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- /*************************************************************************/
- /* animation_state_machine_editor.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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_STATE_MACHINE_EDITOR_H
- #define ANIMATION_STATE_MACHINE_EDITOR_H
- #include "editor/editor_node.h"
- #include "editor/editor_plugin.h"
- #include "editor/plugins/animation_tree_editor_plugin.h"
- #include "editor/property_editor.h"
- #include "scene/animation/animation_node_state_machine.h"
- #include "scene/gui/button.h"
- #include "scene/gui/graph_edit.h"
- #include "scene/gui/popup.h"
- #include "scene/gui/tree.h"
- class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
- GDCLASS(AnimationNodeStateMachineEditor, AnimationTreeNodeEditorPlugin);
- Ref<AnimationNodeStateMachine> state_machine;
- ToolButton *tool_select;
- ToolButton *tool_create;
- ToolButton *tool_connect;
- LineEdit *name_edit;
- HBoxContainer *tool_erase_hb;
- ToolButton *tool_erase;
- ToolButton *tool_autoplay;
- ToolButton *tool_end;
- OptionButton *transition_mode;
- OptionButton *play_mode;
- PanelContainer *panel;
- StringName selected_node;
- HScrollBar *h_scroll;
- VScrollBar *v_scroll;
- Control *state_machine_draw;
- Control *state_machine_play_pos;
- PanelContainer *error_panel;
- Label *error_label;
- bool updating;
- UndoRedo *undo_redo;
- static AnimationNodeStateMachineEditor *singleton;
- void _state_machine_gui_input(const Ref<InputEvent> &p_event);
- void _connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, bool p_auto_advance);
- void _state_machine_draw();
- void _state_machine_pos_draw();
- void _update_graph();
- PopupMenu *menu;
- PopupMenu *animations_menu;
- Vector<String> animations_to_add;
- Vector2 add_node_pos;
- bool dragging_selected_attempt;
- bool dragging_selected;
- Vector2 drag_from;
- Vector2 drag_ofs;
- StringName snap_x;
- StringName snap_y;
- bool connecting;
- StringName connecting_from;
- Vector2 connecting_to;
- StringName connecting_to_node;
- void _add_menu_type(int p_index);
- void _add_animation_type(int p_index);
- void _removed_from_graph();
- struct NodeRect {
- StringName node_name;
- Rect2 node;
- Rect2 play;
- Rect2 name;
- Rect2 edit;
- };
- Vector<NodeRect> node_rects;
- struct TransitionLine {
- StringName from_node;
- StringName to_node;
- Vector2 from;
- Vector2 to;
- AnimationNodeStateMachineTransition::SwitchMode mode;
- StringName advance_condition_name;
- bool advance_condition_state;
- bool disabled;
- bool auto_advance;
- float width;
- };
- Vector<TransitionLine> transition_lines;
- StringName selected_transition_from;
- StringName selected_transition_to;
- bool over_text;
- StringName over_node;
- int over_node_what;
- String prev_name;
- void _name_edited(const String &p_text);
- void _name_edited_focus_out();
- void _open_editor(const String &p_name);
- void _scroll_changed(double);
- void _clip_src_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect);
- void _clip_dst_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect);
- void _erase_selected();
- void _update_mode();
- void _autoplay_selected();
- void _end_selected();
- bool last_active;
- StringName last_blend_from_node;
- StringName last_current_node;
- Vector<StringName> last_travel_path;
- float last_play_pos;
- float error_time;
- String error_text;
- EditorFileDialog *open_file;
- Ref<AnimationNode> file_loaded;
- void _file_opened(const String &p_file);
- enum {
- MENU_LOAD_FILE = 1000,
- MENU_PASTE = 1001,
- MENU_LOAD_FILE_CONFIRM = 1002
- };
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- static AnimationNodeStateMachineEditor *get_singleton() { return singleton; }
- virtual bool can_edit(const Ref<AnimationNode> &p_node);
- virtual void edit(const Ref<AnimationNode> &p_node);
- AnimationNodeStateMachineEditor();
- };
- #endif // ANIMATION_STATE_MACHINE_EDITOR_H
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