1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
273 lines
8.3 KiB
C++
273 lines
8.3 KiB
C++
/**************************************************************************/
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/* animation_player_editor_plugin.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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_PLAYER_EDITOR_PLUGIN_H
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#define ANIMATION_PLAYER_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/animation/animation_player.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/texture_button.h"
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class AnimationTrackEditor;
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class AnimationPlayerEditorPlugin;
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class AnimationPlayerEditor : public VBoxContainer {
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GDCLASS(AnimationPlayerEditor, VBoxContainer);
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EditorNode *editor;
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AnimationPlayerEditorPlugin *plugin;
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AnimationPlayer *player;
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enum {
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TOOL_NEW_ANIM,
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TOOL_LOAD_ANIM,
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TOOL_SAVE_ANIM,
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TOOL_SAVE_AS_ANIM,
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TOOL_DUPLICATE_ANIM,
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TOOL_RENAME_ANIM,
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TOOL_EDIT_TRANSITIONS,
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TOOL_REMOVE_ANIM,
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TOOL_COPY_ANIM,
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TOOL_PASTE_ANIM,
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TOOL_PASTE_ANIM_REF,
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TOOL_EDIT_RESOURCE
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};
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enum {
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ONION_SKINNING_ENABLE,
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ONION_SKINNING_PAST,
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ONION_SKINNING_FUTURE,
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ONION_SKINNING_1_STEP,
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ONION_SKINNING_2_STEPS,
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ONION_SKINNING_3_STEPS,
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ONION_SKINNING_LAST_STEPS_OPTION = ONION_SKINNING_3_STEPS,
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ONION_SKINNING_DIFFERENCES_ONLY,
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ONION_SKINNING_FORCE_WHITE_MODULATE,
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ONION_SKINNING_INCLUDE_GIZMOS,
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};
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enum {
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ANIM_OPEN,
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ANIM_SAVE,
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ANIM_SAVE_AS
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};
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enum {
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RESOURCE_LOAD,
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RESOURCE_SAVE
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};
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OptionButton *animation;
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Button *stop;
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Button *play;
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Button *play_from;
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Button *play_bw;
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Button *play_bw_from;
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Button *autoplay;
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MenuButton *tool_anim;
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ToolButton *onion_toggle;
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MenuButton *onion_skinning;
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ToolButton *pin;
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SpinBox *frame;
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LineEdit *scale;
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LineEdit *name;
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Label *name_title;
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UndoRedo *undo_redo;
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Ref<Texture> autoplay_icon;
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Ref<Texture> reset_icon;
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Ref<Texture> autoplay_reset_icon;
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bool last_active;
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float timeline_position;
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EditorFileDialog *file;
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AcceptDialog *accept;
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ConfirmationDialog *delete_dialog;
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int current_option;
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struct BlendEditor {
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AcceptDialog *dialog;
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Tree *tree;
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OptionButton *next;
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} blend_editor;
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ConfirmationDialog *name_dialog;
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ConfirmationDialog *error_dialog;
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int name_dialog_op;
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bool updating;
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bool updating_blends;
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AnimationTrackEditor *track_editor;
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// Onion skinning.
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struct {
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// Settings.
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bool enabled;
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bool past;
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bool future;
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int steps;
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bool differences_only;
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bool force_white_modulate;
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bool include_gizmos;
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int get_needed_capture_count() const {
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// 'Differences only' needs a capture of the present.
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return (past && future ? 2 * steps : steps) + (differences_only ? 1 : 0);
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}
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// Rendering.
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int64_t last_frame;
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int can_overlay;
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Size2 capture_size;
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Vector<RID> captures;
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Vector<bool> captures_valid;
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struct {
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RID canvas;
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RID canvas_item;
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Ref<ShaderMaterial> material;
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Ref<Shader> shader;
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} capture;
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} onion;
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void _select_anim_by_name(const String &p_anim);
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double _get_editor_step() const;
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void _play_pressed();
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void _play_from_pressed();
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void _play_bw_pressed();
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void _play_bw_from_pressed();
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void _autoplay_pressed();
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void _stop_pressed();
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void _animation_selected(int p_which);
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void _animation_new();
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void _animation_rename();
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void _animation_name_edited();
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void _animation_load();
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void _animation_save_in_path(const Ref<Resource> &p_resource, const String &p_path);
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void _animation_save(const Ref<Resource> &p_resource);
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void _animation_save_as(const Ref<Resource> &p_resource);
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void _animation_remove();
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void _animation_remove_confirmed();
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void _animation_blend();
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void _animation_edit();
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void _animation_duplicate();
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Ref<Animation> _animation_clone(const Ref<Animation> p_anim);
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void _animation_resource_edit();
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void _scale_changed(const String &p_scale);
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void _dialog_action(String p_file);
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void _seek_value_changed(float p_value, bool p_set = false);
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void _blend_editor_next_changed(const int p_idx);
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void _list_changed();
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void _update_animation();
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void _update_player();
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void _update_animation_list_icons();
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void _blend_edited();
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void _animation_player_changed(Object *p_pl);
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void _animation_key_editor_seek(float p_pos, bool p_drag);
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void _animation_key_editor_anim_len_changed(float p_len);
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void _unhandled_key_input(const Ref<InputEvent> &p_ev);
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void _animation_tool_menu(int p_option);
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void _onion_skinning_menu(int p_option);
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void _editor_visibility_changed();
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bool _are_onion_layers_valid();
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void _allocate_onion_layers();
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void _free_onion_layers();
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void _prepare_onion_layers_1();
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void _prepare_onion_layers_2();
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void _start_onion_skinning();
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void _stop_onion_skinning();
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void _pin_pressed();
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~AnimationPlayerEditor();
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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AnimationPlayer *get_player() const;
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static AnimationPlayerEditor *singleton;
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bool is_pinned() const { return pin->is_pressed(); }
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void unpin() { pin->set_pressed(false); }
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AnimationTrackEditor *get_track_editor() { return track_editor; }
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Dictionary get_state() const;
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void set_state(const Dictionary &p_state);
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void ensure_visibility();
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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void edit(AnimationPlayer *p_player);
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void forward_force_draw_over_viewport(Control *p_overlay);
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AnimationPlayerEditor(EditorNode *p_editor, AnimationPlayerEditorPlugin *p_plugin);
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};
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class AnimationPlayerEditorPlugin : public EditorPlugin {
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GDCLASS(AnimationPlayerEditorPlugin, EditorPlugin);
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AnimationPlayerEditor *anim_editor;
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EditorNode *editor;
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protected:
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void _notification(int p_what);
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public:
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virtual Dictionary get_state() const { return anim_editor->get_state(); }
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virtual void set_state(const Dictionary &p_state) { anim_editor->set_state(p_state); }
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virtual String get_name() const { return "Anim"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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virtual void forward_canvas_force_draw_over_viewport(Control *p_overlay) { anim_editor->forward_force_draw_over_viewport(p_overlay); }
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virtual void forward_spatial_force_draw_over_viewport(Control *p_overlay) { anim_editor->forward_force_draw_over_viewport(p_overlay); }
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AnimationPlayerEditorPlugin(EditorNode *p_node);
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~AnimationPlayerEditorPlugin();
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};
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#endif // ANIMATION_PLAYER_EDITOR_PLUGIN_H
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