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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
170 lines
5.2 KiB
C++
170 lines
5.2 KiB
C++
/*************************************************************************/
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/* animation_bezier_editor.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_BEZIER_EDITOR_H
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#define ANIMATION_BEZIER_EDITOR_H
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#include "animation_track_editor.h"
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class AnimationBezierTrackEdit : public Control {
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GDCLASS(AnimationBezierTrackEdit, Control);
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enum HandleMode {
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HANDLE_MODE_FREE,
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HANDLE_MODE_BALANCED,
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HANDLE_MODE_MIRROR
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};
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enum {
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MENU_KEY_INSERT,
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MENU_KEY_DUPLICATE,
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MENU_KEY_DELETE
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};
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HandleMode handle_mode;
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OptionButton *handle_mode_option;
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AnimationTimelineEdit *timeline;
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UndoRedo *undo_redo;
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Node *root;
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Control *play_position; //separate control used to draw so updates for only position changed are much faster
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float play_position_pos;
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Ref<Animation> animation;
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int track;
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Vector<Rect2> view_rects;
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Ref<Texture2D> bezier_icon;
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Ref<Texture2D> bezier_handle_icon;
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Ref<Texture2D> selected_icon;
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Rect2 close_icon_rect;
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Map<int, Rect2> subtracks;
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float v_scroll;
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float v_zoom;
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PopupMenu *menu;
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void _zoom_changed();
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void _gui_input(const Ref<InputEvent> &p_event);
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void _menu_selected(int p_index);
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bool *block_animation_update_ptr; //used to block all tracks re-gen (speed up)
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void _play_position_draw();
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Vector2 insert_at_pos;
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bool moving_selection_attempt;
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int select_single_attempt;
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bool moving_selection;
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int moving_selection_from_key;
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Vector2 moving_selection_offset;
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bool box_selecting_attempt;
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bool box_selecting;
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bool box_selecting_add;
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Vector2 box_selection_from;
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Vector2 box_selection_to;
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int moving_handle; //0 no move -1 or +1 out
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int moving_handle_key;
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Vector2 moving_handle_left;
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Vector2 moving_handle_right;
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void _clear_selection();
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void _clear_selection_for_anim(const Ref<Animation> &p_anim);
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void _select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos);
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Vector2 menu_insert_key;
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struct AnimMoveRestore {
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int track = 0;
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float time = 0;
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Variant key;
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float transition = 0;
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};
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AnimationTrackEditor *editor;
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struct EditPoint {
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Rect2 point_rect;
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Rect2 in_rect;
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Rect2 out_rect;
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};
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Vector<EditPoint> edit_points;
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Set<int> selection;
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bool panning_timeline;
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float panning_timeline_from;
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float panning_timeline_at;
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void _draw_line_clipped(const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, int p_clip_left, int p_clip_right);
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void _draw_track(int p_track, const Color &p_color);
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float _bezier_h_to_pixel(float p_h);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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virtual String get_tooltip(const Point2 &p_pos) const override;
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Ref<Animation> get_animation() const;
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void set_animation_and_track(const Ref<Animation> &p_animation, int p_track);
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virtual Size2 get_minimum_size() const override;
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void set_undo_redo(UndoRedo *p_undo_redo);
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void set_timeline(AnimationTimelineEdit *p_timeline);
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void set_editor(AnimationTrackEditor *p_editor);
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void set_root(Node *p_root);
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void set_block_animation_update_ptr(bool *p_block_ptr);
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void set_play_position(float p_pos);
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void update_play_position();
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void duplicate_selection();
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void delete_selection();
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AnimationBezierTrackEdit();
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};
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#endif // ANIMATION_BEZIER_EDITOR_H
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