_back(p_path); edit_path(path); } void AnimationTreeEditor::_about_to_show_root() { } void AnimationTreeEditor::_notification(int p_what) { if (p_what == NOTIFICATION_PROCESS) { ObjectID root = 0; if (tree && tree->get_tree_root().is_valid()) { root = tree->get_tree_root()->get_instance_id(); } if (root != current_root) { edit_path(Vector()); } if (button_path.size() != edited_path.size()) { edit_path(edited_path); } } } void AnimationTreeEditor::_bind_methods() { ClassDB::bind_method("_path_button_pressed", &AnimationTreeEditor::_path_button_pressed); } AnimationTreeEditor *AnimationTreeEditor::singleton = nullptr; void AnimationTreeEditor::add_plugin(AnimationTreeNodeEditorPlugin *p_editor) { ERR_FAIL_COND(p_editor->get_parent()); editor_base->add_child(p_editor); editors.push_back(p_editor); p_editor->set_h_size_flags(SIZE_EXPAND_FILL); p_editor->set_v_size_flags(SIZE_EXPAND_FILL); p_editor->hide(); } void AnimationTreeEditor::remove_plugin(AnimationTreeNodeEditorPlugin *p_editor) { ERR_FAIL_COND(p_editor->get_parent() != editor_base); editor_base->remove_child(p_editor); editors.erase(p_editor); } String AnimationTreeEditor::get_base_path() { String path = SceneStringNames::get_singleton()->parameters_base_path; for (int i = 0; i < edited_path.size(); i++) { path += edited_path[i] + "/"; } return path; } bool AnimationTreeEditor::can_edit(const Ref &p_node) const { for (int i = 0; i < editors.size(); i++) { if (editors[i]->can_edit(p_node)) { return true; } } return false; } Vector AnimationTreeEditor::get_animation_list() { if (!singleton->is_visible()) { return Vector(); } AnimationTree *tree = singleton->tree; if (!tree || !tree->has_node(tree->get_animation_player())) { return Vector(); } AnimationPlayer *ap = Object::cast_to(tree->get_node(tree->get_animation_player())); if (!ap) { return Vector(); } List anims; ap->get_animation_list(&anims); Vector ret; for (List::Element *E = anims.front(); E; E = E->next()) { ret.push_back(E->get()); } return ret; } AnimationTreeEditor::AnimationTreeEditor() { AnimationNodeAnimation::get_editable_animation_list = get_animation_list; path_edit = memnew(ScrollContainer); add_child(path_edit); path_edit->set_enable_h_scroll(true); path_edit->set_enable_v_scroll(false); path_hb = memnew(HBoxContainer); path_edit->add_child(path_hb); path_hb->add_child(memnew(Label(TTR("Path:")))); add_child(memnew(HSeparator)); current_root = 0; singleton = this; editor_base = memnew(MarginContainer); editor_base->set_v_size_flags(SIZE_EXPAND_FILL); add_child(editor_base); add_plugin(memnew(AnimationNodeBlendTreeEditor)); add_plugin(memnew(AnimationNodeBlendSpace1DEditor)); add_plugin(memnew(AnimationNodeBlendSpace2DEditor)); add_plugin(memnew(AnimationNodeStateMachineEditor)); } void AnimationTreeEditorPlugin::edit(Object *p_object) { anim_tree_editor->edit(Object::cast_to(p_object)); } bool AnimationTreeEditorPlugin::handles(Object *p_object) const { return p_object->is_class("AnimationTree"); } void AnimationTreeEditorPlugin::make_visible(bool p_visible) { if (p_visible) { //editor->hide_animation_player_editors(); //editor->animation_panel_make_visible(true); button->show(); editor->make_bottom_panel_item_visible(anim_tree_editor); anim_tree_editor->set_process(true); } else { if (anim_tree_editor->is_visible_in_tree()) { editor->hide_bottom_panel(); } button->hide(); anim_tree_editor->set_process(false); } } AnimationTreeEditorPlugin::AnimationTreeEditorPlugin(EditorNode *p_node) { editor = p_node; anim_tree_editor = memnew(AnimationTreeEditor); anim_tree_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE); button = editor->add_bottom_panel_item(TTR("AnimationTree"), anim_tree_editor); button->hide(); } AnimationTreeEditorPlugin::~AnimationTreeEditorPlugin() { }