/*************************************************************************/ /* animation_player_editor_plugin.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_PLAYER_EDITOR_PLUGIN_H #define ANIMATION_PLAYER_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/animation/animation_player.h" #include "scene/gui/dialogs.h" #include "scene/gui/slider.h" #include "scene/gui/spin_box.h" #include "scene/gui/texture_button.h" class AnimationTrackEditor; class AnimationPlayerEditorPlugin; class AnimationPlayerEditor : public VBoxContainer { GDCLASS(AnimationPlayerEditor, VBoxContainer); EditorNode *editor; AnimationPlayerEditorPlugin *plugin; AnimationPlayer *player; enum { TOOL_NEW_ANIM, TOOL_LOAD_ANIM, TOOL_SAVE_ANIM, TOOL_SAVE_AS_ANIM, TOOL_DUPLICATE_ANIM, TOOL_RENAME_ANIM, TOOL_EDIT_TRANSITIONS, TOOL_REMOVE_ANIM, TOOL_COPY_ANIM, TOOL_PASTE_ANIM, TOOL_EDIT_RESOURCE }; enum { ONION_SKINNING_ENABLE, ONION_SKINNING_PAST, ONION_SKINNING_FUTURE, ONION_SKINNING_1_STEP, ONION_SKINNING_2_STEPS, ONION_SKINNING_3_STEPS, ONION_SKINNING_LAST_STEPS_OPTION = ONION_SKINNING_3_STEPS, ONION_SKINNING_DIFFERENCES_ONLY, ONION_SKINNING_FORCE_WHITE_MODULATE, ONION_SKINNING_INCLUDE_GIZMOS, }; enum { ANIM_OPEN, ANIM_SAVE, ANIM_SAVE_AS }; enum { RESOURCE_LOAD, RESOURCE_SAVE }; OptionButton *animation; Button *stop; Button *play; Button *play_from; Button *play_bw; Button *play_bw_from; Button *autoplay; MenuButton *tool_anim; ToolButton *onion_toggle; MenuButton *onion_skinning; ToolButton *pin; SpinBox *frame; LineEdit *scale; LineEdit *name; Label *name_title; UndoRedo *undo_redo; Ref autoplay_icon; Ref reset_icon; Ref autoplay_reset_icon; bool last_active; float timeline_position; EditorFileDialog *file; AcceptDialog *accept; ConfirmationDialog *delete_dialog; int current_option; struct BlendEditor { AcceptDialog *dialog; Tree *tree; OptionButton *next; } blend_editor; ConfirmationDialog *name_dialog; ConfirmationDialog *error_dialog; int name_dialog_op; bool updating; bool updating_blends; AnimationTrackEditor *track_editor; // Onion skinning. struct { // Settings. bool enabled; bool past; bool future; int steps; bool differences_only; bool force_white_modulate; bool include_gizmos; int get_needed_capture_count() const { // 'Differences only' needs a capture of the present. return (past && future ? 2 * steps : steps) + (differences_only ? 1 : 0); } // Rendering. int64_t last_frame; int can_overlay; Size2 capture_size; Vector captures; Vector captures_valid; struct { RID canvas; RID canvas_item; Ref material; Ref shader; } capture; } onion; void _select_anim_by_name(const String &p_anim); double _get_editor_step() const; void _play_pressed(); void _play_from_pressed(); void _play_bw_pressed(); void _play_bw_from_pressed(); void _autoplay_pressed(); void _stop_pressed(); void _animation_selected(int p_which); void _animation_new(); void _animation_rename(); void _animation_name_edited(); void _animation_load(); void _animation_save_in_path(const Ref &p_resource, const String &p_path); void _animation_save(const Ref &p_resource); void _animation_save_as(const Ref &p_resource); void _animation_remove(); void _animation_remove_confirmed(); void _animation_blend(); void _animation_edit(); void _animation_duplicate(); void _animation_resource_edit(); void _scale_changed(const String &p_scale); void _dialog_action(String p_file); void _seek_value_changed(float p_value, bool p_set = false); void _blend_editor_next_changed(const int p_idx); void _list_changed(); void _update_animation(); void _update_player(); void _update_animation_list_icons(); void _blend_edited(); void _animation_player_changed(Object *p_pl); void _animation_key_editor_seek(float p_pos, bool p_drag); void _animation_key_editor_anim_len_changed(float p_len); void _unhandled_key_input(const Ref &p_ev); void _animation_tool_menu(int p_option); void _onion_skinning_menu(int p_option); void _editor_visibility_changed(); bool _are_onion_layers_valid(); void _allocate_onion_layers(); void _free_onion_layers(); void _prepare_onion_layers_1(); void _prepare_onion_layers_2(); void _start_onion_skinning(); void _stop_onion_skinning(); void _pin_pressed(); ~AnimationPlayerEditor(); protected: void _notification(int p_what); void _node_removed(Node *p_node); static void _bind_methods(); public: AnimationPlayer *get_player() const; static AnimationPlayerEditor *singleton; bool is_pinned() const { return pin->is_pressed(); } void unpin() { pin->set_pressed(false); } AnimationTrackEditor *get_track_editor() { return track_editor; } Dictionary get_state() const; void set_state(const Dictionary &p_state); void ensure_visibility(); void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; } void edit(AnimationPlayer *p_player); void forward_force_draw_over_viewport(Control *p_overlay); AnimationPlayerEditor(EditorNode *p_editor, AnimationPlayerEditorPlugin *p_plugin); }; class AnimationPlayerEditorPlugin : public EditorPlugin { GDCLASS(AnimationPlayerEditorPlugin, EditorPlugin); AnimationPlayerEditor *anim_editor; EditorNode *editor; protected: void _notification(int p_what); public: virtual Dictionary get_state() const { return anim_editor->get_state(); } virtual void set_state(const Dictionary &p_state) { anim_editor->set_state(p_state); } virtual String get_name() const { return "Anim"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); virtual void forward_canvas_force_draw_over_viewport(Control *p_overlay) { anim_editor->forward_force_draw_over_viewport(p_overlay); } virtual void forward_spatial_force_draw_over_viewport(Control *p_overlay) { anim_editor->forward_force_draw_over_viewport(p_overlay); } AnimationPlayerEditorPlugin(EditorNode *p_node); ~AnimationPlayerEditorPlugin(); }; #endif // ANIMATION_PLAYER_EDITOR_PLUGIN_H