124 lines
4.2 KiB
C++
124 lines
4.2 KiB
C++
/*************************************************************************/
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/* animation_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ANIMATION_EDITOR_PLUGIN_H
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#define ANIMATION_EDITOR_PLUGIN_H
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#include "scene/resources/animation.h"
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#include "scene/gui/texture_frame.h"
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#include "scene/gui/option_button.h"
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#include "tools/editor/editor_node.h"
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#include "tools/editor/property_editor.h"
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#include "undo_redo.h"
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class AnimationEditor_TrackEditor;
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class AnimationEditor : public Control {
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OBJ_TYPE( AnimationEditor, Control );
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Panel *panel;
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Ref<Animation> animation;
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Button *add_track;
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Button *remove_track;
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Button *move_up_track;
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Button *move_down_track;
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Button *add_key;
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Button *remove_key;
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LineEdit *key_time;
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OptionButton *track_type;
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OptionButton *key_type;
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TextureFrame *time_icon;
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Tree *tracks;
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PropertyEditor *key_editor;
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AnimationEditor_TrackEditor *track_editor;
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int selected_track;
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void _track_selected();
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void _track_added();
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void _track_removed();
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void _track_moved_up();
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void _track_moved_down();
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void _track_path_changed();
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void _key_added();
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void _key_removed();
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void _update_track_keys();
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void update_anim();
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UndoRedo *undo_redo;
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void _internal_set_selected_track(int p_which,const Ref<Animation>& p_anim);
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void _internal_check_update(Ref<Animation> p_anim);
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friend class AnimationEditor_TrackEditor;
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void _internal_set_key(int p_track, float p_time, float p_transition,const Variant& p_value);
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void _internal_set_interpolation_type(int p_track,Animation::InterpolationType p_type);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; }
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void edit(const Ref<Animation>& p_animation);
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AnimationEditor();
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~AnimationEditor();
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};
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class AnimationEditorPlugin : public EditorPlugin {
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OBJ_TYPE( AnimationEditorPlugin, EditorPlugin );
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AnimationEditor *animation_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Animation"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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AnimationEditorPlugin(EditorNode *p_node);
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};
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#endif
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