c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
217 lines
6.3 KiB
C++
217 lines
6.3 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.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/texture_button.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/spin_box.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class AnimationKeyEditor;
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class AnimationPlayerEditor : public VBoxContainer {
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OBJ_TYPE(AnimationPlayerEditor, VBoxContainer );
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EditorNode *editor;
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AnimationPlayer *player;
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enum {
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TOOL_COPY_ANIM,
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TOOL_PASTE_ANIM,
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TOOL_EDIT_RESOURCE
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};
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enum {
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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 *pause;
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Button *add_anim;
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Button *autoplay;
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Button *rename_anim;
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Button *duplicate_anim;
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Button *resource_edit_anim;
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Button *load_anim;
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MenuButton *save_anim;
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Button *blend_anim;
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Button *remove_anim;
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MenuButton *tool_anim;
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ToolButton *pin;
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Button *nodename;
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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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bool last_active;
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EditorFileDialog *file;
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AcceptDialog *accept;
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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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bool renaming;
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bool updating;
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bool updating_blends;
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AnimationKeyEditor *key_editor;
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void _select_anim_by_name(const String& p_anim);
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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 _pause_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_blend();
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void _animation_edit();
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void _animation_duplicate();
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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_frame_changed(const String& p_frame);
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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 _blend_edited();
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void _hide_anim_editors();
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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_new);
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void _animation_key_editor_anim_step_changed(float p_len);
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void _unhandled_key_input(const InputEvent& p_ev);
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void _animation_tool_menu(int p_option);
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void _animation_save_menu(int p_option);
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AnimationPlayerEditor();
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protected:
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void _notification(int p_what);
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void _input_event(InputEvent p_event);
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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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AnimationKeyEditor* get_key_editor() { return key_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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AnimationPlayerEditor(EditorNode *p_editor);
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};
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class AnimationPlayerEditorPlugin : public EditorPlugin {
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OBJ_TYPE( AnimationPlayerEditorPlugin, EditorPlugin );
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AnimationPlayerEditor *anim_editor;
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EditorNode *editor;
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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_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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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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