/*************************************************************************/ /* animation_state_machine_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_STATE_MACHINE_EDITOR_H #define ANIMATION_STATE_MACHINE_EDITOR_H #include "editor/plugins/animation_tree_editor_plugin.h" #include "scene/animation/animation_node_state_machine.h" #include "scene/gui/graph_edit.h" #include "scene/gui/popup.h" #include "scene/gui/tree.h" class ConfirmationDialog; class EditorFileDialog; class OptionButton; class PanelContainer; class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin { GDCLASS(AnimationNodeStateMachineEditor, AnimationTreeNodeEditorPlugin); Ref state_machine; bool read_only = false; Button *tool_select = nullptr; Button *tool_create = nullptr; Button *tool_connect = nullptr; Popup *name_edit_popup = nullptr; LineEdit *name_edit = nullptr; HBoxContainer *selection_tools_hb = nullptr; Button *tool_group = nullptr; Button *tool_ungroup = nullptr; Button *tool_erase = nullptr; HBoxContainer *transition_tools_hb = nullptr; OptionButton *switch_mode = nullptr; Button *auto_advance = nullptr; OptionButton *play_mode = nullptr; PanelContainer *panel = nullptr; StringName selected_node; HashSet selected_nodes; HScrollBar *h_scroll = nullptr; VScrollBar *v_scroll = nullptr; Control *state_machine_draw = nullptr; Control *state_machine_play_pos = nullptr; PanelContainer *error_panel = nullptr; Label *error_label = nullptr; bool updating = false; static AnimationNodeStateMachineEditor *singleton; void _state_machine_gui_input(const Ref &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, bool p_multi_transitions); void _state_machine_draw(); void _state_machine_pos_draw(); void _update_graph(); PopupMenu *menu = nullptr; PopupMenu *connect_menu = nullptr; PopupMenu *state_machine_menu = nullptr; PopupMenu *end_menu = nullptr; PopupMenu *animations_menu = nullptr; Vector animations_to_add; Vector nodes_to_connect; Vector2 add_node_pos; ConfirmationDialog *delete_window = nullptr; Tree *delete_tree = nullptr; bool box_selecting = false; Point2 box_selecting_from; Point2 box_selecting_to; Rect2 box_selecting_rect; HashSet previous_selected; bool dragging_selected_attempt = false; bool dragging_selected = false; Vector2 drag_from; Vector2 drag_ofs; StringName snap_x; StringName snap_y; bool connecting = false; bool connection_follows_cursor = false; 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 _connect_to(int p_index); void _removed_from_graph(); struct NodeRect { StringName node_name; Rect2 node; Rect2 play; Rect2 name; Rect2 edit; }; Vector 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 = false; bool disabled = false; bool auto_advance = false; float width = 0; bool selected; bool travel; bool hidden; int transition_index; Vector multi_transitions; }; Vector transition_lines; struct NodeUR { StringName name; Ref node; Vector2 position; }; struct TransitionUR { StringName new_from; StringName new_to; StringName old_from; StringName old_to; Ref transition; }; StringName selected_transition_from; StringName selected_transition_to; int selected_transition_index; TransitionLine selected_multi_transition; void _add_transition(const bool p_nested_action = false); StringName over_node; int over_node_what = -1; 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, const Vector2 &p_to, const Rect2 &p_rect); void _clip_dst_line_to_rect(const Vector2 &p_from, Vector2 &r_to, const Rect2 &p_rect); void _erase_selected(const bool p_nested_action = false); void _update_mode(); void _open_menu(const Vector2 &p_position); void _open_connect_menu(const Vector2 &p_position); bool _create_submenu(PopupMenu *p_menu, Ref p_nodesm, const StringName &p_name, const StringName &p_path, bool from_root = false, Vector> p_parents = Vector>()); void _stop_connecting(); void _group_selected_nodes(); void _ungroup_selected_nodes(); void _delete_selected(); void _delete_all(); void _delete_tree_draw(); bool last_active = false; StringName last_blend_from_node; StringName last_current_node; Vector last_travel_path; float last_play_pos = 0.0f; float play_pos = 0.0f; float current_length = 0.0f; float error_time = 0.0f; String error_text; EditorFileDialog *open_file = nullptr; Ref 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 &p_node) override; virtual void edit(const Ref &p_node) override; virtual CursorShape get_cursor_shape(const Point2 &p_pos) const override; AnimationNodeStateMachineEditor(); }; class EditorAnimationMultiTransitionEdit : public RefCounted { GDCLASS(EditorAnimationMultiTransitionEdit, RefCounted); struct Transition { StringName from; StringName to; Ref transition; }; Vector transitions; protected: bool _set(const StringName &p_name, const Variant &p_property); bool _get(const StringName &p_name, Variant &r_property) const; void _get_property_list(List *p_list) const; public: void add_transition(const StringName &p_from, const StringName &p_to, Ref p_transition); EditorAnimationMultiTransitionEdit(){}; }; #endif // ANIMATION_STATE_MACHINE_EDITOR_H