fe52458154
Happy new year to the wonderful Godot community!
136 lines
4.6 KiB
C++
136 lines
4.6 KiB
C++
/*************************************************************************/
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/* animation_blend_space_1d_editor.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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_BLEND_SPACE_1D_EDITOR_H
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#define ANIMATION_BLEND_SPACE_1D_EDITOR_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/plugins/animation_tree_editor_plugin.h"
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#include "editor/property_editor.h"
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#include "scene/animation/animation_blend_space_1d.h"
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#include "scene/gui/button.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/tree.h"
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class AnimationNodeBlendSpace1DEditor : public AnimationTreeNodeEditorPlugin {
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GDCLASS(AnimationNodeBlendSpace1DEditor, AnimationTreeNodeEditorPlugin);
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Ref<AnimationNodeBlendSpace1D> blend_space;
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HBoxContainer *goto_parent_hb;
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Button *goto_parent;
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PanelContainer *panel;
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Button *tool_blend;
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Button *tool_select;
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Button *tool_create;
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VSeparator *tool_erase_sep;
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Button *tool_erase;
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Button *snap;
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SpinBox *snap_value;
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LineEdit *label_value;
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SpinBox *max_value;
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SpinBox *min_value;
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HBoxContainer *edit_hb;
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SpinBox *edit_value;
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Button *open_editor;
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int selected_point;
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Control *blend_space_draw;
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PanelContainer *error_panel;
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Label *error_label;
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bool updating;
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UndoRedo *undo_redo;
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static AnimationNodeBlendSpace1DEditor *singleton;
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void _blend_space_gui_input(const Ref<InputEvent> &p_event);
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void _blend_space_draw();
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void _update_space();
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void _config_changed(double);
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void _labels_changed(String);
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void _snap_toggled();
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PopupMenu *menu;
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PopupMenu *animations_menu;
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Vector<String> animations_to_add;
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float add_point_pos;
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Vector<real_t> points;
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bool dragging_selected_attempt;
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bool dragging_selected;
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Vector2 drag_from;
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Vector2 drag_ofs;
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void _add_menu_type(int p_index);
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void _add_animation_type(int p_index);
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void _tool_switch(int p_tool);
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void _update_edited_point_pos();
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void _update_tool_erase();
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void _erase_selected();
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void _edit_point_pos(double);
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void _open_editor();
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EditorFileDialog *open_file;
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Ref<AnimationNode> file_loaded;
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void _file_opened(const String &p_file);
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enum {
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MENU_LOAD_FILE = 1000,
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MENU_PASTE = 1001,
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MENU_LOAD_FILE_CONFIRM = 1002
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};
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StringName get_blend_position_path() const;
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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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static AnimationNodeBlendSpace1DEditor *get_singleton() { return singleton; }
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virtual bool can_edit(const Ref<AnimationNode> &p_node) override;
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virtual void edit(const Ref<AnimationNode> &p_node) override;
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AnimationNodeBlendSpace1DEditor();
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};
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#endif // ANIMATION_BLEND_SPACE_1D_EDITOR_H
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