45af29da80
* Intended to replace RBSet in most cases. * Optimized for iteration speed
259 lines
8.3 KiB
C++
259 lines
8.3 KiB
C++
/*************************************************************************/
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/* animation_state_machine_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_STATE_MACHINE_EDITOR_H
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#define ANIMATION_STATE_MACHINE_EDITOR_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_node_state_machine.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 EditorFileDialog;
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class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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GDCLASS(AnimationNodeStateMachineEditor, AnimationTreeNodeEditorPlugin);
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Ref<AnimationNodeStateMachine> state_machine;
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Button *tool_select = nullptr;
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Button *tool_create = nullptr;
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Button *tool_connect = nullptr;
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Button *tool_group = nullptr;
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Button *tool_ungroup = nullptr;
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Popup *name_edit_popup = nullptr;
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LineEdit *name_edit = nullptr;
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HBoxContainer *tool_erase_hb = nullptr;
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Button *tool_erase = nullptr;
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OptionButton *transition_mode = nullptr;
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OptionButton *play_mode = nullptr;
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PanelContainer *panel = nullptr;
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StringName selected_node;
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HashSet<StringName> selected_nodes;
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HScrollBar *h_scroll = nullptr;
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VScrollBar *v_scroll = nullptr;
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Control *state_machine_draw = nullptr;
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Control *state_machine_play_pos = nullptr;
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PanelContainer *error_panel = nullptr;
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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;
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void _state_machine_gui_input(const Ref<InputEvent> &p_event);
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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();
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void _state_machine_pos_draw();
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void _update_graph();
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PopupMenu *menu = nullptr;
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PopupMenu *connect_menu = nullptr;
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PopupMenu *state_machine_menu = nullptr;
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PopupMenu *end_menu = nullptr;
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PopupMenu *animations_menu = nullptr;
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Vector<String> animations_to_add;
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Vector<String> nodes_to_connect;
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Vector2 add_node_pos;
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ConfirmationDialog *delete_window;
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Tree *delete_tree;
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bool box_selecting = false;
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Point2 box_selecting_from;
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Point2 box_selecting_to;
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Rect2 box_selecting_rect;
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HashSet<StringName> previous_selected;
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bool dragging_selected_attempt = false;
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bool dragging_selected = false;
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Vector2 drag_from;
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Vector2 drag_ofs;
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StringName snap_x;
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StringName snap_y;
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bool connecting = false;
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StringName connecting_from;
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Vector2 connecting_to;
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StringName connecting_to_node;
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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 _connect_to(int p_index);
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void _removed_from_graph();
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struct NodeRect {
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StringName node_name;
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Rect2 node;
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Rect2 play;
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Rect2 name;
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Rect2 edit;
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};
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Vector<NodeRect> node_rects;
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struct TransitionLine {
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StringName from_node;
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StringName to_node;
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Vector2 from;
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Vector2 to;
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AnimationNodeStateMachineTransition::SwitchMode mode;
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StringName advance_condition_name;
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bool advance_condition_state = false;
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bool disabled = false;
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bool auto_advance = false;
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float width = 0;
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bool selected;
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bool travel;
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bool hidden;
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int transition_index;
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Vector<TransitionLine> multi_transitions;
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};
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Vector<TransitionLine> transition_lines;
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struct NodeUR {
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StringName name;
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Ref<AnimationNode> node;
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Vector2 position;
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};
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struct TransitionUR {
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StringName new_from;
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StringName new_to;
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StringName old_from;
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StringName old_to;
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Ref<AnimationNodeStateMachineTransition> transition;
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};
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StringName selected_transition_from;
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StringName selected_transition_to;
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int selected_transition_index;
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TransitionLine selected_multi_transition;
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void _add_transition(const bool p_nested_action = false);
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StringName over_node;
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int over_node_what = -1;
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String prev_name;
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void _name_edited(const String &p_text);
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void _name_edited_focus_out();
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void _open_editor(const String &p_name);
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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);
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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();
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void _open_menu(const Vector2 &p_position);
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void _open_connect_menu(const Vector2 &p_position);
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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>>());
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void _stop_connecting();
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void _group_selected_nodes();
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void _ungroup_selected_nodes();
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void _delete_selected();
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void _delete_all();
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void _delete_tree_draw();
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bool last_active = false;
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StringName last_blend_from_node;
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StringName last_current_node;
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Vector<StringName> last_travel_path;
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float last_play_pos = 0.0f;
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float play_pos = 0.0f;
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float current_length = 0.0f;
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float error_time = 0.0f;
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String error_text;
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EditorFileDialog *open_file = nullptr;
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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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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 AnimationNodeStateMachineEditor *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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virtual CursorShape get_cursor_shape(const Point2 &p_pos) const override;
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AnimationNodeStateMachineEditor();
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};
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class EditorAnimationMultiTransitionEdit : public RefCounted {
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GDCLASS(EditorAnimationMultiTransitionEdit, RefCounted);
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struct Transition {
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StringName from;
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StringName to;
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Ref<AnimationNodeStateMachineTransition> transition;
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};
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Vector<Transition> transitions;
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protected:
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bool _set(const StringName &p_name, const Variant &p_property);
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bool _get(const StringName &p_name, Variant &r_property) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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void add_transition(const StringName &p_from, const StringName &p_to, Ref<AnimationNodeStateMachineTransition> p_transition);
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EditorAnimationMultiTransitionEdit(){};
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};
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#endif // ANIMATION_STATE_MACHINE_EDITOR_H
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