/*************************************************************************/ /* animation_editor.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_EDITOR_H #define ANIMATION_EDITOR_H #include "scene/gui/control.h" #include "scene/gui/slider.h" #include "scene/gui/menu_button.h" #include "scene/gui/spin_box.h" #include "scene/gui/texture_frame.h" #include "scene/gui/scroll_bar.h" #include "scene/gui/tool_button.h" #include "scene/gui/file_dialog.h" #include "scene/gui/empty_control.h" #include "scene/resources/animation.h" #include "scene/animation/animation_cache.h" #include "scene_tree_editor.h" #include "editor_data.h" #include "property_editor.h" class AnimationKeyEdit; class AnimationKeyEditor : public VBoxContainer { OBJ_TYPE( AnimationKeyEditor, VBoxContainer ); /* enum { MENU_NEW_ANIMATION, MENU_OPEN_ANIMATION, MENU_EDIT_ANIMATION, MENU_CLOSE_ANIMATION, MENU_KEYING_ACTIVE, MENU_SET_ROOT_NODE, MENU_SYNC_TO_PLAYER, MENU_ANIM_BASE=100, }; */ enum { TRACK_MENU_ADD_VALUE_TRACK, TRACK_MENU_ADD_TRANSFORM_TRACK, TRACK_MENU_ADD_CALL_TRACK, TRACK_MENU_SCALE, TRACK_MENU_SCALE_PIVOT, TRACK_MENU_MOVE_UP, TRACK_MENU_MOVE_DOWN, TRACK_MENU_REMOVE, TRACK_MENU_DUPLICATE, TRACK_MENU_DUPLICATE_TRANSPOSE, TRACK_MENU_SET_ALL_TRANS_LINEAR, TRACK_MENU_SET_ALL_TRANS_CONSTANT, TRACK_MENU_SET_ALL_TRANS_OUT, TRACK_MENU_SET_ALL_TRANS_IN, TRACK_MENU_SET_ALL_TRANS_INOUT, TRACK_MENU_SET_ALL_TRANS_OUTIN, TRACK_MENU_NEXT_STEP, TRACK_MENU_PREV_STEP, TRACK_MENU_OPTIMIZE }; struct MouseOver { enum Over { OVER_NONE, OVER_NAME, OVER_KEY, OVER_VALUE, OVER_INTERP, OVER_UP, OVER_DOWN, OVER_REMOVE, OVER_ADD_KEY, }; Over over; int track; int over_key; } mouse_over; struct SelectedKey { int track; int key; bool operator<(const SelectedKey& p_key) const { return track==p_key.track ? key < p_key.key : track < p_key.track; }; }; struct KeyInfo { float pos; }; Map selection; struct ClickOver { enum Click { CLICK_NONE, CLICK_RESIZE_NAMES, CLICK_DRAG_TIMELINE, CLICK_MOVE_KEYS, CLICK_SELECT_KEYS }; SelectedKey selk; bool shift; Click click; Point2 at; Point2 to; } click; float timeline_pos; float name_column_ratio; int track_name_editing; int interp_editing; int cont_editing; int selected_track; int last_menu_track_opt; LineEdit *track_name; PopupMenu *track_menu; PopupMenu *type_menu; EmptyControl *ec; TextureFrame *zoomicon; HSlider *zoom; //MenuButton *menu; SpinBox *length; Button *loop; bool keying; ToolButton *edit_button; ToolButton *move_up_button; ToolButton *move_down_button; ToolButton *remove_button; ConfirmationDialog *optimize_dialog; SpinBox *optimize_linear_error; SpinBox *optimize_angular_error; SpinBox *optimize_max_angle; SpinBox *step; MenuButton *menu_track; HScrollBar *h_scroll; VScrollBar *v_scroll; Control *track_editor; Control *track_pos; ConfirmationDialog *scale_dialog; SpinBox *scale; PopupDialog *key_edit_dialog; PropertyEditor *key_editor; Ref animation; void _update_paths(); int last_idx; Node *root; UndoRedo *undo_redo; EditorHistory* history; ConfirmationDialog *insert_confirm; AnimationKeyEdit *key_edit; bool inserting; bool updating; bool te_drawing; void _animation_len_changed(float p_len); void _animation_loop_changed(); void _step_changed(float p_len); struct InsertData { Animation::TrackType type; NodePath path; int track_idx; Variant value; String query; };/* insert_data;*/ bool insert_query; List insert_data; uint64_t insert_frame; int cvi_track; float cvi_pos; int right_data_size_cache; EditorSelection *editor_selection; AnimationKeyEditor(); float _get_zoom_scale() const; void _track_editor_draw(); void _track_editor_input_event(const InputEvent& p_input); void _track_pos_draw(); void _track_name_changed(const String& p_name); void _track_menu_selected(int p_idx); void _confirm_insert_list(); int _confirm_insert(InsertData p_id,int p_at_track=-1); void _query_insert(const InsertData& p_id); void _update_menu(); bool insert_queue; void _insert_delay(); void _scale(); //void _browse_path(); StringName alc; void _animation_changed(); void _animation_optimize(); void _scroll_changed(double); void _menu_track(int p_type); void _clear_selection_for_anim(const Ref& p_anim); void _select_at_anim(const Ref& p_anim,int p_track,float p_pos); PropertyInfo _find_hint_for_track(int p_idx); void _create_value_item(int p_type); void _pane_drag(const Point2& p_delta); void _animation_len_update(); void _root_removed(); protected: void _notification(int p_what); static void _bind_methods(); public: void set_animation(const Ref& p_anim); Ref get_current_animation() const; void set_root(Node *p_root); Node *get_root() const; void set_keying(bool p_enabled); bool has_keying() const; void cleanup(); void set_anim_pos(float p_pos); void insert_node_value_key(Node* p_node, const String& p_property,const Variant& p_value,bool p_only_if_exists=false); void insert_value_key(const String& p_property,const Variant& p_value); void insert_transform_key(Spatial *p_node,const String& p_sub,const Transform& p_xform); AnimationKeyEditor(UndoRedo *p_undo_redo, EditorHistory *p_history, EditorSelection *p_selection); ~AnimationKeyEditor(); }; #endif // ANIMATION_EDITOR_H