/*************************************************************************/ /* animation_blend_tree_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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_BLEND_TREE_EDITOR_PLUGIN_H #define ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "editor/plugins/animation_tree_editor_plugin.h" #include "editor/property_editor.h" #include "scene/animation/animation_blend_tree.h" #include "scene/gui/button.h" #include "scene/gui/graph_edit.h" #include "scene/gui/popup.h" #include "scene/gui/tree.h" class ProgressBar; class AnimationNodeBlendTreeEditor : public AnimationTreeNodeEditorPlugin { GDCLASS(AnimationNodeBlendTreeEditor, AnimationTreeNodeEditorPlugin); Ref<AnimationNodeBlendTree> blend_tree; GraphEdit *graph; MenuButton *add_node; Vector2 popup_menu_position; bool use_popup_menu_position; PanelContainer *error_panel; Label *error_label; UndoRedo *undo_redo; AcceptDialog *filter_dialog; Tree *filters; CheckBox *filter_enabled; Map<StringName, ProgressBar *> animations; Vector<EditorProperty *> visible_properties; String to_node = ""; int to_slot = -1; String from_node = ""; void _update_graph(); struct AddOption { String name; String type; Ref<Script> script; int input_port_count; AddOption(const String &p_name = String(), const String &p_type = String(), bool p_input_port_count = 0) : name(p_name), type(p_type), input_port_count(p_input_port_count) { } }; Vector<AddOption> add_options; void _add_node(int p_idx); void _update_options_menu(bool p_has_input_ports = false); static AnimationNodeBlendTreeEditor *singleton; void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, const StringName &p_which); void _node_renamed(const String &p_text, Ref<AnimationNode> p_node); void _node_renamed_focus_out(Node *le, Ref<AnimationNode> p_node); bool updating; void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index); void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index); void _scroll_changed(const Vector2 &p_scroll); void _node_selected(Object *p_node); void _open_in_editor(const String &p_which); void _anim_selected(int p_index, Array p_options, const String &p_node); void _delete_request(const String &p_which); void _delete_nodes_request(); bool _update_filters(const Ref<AnimationNode> &anode); void _edit_filters(const String &p_which); void _filter_edited(); void _filter_toggled(); Ref<AnimationNode> _filter_edit; void _popup(bool p_has_input_ports, const Vector2 &p_popup_position, const Vector2 &p_node_position); void _popup_request(const Vector2 &p_position); void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position); void _connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position); void _property_changed(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing); void _removed_from_graph(); EditorFileDialog *open_file; Ref<AnimationNode> file_loaded; void _file_opened(const String &p_file); enum { MENU_LOAD_FILE = 1000, MENU_PASTE = 1001, MENU_LOAD_FILE_CONFIRM = 1002 }; protected: void _notification(int p_what); static void _bind_methods(); public: static AnimationNodeBlendTreeEditor *get_singleton() { return singleton; } void add_custom_type(const String &p_name, const Ref<Script> &p_script); void remove_custom_type(const Ref<Script> &p_script); virtual Size2 get_minimum_size() const override; virtual bool can_edit(const Ref<AnimationNode> &p_node) override; virtual void edit(const Ref<AnimationNode> &p_node) override; AnimationNodeBlendTreeEditor(); }; #endif // ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H