307 lines
7.4 KiB
C++
307 lines
7.4 KiB
C++
/*************************************************************************/
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/* animation_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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/* 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_H
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#define ANIMATION_EDITOR_H
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#include "scene/gui/control.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/texture_frame.h"
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#include "scene/gui/scroll_bar.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/empty_control.h"
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#include "scene/resources/animation.h"
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#include "scene/animation/animation_cache.h"
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#include "scene_tree_editor.h"
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#include "editor_data.h"
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#include "property_editor.h"
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class AnimationKeyEdit;
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class AnimationKeyEditor : public VBoxContainer {
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OBJ_TYPE( AnimationKeyEditor, VBoxContainer );
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/*
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enum {
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MENU_NEW_ANIMATION,
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MENU_OPEN_ANIMATION,
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MENU_EDIT_ANIMATION,
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MENU_CLOSE_ANIMATION,
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MENU_KEYING_ACTIVE,
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MENU_SET_ROOT_NODE,
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MENU_SYNC_TO_PLAYER,
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MENU_ANIM_BASE=100,
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};
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*/
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enum {
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TRACK_MENU_ADD_VALUE_TRACK,
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TRACK_MENU_ADD_TRANSFORM_TRACK,
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TRACK_MENU_ADD_CALL_TRACK,
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TRACK_MENU_SCALE,
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TRACK_MENU_SCALE_PIVOT,
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TRACK_MENU_MOVE_UP,
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TRACK_MENU_MOVE_DOWN,
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TRACK_MENU_REMOVE,
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TRACK_MENU_DUPLICATE,
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TRACK_MENU_DUPLICATE_TRANSPOSE,
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TRACK_MENU_SET_ALL_TRANS_LINEAR,
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TRACK_MENU_SET_ALL_TRANS_CONSTANT,
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TRACK_MENU_SET_ALL_TRANS_OUT,
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TRACK_MENU_SET_ALL_TRANS_IN,
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TRACK_MENU_SET_ALL_TRANS_INOUT,
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TRACK_MENU_SET_ALL_TRANS_OUTIN,
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TRACK_MENU_NEXT_STEP,
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TRACK_MENU_PREV_STEP,
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TRACK_MENU_OPTIMIZE
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};
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struct MouseOver {
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enum Over {
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OVER_NONE,
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OVER_NAME,
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OVER_KEY,
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OVER_VALUE,
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OVER_INTERP,
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OVER_UP,
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OVER_DOWN,
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OVER_REMOVE,
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OVER_ADD_KEY,
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};
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Over over;
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int track;
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int over_key;
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} mouse_over;
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struct SelectedKey {
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int track;
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int key;
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bool operator<(const SelectedKey& p_key) const { return track==p_key.track ? key < p_key.key : track < p_key.track; };
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};
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struct KeyInfo {
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float pos;
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};
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Map<SelectedKey,KeyInfo> selection;
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struct ClickOver {
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enum Click {
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CLICK_NONE,
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CLICK_RESIZE_NAMES,
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CLICK_DRAG_TIMELINE,
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CLICK_MOVE_KEYS,
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CLICK_SELECT_KEYS
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};
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SelectedKey selk;
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bool shift;
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Click click;
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Point2 at;
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Point2 to;
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} click;
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float timeline_pos;
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float name_column_ratio;
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int track_name_editing;
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int interp_editing;
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int cont_editing;
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int selected_track;
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int last_menu_track_opt;
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LineEdit *track_name;
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PopupMenu *track_menu;
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PopupMenu *type_menu;
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EmptyControl *ec;
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TextureFrame *zoomicon;
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HSlider *zoom;
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//MenuButton *menu;
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SpinBox *length;
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Button *loop;
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bool keying;
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ToolButton *edit_button;
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ToolButton *move_up_button;
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ToolButton *move_down_button;
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ToolButton *remove_button;
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ConfirmationDialog *optimize_dialog;
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SpinBox *optimize_linear_error;
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SpinBox *optimize_angular_error;
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SpinBox *optimize_max_angle;
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SpinBox *step;
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MenuButton *menu_track;
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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Control *track_editor;
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Control *track_pos;
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ConfirmationDialog *scale_dialog;
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SpinBox *scale;
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PopupDialog *key_edit_dialog;
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PropertyEditor *key_editor;
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Ref<Animation> animation;
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void _update_paths();
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int last_idx;
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Node *root;
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UndoRedo *undo_redo;
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EditorHistory* history;
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ConfirmationDialog *insert_confirm;
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AnimationKeyEdit *key_edit;
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bool inserting;
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bool updating;
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bool te_drawing;
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void _animation_len_changed(float p_len);
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void _animation_loop_changed();
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void _step_changed(float p_len);
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struct InsertData {
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Animation::TrackType type;
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NodePath path;
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int track_idx;
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Variant value;
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String query;
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};/* insert_data;*/
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bool insert_query;
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List<InsertData> insert_data;
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uint64_t insert_frame;
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int cvi_track;
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float cvi_pos;
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int right_data_size_cache;
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EditorSelection *editor_selection;
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AnimationKeyEditor();
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float _get_zoom_scale() const;
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void _track_editor_draw();
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void _track_editor_input_event(const InputEvent& p_input);
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void _track_pos_draw();
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void _track_name_changed(const String& p_name);
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void _track_menu_selected(int p_idx);
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void _confirm_insert_list();
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int _confirm_insert(InsertData p_id,int p_at_track=-1);
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void _query_insert(const InsertData& p_id);
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void _update_menu();
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bool insert_queue;
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void _insert_delay();
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void _scale();
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//void _browse_path();
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StringName alc;
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void _animation_changed();
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void _animation_optimize();
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void _scroll_changed(double);
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void _menu_track(int p_type);
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void _clear_selection_for_anim(const Ref<Animation>& p_anim);
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void _select_at_anim(const Ref<Animation>& p_anim,int p_track,float p_pos);
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PropertyInfo _find_hint_for_track(int p_idx);
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void _create_value_item(int p_type);
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void _pane_drag(const Point2& p_delta);
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void _animation_len_update();
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void _root_removed();
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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_animation(const Ref<Animation>& p_anim);
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Ref<Animation> get_current_animation() const;
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void set_root(Node *p_root);
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Node *get_root() const;
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void set_keying(bool p_enabled);
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bool has_keying() const;
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void cleanup();
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void set_anim_pos(float p_pos);
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void insert_node_value_key(Node* p_node, const String& p_property,const Variant& p_value,bool p_only_if_exists=false);
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void insert_value_key(const String& p_property,const Variant& p_value);
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void insert_transform_key(Spatial *p_node,const String& p_sub,const Transform& p_xform);
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AnimationKeyEditor(UndoRedo *p_undo_redo, EditorHistory *p_history, EditorSelection *p_selection);
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~AnimationKeyEditor();
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};
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#endif // ANIMATION_EDITOR_H
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