mirror of
https://github.com/godotengine/godot.git
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f2e9867e9f
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
275 lines
8.6 KiB
C++
275 lines
8.6 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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/* 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_PLAYER_EDITOR_PLUGIN_H
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#define ANIMATION_PLAYER_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 "scene/animation/animation_player.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/texture_button.h"
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class AnimationTrackEditor;
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class AnimationPlayerEditorPlugin;
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class AnimationPlayerEditor : public VBoxContainer {
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GDCLASS(AnimationPlayerEditor, VBoxContainer);
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EditorNode *editor;
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AnimationPlayerEditorPlugin *plugin;
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AnimationPlayer *player;
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enum {
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TOOL_NEW_ANIM,
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TOOL_LOAD_ANIM,
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TOOL_SAVE_ANIM,
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TOOL_SAVE_AS_ANIM,
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TOOL_DUPLICATE_ANIM,
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TOOL_RENAME_ANIM,
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TOOL_EDIT_TRANSITIONS,
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TOOL_REMOVE_ANIM,
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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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ONION_SKINNING_ENABLE,
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ONION_SKINNING_PAST,
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ONION_SKINNING_FUTURE,
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ONION_SKINNING_1_STEP,
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ONION_SKINNING_2_STEPS,
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ONION_SKINNING_3_STEPS,
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ONION_SKINNING_LAST_STEPS_OPTION = ONION_SKINNING_3_STEPS,
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ONION_SKINNING_DIFFERENCES_ONLY,
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ONION_SKINNING_FORCE_WHITE_MODULATE,
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ONION_SKINNING_INCLUDE_GIZMOS,
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};
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enum {
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ANIM_OPEN,
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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 *autoplay;
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MenuButton *tool_anim;
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Button *onion_toggle;
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MenuButton *onion_skinning;
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Button *pin;
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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<Texture2D> autoplay_icon;
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Ref<Texture2D> reset_icon;
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Ref<ImageTexture> autoplay_reset_icon;
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bool last_active;
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float timeline_position;
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EditorFileDialog *file;
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ConfirmationDialog *delete_dialog;
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struct BlendEditor {
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AcceptDialog *dialog = nullptr;
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Tree *tree = nullptr;
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OptionButton *next = nullptr;
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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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AnimationTrackEditor *track_editor;
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static AnimationPlayerEditor *singleton;
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// Onion skinning.
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struct {
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// Settings.
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bool enabled = false;
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bool past = false;
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bool future = false;
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int steps = 0;
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bool differences_only = false;
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bool force_white_modulate = false;
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bool include_gizmos = false;
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int get_needed_capture_count() const {
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// 'Differences only' needs a capture of the present.
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return (past && future ? 2 * steps : steps) + (differences_only ? 1 : 0);
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}
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// Rendering.
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int64_t last_frame = 0;
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int can_overlay = 0;
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Size2 capture_size;
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Vector<RID> captures;
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Vector<bool> captures_valid;
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struct {
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RID canvas;
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RID canvas_item;
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Ref<ShaderMaterial> material;
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Ref<Shader> shader;
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} capture;
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} onion;
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void _select_anim_by_name(const String &p_anim);
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double _get_editor_step() const;
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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 _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_remove_confirmed();
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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 _save_animation(String p_file);
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void _load_animations(Vector<String> p_files);
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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, bool p_timeline_only = 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 _animation_player_changed(Object *p_pl);
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void _animation_key_editor_seek(float p_pos, bool p_drag, bool p_timeline_only = false);
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void _animation_key_editor_anim_len_changed(float p_len);
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virtual void unhandled_key_input(const Ref<InputEvent> &p_ev) override;
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void _animation_tool_menu(int p_option);
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void _onion_skinning_menu(int p_option);
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void _editor_visibility_changed();
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bool _are_onion_layers_valid();
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void _allocate_onion_layers();
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void _free_onion_layers();
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void _prepare_onion_layers_1();
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void _prepare_onion_layers_1_deferred();
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void _prepare_onion_layers_2();
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void _start_onion_skinning();
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void _stop_onion_skinning();
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void _pin_pressed();
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AnimationPlayerEditor();
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~AnimationPlayerEditor();
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protected:
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void _notification(int p_what);
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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 *get_singleton() { return singleton; }
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bool is_pinned() const { return pin->is_pressed(); }
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void unpin() { pin->set_pressed(false); }
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AnimationTrackEditor *get_track_editor() { return track_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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void forward_force_draw_over_viewport(Control *p_overlay);
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AnimationPlayerEditor(EditorNode *p_editor, AnimationPlayerEditorPlugin *p_plugin);
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};
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class AnimationPlayerEditorPlugin : public EditorPlugin {
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GDCLASS(AnimationPlayerEditorPlugin, EditorPlugin);
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AnimationPlayerEditor *anim_editor;
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EditorNode *editor;
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protected:
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void _notification(int p_what);
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public:
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virtual Dictionary get_state() const override { return anim_editor->get_state(); }
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virtual void set_state(const Dictionary &p_state) override { anim_editor->set_state(p_state); }
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virtual String get_name() const override { return "Anim"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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virtual void forward_canvas_force_draw_over_viewport(Control *p_overlay) override { anim_editor->forward_force_draw_over_viewport(p_overlay); }
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virtual void forward_spatial_force_draw_over_viewport(Control *p_overlay) override { anim_editor->forward_force_draw_over_viewport(p_overlay); }
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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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