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.
114 lines
4.4 KiB
C++
114 lines
4.4 KiB
C++
/*************************************************************************/
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/* animation_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_TREE_EDITOR_PLUGIN_H
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#define ANIMATION_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/property_editor.h"
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#include "scene/animation/animation_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 AnimationTreeNodeEditorPlugin : public VBoxContainer {
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GDCLASS(AnimationTreeNodeEditorPlugin, VBoxContainer);
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public:
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virtual bool can_edit(const Ref<AnimationNode> &p_node) = 0;
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virtual void edit(const Ref<AnimationNode> &p_node) = 0;
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};
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class AnimationTreeEditor : public VBoxContainer {
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GDCLASS(AnimationTreeEditor, VBoxContainer);
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ScrollContainer *path_edit;
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HBoxContainer *path_hb;
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AnimationTree *tree;
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PanelContainer *editor_base;
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Vector<String> button_path;
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Vector<String> edited_path;
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Vector<AnimationTreeNodeEditorPlugin *> editors;
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void _update_path();
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void _about_to_show_root();
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ObjectID current_root;
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void _path_button_pressed(int p_path);
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static Vector<String> get_animation_list();
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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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static AnimationTreeEditor *singleton;
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public:
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AnimationTree *get_tree() { return tree; }
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void add_plugin(AnimationTreeNodeEditorPlugin *p_editor);
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void remove_plugin(AnimationTreeNodeEditorPlugin *p_editor);
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String get_base_path();
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bool can_edit(const Ref<AnimationNode> &p_node) const;
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void edit_path(const Vector<String> &p_path);
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Vector<String> get_edited_path() const;
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void enter_editor(const String &p_path = "");
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static AnimationTreeEditor *get_singleton() { return singleton; }
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void edit(AnimationTree *p_tree);
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AnimationTreeEditor();
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};
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class AnimationTreeEditorPlugin : public EditorPlugin {
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GDCLASS(AnimationTreeEditorPlugin, EditorPlugin);
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AnimationTreeEditor *anim_tree_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const { return "AnimationTree"; }
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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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AnimationTreeEditorPlugin(EditorNode *p_node);
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~AnimationTreeEditorPlugin();
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};
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#endif // ANIMATION_TREE_EDITOR_PLUGIN_H
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