0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
140 lines
5.3 KiB
C++
140 lines
5.3 KiB
C++
/*************************************************************************/
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/* animation_blend_tree_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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_BLEND_TREE_EDITOR_PLUGIN_H
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#define ANIMATION_BLEND_TREE_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 "editor/plugins/animation_tree_editor_plugin.h"
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#include "editor/property_editor.h"
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#include "scene/animation/animation_blend_tree.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 ProgressBar;
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class AnimationNodeBlendTreeEditor : public AnimationTreeNodeEditorPlugin {
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GDCLASS(AnimationNodeBlendTreeEditor, AnimationTreeNodeEditorPlugin);
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Ref<AnimationNodeBlendTree> blend_tree;
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GraphEdit *graph;
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MenuButton *add_node;
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Vector2 popup_menu_position;
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bool use_popup_menu_position;
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PanelContainer *error_panel;
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Label *error_label;
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UndoRedo *undo_redo;
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AcceptDialog *filter_dialog;
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Tree *filters;
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CheckBox *filter_enabled;
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Map<StringName, ProgressBar *> animations;
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Vector<EditorProperty *> visible_properties;
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void _update_graph();
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struct AddOption {
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String name;
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String type;
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Ref<Script> script;
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AddOption(const String &p_name = String(), const String &p_type = String()) :
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name(p_name),
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type(p_type) {
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}
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};
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Vector<AddOption> add_options;
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void _add_node(int p_idx);
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void _update_options_menu();
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static AnimationNodeBlendTreeEditor *singleton;
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void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, const StringName &p_which);
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void _node_renamed(const String &p_text, Ref<AnimationNode> p_node);
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void _node_renamed_focus_out(Node *le, Ref<AnimationNode> p_node);
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bool updating;
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void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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void _scroll_changed(const Vector2 &p_scroll);
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void _node_selected(Object *p_node);
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void _open_in_editor(const String &p_which);
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void _anim_selected(int p_index, Array p_options, const String &p_node);
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void _delete_request(const String &p_which);
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void _delete_nodes_request();
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void _popup_request(const Vector2 &p_position);
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bool _update_filters(const Ref<AnimationNode> &anode);
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void _edit_filters(const String &p_which);
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void _filter_edited();
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void _filter_toggled();
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Ref<AnimationNode> _filter_edit;
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void _property_changed(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing);
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void _removed_from_graph();
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EditorFileDialog *open_file;
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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 AnimationNodeBlendTreeEditor *get_singleton() { return singleton; }
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void add_custom_type(const String &p_name, const Ref<Script> &p_script);
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void remove_custom_type(const Ref<Script> &p_script);
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virtual Size2 get_minimum_size() const;
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virtual bool can_edit(const Ref<AnimationNode> &p_node);
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virtual void edit(const Ref<AnimationNode> &p_node);
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AnimationNodeBlendTreeEditor();
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};
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#endif // ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H
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