virtualx-engine/editor/plugins/animation_state_machine_editor.h

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/*************************************************************************/
/* animation_state_machine_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). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef ANIMATION_STATE_MACHINE_EDITOR_H
#define ANIMATION_STATE_MACHINE_EDITOR_H
#include "editor/editor_plugin.h"
#include "editor/plugins/animation_tree_editor_plugin.h"
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#include "editor/property_editor.h"
#include "scene/animation/animation_node_state_machine.h"
#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/tree.h"
class EditorFileDialog;
class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
GDCLASS(AnimationNodeStateMachineEditor, AnimationTreeNodeEditorPlugin);
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Ref<AnimationNodeStateMachine> state_machine;
Button *tool_select = nullptr;
Button *tool_create = nullptr;
Button *tool_connect = nullptr;
Button *tool_group = nullptr;
Button *tool_ungroup = nullptr;
Popup *name_edit_popup = nullptr;
LineEdit *name_edit = nullptr;
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HBoxContainer *tool_erase_hb = nullptr;
Button *tool_erase = nullptr;
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OptionButton *transition_mode = nullptr;
OptionButton *play_mode = nullptr;
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PanelContainer *panel = nullptr;
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StringName selected_node;
RBSet<StringName> selected_nodes;
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HScrollBar *h_scroll = nullptr;
VScrollBar *v_scroll = nullptr;
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Control *state_machine_draw = nullptr;
Control *state_machine_play_pos = nullptr;
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PanelContainer *error_panel = nullptr;
Label *error_label = nullptr;
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bool updating = false;
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UndoRedo *undo_redo = nullptr;
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static AnimationNodeStateMachineEditor *singleton;
void _state_machine_gui_input(const Ref<InputEvent> &p_event);
void _connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, bool p_auto_advance, bool p_multi_transitions);
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void _state_machine_draw();
void _state_machine_pos_draw();
void _update_graph();
PopupMenu *menu = nullptr;
PopupMenu *connect_menu = nullptr;
PopupMenu *state_machine_menu = nullptr;
PopupMenu *end_menu = nullptr;
PopupMenu *animations_menu = nullptr;
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Vector<String> animations_to_add;
Vector<String> nodes_to_connect;
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Vector2 add_node_pos;
ConfirmationDialog *delete_window;
Tree *delete_tree;
bool box_selecting = false;
Point2 box_selecting_from;
Point2 box_selecting_to;
Rect2 box_selecting_rect;
RBSet<StringName> previous_selected;
bool dragging_selected_attempt = false;
bool dragging_selected = false;
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Vector2 drag_from;
Vector2 drag_ofs;
StringName snap_x;
StringName snap_y;
bool connecting = false;
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StringName connecting_from;
Vector2 connecting_to;
StringName connecting_to_node;
void _add_menu_type(int p_index);
void _add_animation_type(int p_index);
void _connect_to(int p_index);
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void _removed_from_graph();
struct NodeRect {
StringName node_name;
Rect2 node;
Rect2 play;
Rect2 name;
Rect2 edit;
};
Vector<NodeRect> node_rects;
struct TransitionLine {
StringName from_node;
StringName to_node;
Vector2 from;
Vector2 to;
AnimationNodeStateMachineTransition::SwitchMode mode;
StringName advance_condition_name;
bool advance_condition_state = false;
bool disabled = false;
bool auto_advance = false;
float width = 0;
bool selected;
bool travel;
bool hidden;
int transition_index;
Vector<TransitionLine> multi_transitions;
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};
Vector<TransitionLine> transition_lines;
struct NodeUR {
StringName name;
Ref<AnimationNode> node;
Vector2 position;
};
struct TransitionUR {
StringName new_from;
StringName new_to;
StringName old_from;
StringName old_to;
Ref<AnimationNodeStateMachineTransition> transition;
};
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StringName selected_transition_from;
StringName selected_transition_to;
int selected_transition_index;
TransitionLine selected_multi_transition;
void _add_transition(const bool p_nested_action = false);
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StringName over_node;
int over_node_what = -1;
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String prev_name;
void _name_edited(const String &p_text);
void _name_edited_focus_out();
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void _open_editor(const String &p_name);
void _scroll_changed(double);
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void _clip_src_line_to_rect(Vector2 &r_from, const Vector2 &p_to, const Rect2 &p_rect);
void _clip_dst_line_to_rect(const Vector2 &p_from, Vector2 &r_to, const Rect2 &p_rect);
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void _erase_selected(const bool p_nested_action = false);
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void _update_mode();
void _open_menu(const Vector2 &p_position);
void _open_connect_menu(const Vector2 &p_position);
bool _create_submenu(PopupMenu *p_menu, Ref<AnimationNodeStateMachine> p_nodesm, const StringName &p_name, const StringName &p_path, bool from_root = false, Vector<Ref<AnimationNodeStateMachine>> p_parents = Vector<Ref<AnimationNodeStateMachine>>());
void _stop_connecting();
void _group_selected_nodes();
void _ungroup_selected_nodes();
void _delete_selected();
void _delete_all();
void _delete_tree_draw();
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bool last_active = false;
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StringName last_blend_from_node;
StringName last_current_node;
Vector<StringName> last_travel_path;
float last_play_pos = 0.0f;
float play_pos = 0.0f;
float current_length = 0.0f;
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float error_time = 0.0f;
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String error_text;
EditorFileDialog *open_file = nullptr;
Ref<AnimationNode> file_loaded;
void _file_opened(const String &p_file);
enum {
MENU_LOAD_FILE = 1000,
MENU_PASTE = 1001,
MENU_LOAD_FILE_CONFIRM = 1002
};
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
static AnimationNodeStateMachineEditor *get_singleton() { return singleton; }
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virtual bool can_edit(const Ref<AnimationNode> &p_node) override;
virtual void edit(const Ref<AnimationNode> &p_node) override;
virtual CursorShape get_cursor_shape(const Point2 &p_pos) const override;
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AnimationNodeStateMachineEditor();
};
class EditorAnimationMultiTransitionEdit : public RefCounted {
GDCLASS(EditorAnimationMultiTransitionEdit, RefCounted);
struct Transition {
StringName from;
StringName to;
Ref<AnimationNodeStateMachineTransition> transition;
};
Vector<Transition> transitions;
protected:
bool _set(const StringName &p_name, const Variant &p_property);
bool _get(const StringName &p_name, Variant &r_property) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void add_transition(const StringName &p_from, const StringName &p_to, Ref<AnimationNodeStateMachineTransition> p_transition);
EditorAnimationMultiTransitionEdit(){};
};
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#endif // ANIMATION_STATE_MACHINE_EDITOR_H