/**************************************************************************/ /* animation_tree_editor_plugin.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_TREE_EDITOR_PLUGIN_H #define ANIMATION_TREE_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "editor/property_editor.h" #include "scene/animation/animation_tree.h" #include "scene/gui/button.h" #include "scene/gui/graph_edit.h" #include "scene/gui/popup.h" #include "scene/gui/tree.h" class AnimationTreeNodeEditorPlugin : public VBoxContainer { GDCLASS(AnimationTreeNodeEditorPlugin, VBoxContainer); public: virtual bool can_edit(const Ref &p_node) = 0; virtual void edit(const Ref &p_node) = 0; }; class AnimationTreeEditor : public VBoxContainer { GDCLASS(AnimationTreeEditor, VBoxContainer); ScrollContainer *path_edit; HBoxContainer *path_hb; AnimationTree *tree; MarginContainer *editor_base; Vector button_path; Vector edited_path; Vector editors; void _update_path(); void _about_to_show_root(); ObjectID current_root; void _path_button_pressed(int p_path); static Vector get_animation_list(); protected: void _notification(int p_what); static void _bind_methods(); static AnimationTreeEditor *singleton; public: AnimationTree *get_tree() { return tree; } void add_plugin(AnimationTreeNodeEditorPlugin *p_editor); void remove_plugin(AnimationTreeNodeEditorPlugin *p_editor); String get_base_path(); bool can_edit(const Ref &p_node) const; void edit_path(const Vector &p_path); Vector get_edited_path() const; void enter_editor(const String &p_path = ""); static AnimationTreeEditor *get_singleton() { return singleton; } void edit(AnimationTree *p_tree); AnimationTreeEditor(); }; class AnimationTreeEditorPlugin : public EditorPlugin { GDCLASS(AnimationTreeEditorPlugin, EditorPlugin); AnimationTreeEditor *anim_tree_editor; EditorNode *editor; Button *button; public: virtual String get_name() const { return "AnimationTree"; } 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); AnimationTreeEditorPlugin(EditorNode *p_node); ~AnimationTreeEditorPlugin(); }; #endif // ANIMATION_TREE_EDITOR_PLUGIN_H