81efebb3a1
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com> Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
150 lines
5.8 KiB
C++
150 lines
5.8 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 position_from_popup_menu;
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bool use_position_from_popup_menu;
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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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String to_node = "";
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int to_slot = -1;
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String from_node = "";
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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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int input_port_count;
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AddOption(const String &p_name = String(), const String &p_type = String(), bool p_input_port_count = 0) :
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name(p_name),
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type(p_type),
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input_port_count(p_input_port_count) {
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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(bool p_has_input_ports = false);
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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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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 _popup(bool p_has_input_ports, const Vector2 &p_popup_position, const Vector2 &p_node_position);
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void _popup_request(const Vector2 &p_position);
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void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
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void _connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position);
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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 override;
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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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AnimationNodeBlendTreeEditor();
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};
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#endif // ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H
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