godot/tools/editor/plugins/animation_editor_plugin.h
2014-02-09 22:10:30 -03:00

124 lines
4.2 KiB
C++

/*************************************************************************/
/* animation_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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_EDITOR_PLUGIN_H
#define ANIMATION_EDITOR_PLUGIN_H
#include "scene/resources/animation.h"
#include "scene/gui/texture_frame.h"
#include "scene/gui/option_button.h"
#include "tools/editor/editor_node.h"
#include "tools/editor/property_editor.h"
#include "undo_redo.h"
class AnimationEditor_TrackEditor;
class AnimationEditor : public Control {
OBJ_TYPE( AnimationEditor, Control );
Panel *panel;
Ref<Animation> animation;
Button *add_track;
Button *remove_track;
Button *move_up_track;
Button *move_down_track;
Button *add_key;
Button *remove_key;
LineEdit *key_time;
OptionButton *track_type;
OptionButton *key_type;
TextureFrame *time_icon;
Tree *tracks;
PropertyEditor *key_editor;
AnimationEditor_TrackEditor *track_editor;
int selected_track;
void _track_selected();
void _track_added();
void _track_removed();
void _track_moved_up();
void _track_moved_down();
void _track_path_changed();
void _key_added();
void _key_removed();
void _update_track_keys();
void update_anim();
UndoRedo *undo_redo;
void _internal_set_selected_track(int p_which,const Ref<Animation>& p_anim);
void _internal_check_update(Ref<Animation> p_anim);
friend class AnimationEditor_TrackEditor;
void _internal_set_key(int p_track, float p_time, float p_transition,const Variant& p_value);
void _internal_set_interpolation_type(int p_track,Animation::InterpolationType p_type);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; }
void edit(const Ref<Animation>& p_animation);
AnimationEditor();
~AnimationEditor();
};
class AnimationEditorPlugin : public EditorPlugin {
OBJ_TYPE( AnimationEditorPlugin, EditorPlugin );
AnimationEditor *animation_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Animation"; }
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);
AnimationEditorPlugin(EditorNode *p_node);
};
#endif