/*************************************************************************/ /* animation_player_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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_PLAYER_EDITOR_PLUGIN_H #define ANIMATION_PLAYER_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/animation/animation_player.h" #include "scene/gui/dialogs.h" #include "scene/gui/slider.h" #include "scene/gui/spin_box.h" #include "scene/gui/texture_button.h" /** @author Juan Linietsky */ class AnimationKeyEditor; class AnimationPlayerEditor : public VBoxContainer { GDCLASS(AnimationPlayerEditor, VBoxContainer); EditorNode *editor; AnimationPlayer *player; enum { TOOL_COPY_ANIM, TOOL_PASTE_ANIM, TOOL_EDIT_RESOURCE }; enum { ANIM_SAVE, ANIM_SAVE_AS }; enum { RESOURCE_LOAD, RESOURCE_SAVE }; OptionButton *animation; Button *stop; Button *play; Button *play_from; Button *play_bw; Button *play_bw_from; //Button *pause; Button *add_anim; Button *autoplay; Button *rename_anim; Button *duplicate_anim; Button *resource_edit_anim; Button *load_anim; MenuButton *save_anim; Button *blend_anim; Button *remove_anim; MenuButton *tool_anim; ToolButton *pin; SpinBox *frame; LineEdit *scale; LineEdit *name; Label *name_title; UndoRedo *undo_redo; Ref autoplay_icon; bool last_active; EditorFileDialog *file; AcceptDialog *accept; ConfirmationDialog *delete_dialog; int current_option; struct BlendEditor { AcceptDialog *dialog; Tree *tree; OptionButton *next; } blend_editor; ConfirmationDialog *name_dialog; ConfirmationDialog *error_dialog; bool renaming; bool updating; bool updating_blends; AnimationKeyEditor *key_editor; void _select_anim_by_name(const String &p_anim); void _play_pressed(); void _play_from_pressed(); void _play_bw_pressed(); void _play_bw_from_pressed(); void _autoplay_pressed(); void _stop_pressed(); void _pause_pressed(); void _animation_selected(int p_which); void _animation_new(); void _animation_rename(); void _animation_name_edited(); void _animation_load(); void _animation_save_in_path(const Ref &p_resource, const String &p_path); void _animation_save(const Ref &p_resource); void _animation_save_as(const Ref &p_resource); void _animation_remove(); void _animation_remove_confirmed(); void _animation_blend(); void _animation_edit(); void _animation_duplicate(); void _animation_resource_edit(); void _scale_changed(const String &p_scale); void _dialog_action(String p_file); void _seek_frame_changed(const String &p_frame); void _seek_value_changed(float p_value, bool p_set = false); void _blend_editor_next_changed(const int p_idx); void _list_changed(); void _update_animation(); void _update_player(); void _blend_edited(); void _hide_anim_editors(); void _animation_player_changed(Object *p_pl); void _animation_key_editor_seek(float p_pos, bool p_drag); void _animation_key_editor_anim_len_changed(float p_new); void _animation_key_editor_anim_step_changed(float p_len); void _unhandled_key_input(const InputEvent &p_ev); void _animation_tool_menu(int p_option); void _animation_save_menu(int p_option); AnimationPlayerEditor(); protected: void _notification(int p_what); void _gui_input(InputEvent p_event); void _node_removed(Node *p_node); static void _bind_methods(); public: AnimationPlayer *get_player() const; static AnimationPlayerEditor *singleton; AnimationKeyEditor *get_key_editor() { return key_editor; } Dictionary get_state() const; void set_state(const Dictionary &p_state); void ensure_visibility(); void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; } void edit(AnimationPlayer *p_player); AnimationPlayerEditor(EditorNode *p_editor); }; class AnimationPlayerEditorPlugin : public EditorPlugin { GDCLASS(AnimationPlayerEditorPlugin, EditorPlugin); AnimationPlayerEditor *anim_editor; EditorNode *editor; public: virtual Dictionary get_state() const { return anim_editor->get_state(); } virtual void set_state(const Dictionary &p_state) { anim_editor->set_state(p_state); } virtual String get_name() const { return "Anim"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_node); virtual bool handles(Object *p_node) const; virtual void make_visible(bool p_visible); AnimationPlayerEditorPlugin(EditorNode *p_node); ~AnimationPlayerEditorPlugin(); }; #endif // ANIMATION_PLAYER_EDITOR_PLUGIN_H