1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
|
/**************************************************************************/
/* animation_state_machine_editor.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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_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<AnimationNodeStateMachine> 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<StringName> 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<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, 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<String> animations_to_add;
Vector<String> 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<StringName> 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);
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 = false;
bool disabled = false;
bool auto_advance = false;
float width = 0;
bool selected;
bool travel;
bool hidden;
int transition_index;
Vector<TransitionLine> multi_transitions;
};
Vector<TransitionLine> transition_lines;
struct NodeUR {
StringName name;
Ref<AnimationNode> node;
Vector2 position;
};
struct TransitionUR {
StringName new_from;
StringName new_to;
StringName old_from;
StringName old_to;
Ref<AnimationNodeStateMachineTransition> 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<AnimationNodeStateMachine> p_nodesm, const StringName &p_name, const StringName &p_path, bool from_root = false, Vector<Ref<AnimationNodeStateMachine>> p_parents = Vector<Ref<AnimationNodeStateMachine>>());
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<StringName> 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<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) override;
virtual void edit(const Ref<AnimationNode> &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<AnimationNodeStateMachineTransition> transition;
};
Vector<Transition> 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<PropertyInfo> *p_list) const;
public:
void add_transition(const StringName &p_from, const StringName &p_to, Ref<AnimationNodeStateMachineTransition> p_transition);
EditorAnimationMultiTransitionEdit(){};
};
#endif // ANIMATION_STATE_MACHINE_EDITOR_H
|