godot/editor/plugins/bone_map_editor_plugin.h

180 lines
5.6 KiB
C++

/*************************************************************************/
/* bone_map_editor_plugin.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef BONE_MAP_EDITOR_H
#define BONE_MAP_EDITOR_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/editor_properties.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/gui/color_rect.h"
#include "scene/gui/dialogs.h"
#include "scene/resources/bone_map.h"
#include "scene/resources/texture.h"
class BoneMapperButton : public TextureButton {
GDCLASS(BoneMapperButton, TextureButton);
public:
enum BoneMapState {
BONE_MAP_STATE_UNSET,
BONE_MAP_STATE_SET,
BONE_MAP_STATE_ERROR
};
private:
StringName profile_bone_name;
bool selected = false;
bool require = false;
TextureRect *circle;
void fetch_textures();
protected:
void _notification(int p_what);
public:
StringName get_profile_bone_name() const;
void set_state(BoneMapState p_state);
bool is_require() const;
BoneMapperButton(const StringName p_profile_bone_name, bool p_require, bool p_selected);
~BoneMapperButton();
};
class BoneMapperItem : public VBoxContainer {
GDCLASS(BoneMapperItem, VBoxContainer);
int button_id = -1;
StringName profile_bone_name;
PackedStringArray skeleton_bone_names;
Ref<BoneMap> bone_map;
EditorPropertyTextEnum *skeleton_bone_selector;
void _update_property();
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
virtual void create_editor();
public:
void assign_button_id(int p_button_id);
BoneMapperItem(Ref<BoneMap> &p_bone_map, PackedStringArray p_skeleton_bone_names, const StringName &p_profile_bone_name = StringName());
~BoneMapperItem();
};
class BoneMapper : public VBoxContainer {
GDCLASS(BoneMapper, VBoxContainer);
Skeleton3D *skeleton;
Ref<BoneMap> bone_map;
Vector<BoneMapperItem *> bone_mapper_items;
VBoxContainer *mapper_item_vbox;
HSeparator *separator;
int current_group_idx = 0;
int current_bone_idx = -1;
AspectRatioContainer *bone_mapper_field;
EditorPropertyEnum *profile_group_selector;
ColorRect *profile_bg;
TextureRect *profile_texture;
Vector<BoneMapperButton *> bone_mapper_buttons;
void create_editor();
void recreate_editor();
void clear_items();
void recreate_items();
void update_group_idx();
void _update_state();
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
public:
void set_current_group_idx(int p_group_idx);
int get_current_group_idx() const;
void set_current_bone_idx(int p_bone_idx);
int get_current_bone_idx() const;
BoneMapper(Skeleton3D *p_skeleton, Ref<BoneMap> &p_bone_map);
~BoneMapper();
};
class BoneMapEditor : public VBoxContainer {
GDCLASS(BoneMapEditor, VBoxContainer);
Skeleton3D *skeleton;
Ref<BoneMap> bone_map;
BoneMapper *bone_mapper;
void fetch_objects();
void clear_editors();
void create_editors();
protected:
void _notification(int p_what);
public:
BoneMapEditor(Ref<BoneMap> &p_bone_map);
~BoneMapEditor();
};
class EditorInspectorPluginBoneMap : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginBoneMap, EditorInspectorPlugin);
BoneMapEditor *editor;
public:
virtual bool can_handle(Object *p_object) override;
virtual void parse_begin(Object *p_object) override;
};
class BoneMapEditorPlugin : public EditorPlugin {
GDCLASS(BoneMapEditorPlugin, EditorPlugin);
public:
virtual String get_name() const override { return "BoneMap"; }
BoneMapEditorPlugin();
};
#endif // BONE_MAP_EDITOR_H