godot/editor/animation_track_editor.h

574 lines
18 KiB
C++

/*************************************************************************/
/* animation_track_editor.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 ANIMATION_TRACK_EDITOR_H
#define ANIMATION_TRACK_EDITOR_H
#include "editor/editor_data.h"
#include "editor/editor_spin_slider.h"
#include "editor/property_selector.h"
#include "scene/gui/control.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/scroll_bar.h"
#include "scene/gui/slider.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/resources/animation.h"
#include "scene_tree_editor.h"
class AnimationTrackEdit;
class ViewPanner;
class AnimationTimelineEdit : public Range {
GDCLASS(AnimationTimelineEdit, Range);
Ref<Animation> animation;
AnimationTrackEdit *track_edit = nullptr;
int name_limit = 0;
Range *zoom = nullptr;
Range *h_scroll = nullptr;
float play_position_pos = 0.0f;
HBoxContainer *len_hb = nullptr;
EditorSpinSlider *length = nullptr;
Button *loop = nullptr;
TextureRect *time_icon = nullptr;
MenuButton *add_track = nullptr;
Control *play_position = nullptr; //separate control used to draw so updates for only position changed are much faster
HScrollBar *hscroll = nullptr;
void _zoom_changed(double);
void _anim_length_changed(double p_new_len);
void _anim_loop_pressed();
void _play_position_draw();
UndoRedo *undo_redo = nullptr;
Rect2 hsize_rect;
bool editing = false;
bool use_fps = false;
Ref<ViewPanner> panner;
void _scroll_callback(Vector2 p_scroll_vec, bool p_alt);
void _pan_callback(Vector2 p_scroll_vec);
void _zoom_callback(Vector2 p_scroll_vec, Vector2 p_origin, bool p_alt);
bool dragging_timeline = false;
bool dragging_hsize = false;
float dragging_hsize_from = 0.0f;
float dragging_hsize_at = 0.0f;
virtual void gui_input(const Ref<InputEvent> &p_event) override;
void _track_added(int p_track);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
int get_name_limit() const;
int get_buttons_width() const;
float get_zoom_scale() const;
virtual Size2 get_minimum_size() const override;
void set_animation(const Ref<Animation> &p_animation);
void set_track_edit(AnimationTrackEdit *p_track_edit);
void set_zoom(Range *p_zoom);
Range *get_zoom() const { return zoom; }
void set_undo_redo(UndoRedo *p_undo_redo);
void set_play_position(float p_pos);
float get_play_position() const;
void update_play_position();
void update_values();
void set_use_fps(bool p_use_fps);
bool is_using_fps() const;
void set_hscroll(HScrollBar *p_hscroll);
virtual CursorShape get_cursor_shape(const Point2 &p_pos) const override;
AnimationTimelineEdit();
};
class AnimationTrackEditor;
class AnimationTrackEdit : public Control {
GDCLASS(AnimationTrackEdit, Control);
enum {
MENU_CALL_MODE_CONTINUOUS,
MENU_CALL_MODE_DISCRETE,
MENU_CALL_MODE_TRIGGER,
MENU_CALL_MODE_CAPTURE,
MENU_INTERPOLATION_NEAREST,
MENU_INTERPOLATION_LINEAR,
MENU_INTERPOLATION_CUBIC,
MENU_LOOP_WRAP,
MENU_LOOP_CLAMP,
MENU_KEY_INSERT,
MENU_KEY_DUPLICATE,
MENU_KEY_ADD_RESET,
MENU_KEY_DELETE
};
AnimationTimelineEdit *timeline = nullptr;
UndoRedo *undo_redo = nullptr;
Popup *path_popup = nullptr;
LineEdit *path = nullptr;
Node *root = nullptr;
Control *play_position = nullptr; //separate control used to draw so updates for only position changed are much faster
float play_position_pos = 0.0f;
NodePath node_path;
Ref<Animation> animation;
int track = 0;
Rect2 check_rect;
Rect2 path_rect;
Rect2 update_mode_rect;
Rect2 interp_mode_rect;
Rect2 loop_wrap_rect;
Rect2 remove_rect;
Ref<Texture2D> type_icon;
Ref<Texture2D> selected_icon;
PopupMenu *menu = nullptr;
bool hovered = false;
bool clicking_on_name = false;
int hovering_key_idx = -1;
void _zoom_changed();
Ref<Texture2D> icon_cache;
String path_cache;
void _menu_selected(int p_index);
void _path_submitted(const String &p_text);
void _play_position_draw();
bool _is_value_key_valid(const Variant &p_key_value, Variant::Type &r_valid_type) const;
Ref<Texture2D> _get_key_type_icon() const;
mutable int dropping_at = 0;
float insert_at_pos = 0.0f;
bool moving_selection_attempt = false;
int select_single_attempt = -1;
bool moving_selection = false;
float moving_selection_from_ofs = 0.0f;
bool in_group = false;
AnimationTrackEditor *editor = nullptr;
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void gui_input(const Ref<InputEvent> &p_event) override;
public:
virtual Variant get_drag_data(const Point2 &p_point) override;
virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override;
virtual void drop_data(const Point2 &p_point, const Variant &p_data) override;
virtual String get_tooltip(const Point2 &p_pos) const override;
virtual int get_key_height() const;
virtual Rect2 get_key_rect(int p_index, float p_pixels_sec);
virtual bool is_key_selectable_by_distance() const;
virtual void draw_key_link(int p_index, float p_pixels_sec, int p_x, int p_next_x, int p_clip_left, int p_clip_right);
virtual void draw_key(int p_index, float p_pixels_sec, int p_x, bool p_selected, int p_clip_left, int p_clip_right);
virtual void draw_bg(int p_clip_left, int p_clip_right);
virtual void draw_fg(int p_clip_left, int p_clip_right);
//helper
void draw_texture_region_clipped(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_region);
void draw_rect_clipped(const Rect2 &p_rect, const Color &p_color, bool p_filled = true);
int get_track() const;
Ref<Animation> get_animation() const;
AnimationTimelineEdit *get_timeline() const { return timeline; }
AnimationTrackEditor *get_editor() const { return editor; }
UndoRedo *get_undo_redo() const { return undo_redo; }
NodePath get_path() const;
void set_animation_and_track(const Ref<Animation> &p_animation, int p_track);
virtual Size2 get_minimum_size() const override;
void set_undo_redo(UndoRedo *p_undo_redo);
void set_timeline(AnimationTimelineEdit *p_timeline);
void set_editor(AnimationTrackEditor *p_editor);
void set_root(Node *p_root);
void set_play_position(float p_pos);
void update_play_position();
void cancel_drop();
void set_in_group(bool p_enable);
void append_to_selection(const Rect2 &p_box, bool p_deselection);
AnimationTrackEdit();
};
class AnimationTrackEditPlugin : public RefCounted {
GDCLASS(AnimationTrackEditPlugin, RefCounted);
public:
virtual AnimationTrackEdit *create_value_track_edit(Object *p_object, Variant::Type p_type, const String &p_property, PropertyHint p_hint, const String &p_hint_string, int p_usage);
virtual AnimationTrackEdit *create_audio_track_edit();
virtual AnimationTrackEdit *create_animation_track_edit(Object *p_object);
};
class AnimationTrackKeyEdit;
class AnimationMultiTrackKeyEdit;
class AnimationBezierTrackEdit;
class AnimationTrackEditGroup : public Control {
GDCLASS(AnimationTrackEditGroup, Control);
Ref<Texture2D> icon;
String node_name;
NodePath node;
Node *root = nullptr;
AnimationTimelineEdit *timeline = nullptr;
void _zoom_changed();
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void set_type_and_name(const Ref<Texture2D> &p_type, const String &p_name, const NodePath &p_node);
virtual Size2 get_minimum_size() const override;
void set_timeline(AnimationTimelineEdit *p_timeline);
void set_root(Node *p_root);
AnimationTrackEditGroup();
};
class AnimationTrackEditor : public VBoxContainer {
GDCLASS(AnimationTrackEditor, VBoxContainer);
Ref<Animation> animation;
Node *root = nullptr;
MenuButton *edit = nullptr;
PanelContainer *main_panel = nullptr;
HScrollBar *hscroll = nullptr;
ScrollContainer *scroll = nullptr;
VBoxContainer *track_vbox = nullptr;
AnimationBezierTrackEdit *bezier_edit = nullptr;
Label *info_message = nullptr;
AnimationTimelineEdit *timeline = nullptr;
HSlider *zoom = nullptr;
EditorSpinSlider *step = nullptr;
TextureRect *zoom_icon = nullptr;
Button *snap = nullptr;
Button *bezier_edit_icon = nullptr;
OptionButton *snap_mode = nullptr;
Button *imported_anim_warning = nullptr;
void _show_imported_anim_warning();
void _snap_mode_changed(int p_mode);
Vector<AnimationTrackEdit *> track_edits;
Vector<AnimationTrackEditGroup *> groups;
bool animation_changing_awaiting_update = false;
void _animation_update();
int _get_track_selected();
void _animation_changed();
void _update_tracks();
void _name_limit_changed();
void _timeline_changed(float p_new_pos, bool p_drag, bool p_timeline_only);
void _track_remove_request(int p_track);
void _animation_track_remove_request(int p_track, Ref<Animation> p_from_animation);
void _track_grab_focus(int p_track);
UndoRedo *undo_redo = nullptr;
void _update_scroll(double);
void _update_step(double p_new_step);
void _update_length(double p_new_len);
void _dropped_track(int p_from_track, int p_to_track);
void _add_track(int p_type);
void _new_track_node_selected(NodePath p_path);
void _new_track_property_selected(String p_name);
void _update_step_spinbox();
PropertySelector *prop_selector = nullptr;
PropertySelector *method_selector = nullptr;
SceneTreeDialog *pick_track = nullptr;
int adding_track_type = 0;
NodePath adding_track_path;
bool keying = false;
struct InsertData {
Animation::TrackType type;
NodePath path;
int track_idx = 0;
Variant value;
String query;
bool advance = false;
};
Label *insert_confirm_text = nullptr;
CheckBox *insert_confirm_bezier = nullptr;
CheckBox *insert_confirm_reset = nullptr;
ConfirmationDialog *insert_confirm = nullptr;
bool insert_queue = false;
List<InsertData> insert_data;
void _query_insert(const InsertData &p_id);
Ref<Animation> _create_and_get_reset_animation();
void _confirm_insert_list();
struct TrackIndices {
int normal;
int reset;
TrackIndices(const Animation *p_anim = nullptr, const Animation *p_reset_anim = nullptr) {
normal = p_anim ? p_anim->get_track_count() : 0;
reset = p_reset_anim ? p_reset_anim->get_track_count() : 0;
}
};
TrackIndices _confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_reset_wanted, Ref<Animation> p_reset_anim, bool p_create_beziers);
void _insert_track(bool p_reset_wanted, bool p_create_beziers);
void _root_removed();
PropertyInfo _find_hint_for_track(int p_idx, NodePath &r_base_path, Variant *r_current_val = nullptr);
Ref<ViewPanner> panner;
void _scroll_callback(Vector2 p_scroll_vec, bool p_alt);
void _pan_callback(Vector2 p_scroll_vec);
void _zoom_callback(Vector2 p_scroll_vec, Vector2 p_origin, bool p_alt);
void _timeline_value_changed(double);
float insert_key_from_track_call_ofs = 0.0f;
int insert_key_from_track_call_track = 0;
void _insert_key_from_track(float p_ofs, int p_track);
void _add_method_key(const String &p_method);
void _clear_selection(bool p_update = false);
void _clear_selection_for_anim(const Ref<Animation> &p_anim);
void _select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos);
//selection
struct SelectedKey {
int track = 0;
int key = 0;
bool operator<(const SelectedKey &p_key) const { return track == p_key.track ? key < p_key.key : track < p_key.track; };
};
struct KeyInfo {
float pos = 0;
};
RBMap<SelectedKey, KeyInfo> selection;
void _key_selected(int p_key, bool p_single, int p_track);
void _key_deselected(int p_key, int p_track);
bool moving_selection = false;
float moving_selection_offset = 0.0f;
void _move_selection_begin();
void _move_selection(float p_offset);
void _move_selection_commit();
void _move_selection_cancel();
AnimationTrackKeyEdit *key_edit = nullptr;
AnimationMultiTrackKeyEdit *multi_key_edit = nullptr;
void _update_key_edit();
void _clear_key_edit();
Control *box_selection = nullptr;
void _box_selection_draw();
bool box_selecting = false;
Vector2 box_selecting_from;
Rect2 box_select_rect;
void _scroll_input(const Ref<InputEvent> &p_event);
Vector<Ref<AnimationTrackEditPlugin>> track_edit_plugins;
void _toggle_bezier_edit();
void _cancel_bezier_edit();
void _bezier_edit(int p_for_track);
////////////// edit menu stuff
ConfirmationDialog *optimize_dialog = nullptr;
SpinBox *optimize_linear_error = nullptr;
SpinBox *optimize_angular_error = nullptr;
SpinBox *optimize_max_angle = nullptr;
ConfirmationDialog *cleanup_dialog = nullptr;
CheckBox *cleanup_keys = nullptr;
CheckBox *cleanup_tracks = nullptr;
CheckBox *cleanup_all = nullptr;
ConfirmationDialog *scale_dialog = nullptr;
SpinBox *scale = nullptr;
void _select_all_tracks_for_copy();
void _edit_menu_about_to_popup();
void _edit_menu_pressed(int p_option);
int last_menu_track_opt = 0;
void _cleanup_animation(Ref<Animation> p_animation);
void _anim_duplicate_keys(bool transpose);
void _view_group_toggle();
Button *view_group = nullptr;
Button *selected_filter = nullptr;
void _selection_changed();
ConfirmationDialog *track_copy_dialog = nullptr;
Tree *track_copy_select = nullptr;
struct TrackClipboard {
NodePath full_path;
NodePath base_path;
Animation::TrackType track_type = Animation::TYPE_ANIMATION;
Animation::InterpolationType interp_type = Animation::INTERPOLATION_CUBIC;
Animation::UpdateMode update_mode = Animation::UPDATE_CAPTURE;
Animation::LoopMode loop_mode = Animation::LOOP_LINEAR;
bool loop_wrap = false;
bool enabled = false;
struct Key {
float time = 0;
float transition = 0;
Variant value;
};
Vector<Key> keys;
};
Vector<TrackClipboard> track_clipboard;
void _insert_animation_key(NodePath p_path, const Variant &p_value);
void _pick_track_filter_text_changed(const String &p_newtext);
void _pick_track_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
void _pick_track_filter_input(const Ref<InputEvent> &p_ie);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
enum {
EDIT_COPY_TRACKS,
EDIT_COPY_TRACKS_CONFIRM,
EDIT_PASTE_TRACKS,
EDIT_SCALE_SELECTION,
EDIT_SCALE_FROM_CURSOR,
EDIT_SCALE_CONFIRM,
EDIT_DUPLICATE_SELECTION,
EDIT_DUPLICATE_TRANSPOSED,
EDIT_ADD_RESET_KEY,
EDIT_DELETE_SELECTION,
EDIT_GOTO_NEXT_STEP,
EDIT_GOTO_NEXT_STEP_TIMELINE_ONLY, // Next step without updating animation.
EDIT_GOTO_PREV_STEP,
EDIT_APPLY_RESET,
EDIT_OPTIMIZE_ANIMATION,
EDIT_OPTIMIZE_ANIMATION_CONFIRM,
EDIT_CLEAN_UP_ANIMATION,
EDIT_CLEAN_UP_ANIMATION_CONFIRM
};
void add_track_edit_plugin(const Ref<AnimationTrackEditPlugin> &p_plugin);
void remove_track_edit_plugin(const Ref<AnimationTrackEditPlugin> &p_plugin);
void set_animation(const Ref<Animation> &p_anim);
Ref<Animation> get_current_animation() const;
void set_root(Node *p_root);
Node *get_root() const;
void update_keying();
bool has_keying() const;
Dictionary get_state() const;
void set_state(const Dictionary &p_state);
void cleanup();
void set_anim_pos(float p_pos);
void insert_node_value_key(Node *p_node, const String &p_property, const Variant &p_value, bool p_only_if_exists = false);
void insert_value_key(const String &p_property, const Variant &p_value, bool p_advance);
void insert_transform_key(Node3D *p_node, const String &p_sub, const Animation::TrackType p_type, const Variant p_value);
bool has_track(Node3D *p_node, const String &p_sub, const Animation::TrackType p_type);
void make_insert_queue();
void commit_insert_queue();
void show_select_node_warning(bool p_show);
bool is_key_selected(int p_track, int p_key) const;
bool is_selection_active() const;
bool is_moving_selection() const;
bool is_snap_enabled() const;
float get_moving_selection_offset() const;
float snap_time(float p_value, bool p_relative = false);
bool is_grouping_tracks();
/** If `p_from_mouse_event` is `true`, handle Shift key presses for precise snapping. */
void goto_prev_step(bool p_from_mouse_event);
/** If `p_from_mouse_event` is `true`, handle Shift key presses for precise snapping. */
void goto_next_step(bool p_from_mouse_event, bool p_timeline_only = false);
MenuButton *get_edit_menu();
AnimationTrackEditor();
~AnimationTrackEditor();
};
#endif // ANIMATION_TRACK_EDITOR_H