godot/editor/plugins/animation_blend_space_1d_editor.h

140 lines
4.9 KiB
C++

/*************************************************************************/
/* animation_blend_space_1d_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef ANIMATION_BLEND_SPACE_1D_EDITOR_H
#define ANIMATION_BLEND_SPACE_1D_EDITOR_H
#include "editor/editor_plugin.h"
#include "editor/plugins/animation_tree_editor_plugin.h"
#include "scene/animation/animation_blend_space_1d.h"
#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/separator.h"
#include "scene/gui/tree.h"
class EditorUndoRedoManager;
class AnimationNodeBlendSpace1DEditor : public AnimationTreeNodeEditorPlugin {
GDCLASS(AnimationNodeBlendSpace1DEditor, AnimationTreeNodeEditorPlugin);
Ref<AnimationNodeBlendSpace1D> blend_space;
bool read_only = false;
HBoxContainer *goto_parent_hb = nullptr;
Button *goto_parent = nullptr;
PanelContainer *panel = nullptr;
Button *tool_blend = nullptr;
Button *tool_select = nullptr;
Button *tool_create = nullptr;
VSeparator *tool_erase_sep = nullptr;
Button *tool_erase = nullptr;
Button *snap = nullptr;
SpinBox *snap_value = nullptr;
LineEdit *label_value = nullptr;
SpinBox *max_value = nullptr;
SpinBox *min_value = nullptr;
CheckBox *sync = nullptr;
HBoxContainer *edit_hb = nullptr;
SpinBox *edit_value = nullptr;
Button *open_editor = nullptr;
int selected_point = -1;
Control *blend_space_draw = nullptr;
PanelContainer *error_panel = nullptr;
Label *error_label = nullptr;
bool updating = false;
Ref<EditorUndoRedoManager> undo_redo;
static AnimationNodeBlendSpace1DEditor *singleton;
void _blend_space_gui_input(const Ref<InputEvent> &p_event);
void _blend_space_draw();
void _update_space();
void _config_changed(double);
void _labels_changed(String);
void _snap_toggled();
PopupMenu *menu = nullptr;
PopupMenu *animations_menu = nullptr;
Vector<String> animations_to_add;
float add_point_pos = 0.0f;
Vector<real_t> points;
bool dragging_selected_attempt = false;
bool dragging_selected = false;
Vector2 drag_from;
Vector2 drag_ofs;
void _add_menu_type(int p_index);
void _add_animation_type(int p_index);
void _tool_switch(int p_tool);
void _update_edited_point_pos();
void _update_tool_erase();
void _erase_selected();
void _edit_point_pos(double);
void _open_editor();
EditorFileDialog *open_file = nullptr;
Ref<AnimationNode> file_loaded;
void _file_opened(const String &p_file);
enum {
MENU_LOAD_FILE = 1000,
MENU_PASTE = 1001,
MENU_LOAD_FILE_CONFIRM = 1002
};
StringName get_blend_position_path() const;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static AnimationNodeBlendSpace1DEditor *get_singleton() { return singleton; }
virtual bool can_edit(const Ref<AnimationNode> &p_node) override;
virtual void edit(const Ref<AnimationNode> &p_node) override;
AnimationNodeBlendSpace1DEditor();
};
#endif // ANIMATION_BLEND_SPACE_1D_EDITOR_H