Merge pull request #24771 from timoschwarzer/animation-player-editor-pos-drag-fix

Fix AnimationPlayer editor length and step synchronization
This commit is contained in:
Rémi Verschelde 2019-05-24 15:21:47 +02:00 committed by GitHub
commit 04ee4f45e5
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 35 additions and 18 deletions

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@ -3656,7 +3656,8 @@ void AnimationTrackEditor::_update_step(double p_new_step) {
step->set_block_signals(true);
undo_redo->commit_action();
step->set_block_signals(false);
emit_signal("animation_step_changed", step_value);
emit_signal("animation_step_changed", p_new_step);
animation->_change_notify("step");
}
void AnimationTrackEditor::_update_length(double p_new_len) {
@ -4931,7 +4932,6 @@ void AnimationTrackEditor::_bind_methods() {
ClassDB::bind_method("_update_scroll", &AnimationTrackEditor::_update_scroll);
ClassDB::bind_method("_update_tracks", &AnimationTrackEditor::_update_tracks);
ClassDB::bind_method("_update_step", &AnimationTrackEditor::_update_step);
ClassDB::bind_method("_update_length", &AnimationTrackEditor::_update_length);
ClassDB::bind_method("_dropped_track", &AnimationTrackEditor::_dropped_track);
ClassDB::bind_method("_add_track", &AnimationTrackEditor::_add_track);
ClassDB::bind_method("_new_track_node_selected", &AnimationTrackEditor::_new_track_node_selected);
@ -4992,7 +4992,6 @@ AnimationTrackEditor::AnimationTrackEditor() {
timeline->connect("name_limit_changed", this, "_name_limit_changed");
timeline->connect("track_added", this, "_add_track");
timeline->connect("value_changed", this, "_timeline_value_changed");
timeline->connect("length_changed", this, "_update_length");
scroll = memnew(ScrollContainer);
timeline_vbox->add_child(scroll);

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@ -293,25 +293,40 @@ void AnimationPlayerEditor::_pause_pressed() {
//player->set_pause( pause->is_pressed() );
}
String AnimationPlayerEditor::_get_current_animation() const {
// when selecting an animation, the idea is that the only interesting behavior
// ui-wise is that it should play/blend the next one if currently playing
if (animation->get_selected() >= 0 && animation->get_selected() < animation->get_item_count()) {
return animation->get_item_text(animation->get_selected());
}
return "";
}
void AnimationPlayerEditor::_animation_selected(int p_which) {
if (updating)
return;
// when selecting an animation, the idea is that the only interesting behavior
// ui-wise is that it should play/blend the next one if currently playing
String current;
if (animation->get_selected() >= 0 && animation->get_selected() < animation->get_item_count()) {
current = animation->get_item_text(animation->get_selected());
}
_current_animation_updated();
}
void AnimationPlayerEditor::_current_animation_updated() {
String current = _get_current_animation();
if (current != "") {
Ref<Animation> anim = player->get_animation(current);
player->set_assigned_animation(current);
Ref<Animation> anim = player->get_animation(current);
{
if (!anim->is_connected("changed", this, "_current_animation_updated"))
anim->connect("changed", this, "_current_animation_updated");
track_editor->set_animation(anim);
Node *root = player->get_node(player->get_root());
if (root) {
@ -1068,17 +1083,19 @@ void AnimationPlayerEditor::_list_changed() {
_update_player();
}
void AnimationPlayerEditor::_animation_key_editor_anim_len_changed(float p_len) {
frame->set_max(p_len);
}
void AnimationPlayerEditor::_animation_key_editor_anim_step_changed(float p_len) {
if (p_len)
frame->set_step(p_len);
else
frame->set_step(0.00001);
String current = _get_current_animation();
if (current != "") {
Ref<Animation> anim = player->get_animation(current);
anim->_change_notify("step");
}
}
void AnimationPlayerEditor::_animation_key_editor_seek(float p_pos, bool p_drag) {
@ -1558,6 +1575,7 @@ void AnimationPlayerEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_autoplay_pressed"), &AnimationPlayerEditor::_autoplay_pressed);
ClassDB::bind_method(D_METHOD("_pause_pressed"), &AnimationPlayerEditor::_pause_pressed);
ClassDB::bind_method(D_METHOD("_animation_selected"), &AnimationPlayerEditor::_animation_selected);
ClassDB::bind_method(D_METHOD("_current_animation_updated"), &AnimationPlayerEditor::_current_animation_updated);
ClassDB::bind_method(D_METHOD("_animation_name_edited"), &AnimationPlayerEditor::_animation_name_edited);
ClassDB::bind_method(D_METHOD("_animation_new"), &AnimationPlayerEditor::_animation_new);
ClassDB::bind_method(D_METHOD("_animation_rename"), &AnimationPlayerEditor::_animation_rename);
@ -1577,7 +1595,6 @@ void AnimationPlayerEditor::_bind_methods() {
//ClassDB::bind_method(D_METHOD("_editor_load_all"),&AnimationPlayerEditor::_editor_load_all);
ClassDB::bind_method(D_METHOD("_list_changed"), &AnimationPlayerEditor::_list_changed);
ClassDB::bind_method(D_METHOD("_animation_key_editor_seek"), &AnimationPlayerEditor::_animation_key_editor_seek);
ClassDB::bind_method(D_METHOD("_animation_key_editor_anim_len_changed"), &AnimationPlayerEditor::_animation_key_editor_anim_len_changed);
ClassDB::bind_method(D_METHOD("_animation_key_editor_anim_step_changed"), &AnimationPlayerEditor::_animation_key_editor_anim_step_changed);
ClassDB::bind_method(D_METHOD("_hide_anim_editors"), &AnimationPlayerEditor::_hide_anim_editors);
ClassDB::bind_method(D_METHOD("_animation_duplicate"), &AnimationPlayerEditor::_animation_duplicate);
@ -1810,7 +1827,6 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay
add_child(track_editor);
track_editor->set_v_size_flags(SIZE_EXPAND_FILL);
track_editor->connect("timeline_changed", this, "_animation_key_editor_seek");
track_editor->connect("animation_len_changed", this, "_animation_key_editor_anim_len_changed");
track_editor->connect("animation_step_changed", this, "_animation_key_editor_anim_step_changed");
_update_player();

View File

@ -173,7 +173,9 @@ class AnimationPlayerEditor : public VBoxContainer {
void _autoplay_pressed();
void _stop_pressed();
void _pause_pressed();
String _get_current_animation() const;
void _animation_selected(int p_which);
void _current_animation_updated();
void _animation_new();
void _animation_rename();
void _animation_name_edited();