godot/editor/plugins/animation_tree_editor_plugin.cpp

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/*************************************************************************/
/* animation_tree_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
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#include "animation_tree_editor_plugin.h"
#include "animation_blend_space_1d_editor.h"
#include "animation_blend_space_2d_editor.h"
#include "animation_blend_tree_editor_plugin.h"
#include "animation_state_machine_editor.h"
#include "core/io/resource_loader.h"
#include "core/math/delaunay.h"
#include "core/os/input.h"
#include "core/os/keyboard.h"
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#include "core/project_settings.h"
#include "scene/animation/animation_blend_tree.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
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void AnimationTreeEditor::edit(AnimationTree *p_tree) {
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if (tree == p_tree)
return;
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tree = p_tree;
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Vector<String> path;
if (tree->has_meta("_tree_edit_path")) {
path = tree->get_meta("_tree_edit_path");
edit_path(path);
} else {
current_root = 0;
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}
}
void AnimationTreeEditor::_path_button_pressed(int p_path) {
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edited_path.clear();
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for (int i = 0; i <= p_path; i++) {
edited_path.push_back(button_path[i]);
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}
}
void AnimationTreeEditor::_update_path() {
while (path_hb->get_child_count() > 1) {
memdelete(path_hb->get_child(1));
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}
Ref<ButtonGroup> group;
group.instance();
Button *b = memnew(Button);
b->set_text("root");
b->set_toggle_mode(true);
b->set_button_group(group);
b->set_pressed(true);
b->set_focus_mode(FOCUS_NONE);
b->connect("pressed", this, "_path_button_pressed", varray(-1));
path_hb->add_child(b);
for (int i = 0; i < button_path.size(); i++) {
b = memnew(Button);
b->set_text(button_path[i]);
b->set_toggle_mode(true);
b->set_button_group(group);
path_hb->add_child(b);
b->set_pressed(true);
b->set_focus_mode(FOCUS_NONE);
b->connect("pressed", this, "_path_button_pressed", varray(i));
}
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}
void AnimationTreeEditor::edit_path(const Vector<String> &p_path) {
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button_path.clear();
Ref<AnimationNode> node = tree->get_tree_root();
if (node.is_valid()) {
current_root = node->get_instance_id();
for (int i = 0; i < p_path.size(); i++) {
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Ref<AnimationNode> child = node->get_child_by_name(p_path[i]);
ERR_BREAK(child.is_null());
node = child;
button_path.push_back(p_path[i]);
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}
for (int i = 0; i < editors.size(); i++) {
if (editors[i]->can_edit(node)) {
editors[i]->edit(node);
editors[i]->show();
} else {
editors[i]->edit(Ref<AnimationNode>());
editors[i]->hide();
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}
}
} else {
current_root = 0;
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}
edited_path = button_path;
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_update_path();
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}
Vector<String> AnimationTreeEditor::get_edited_path() const {
return button_path;
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}
void AnimationTreeEditor::enter_editor(const String &p_path) {
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Vector<String> path = edited_path;
path.push_back(p_path);
edit_path(path);
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}
void AnimationTreeEditor::_about_to_show_root() {
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}
void AnimationTreeEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_PROCESS) {
ObjectID root = 0;
if (tree && tree->get_tree_root().is_valid()) {
root = tree->get_tree_root()->get_instance_id();
}
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if (root != current_root) {
edit_path(Vector<String>());
}
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if (button_path.size() != edited_path.size()) {
edit_path(edited_path);
}
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}
}
void AnimationTreeEditor::_bind_methods() {
ClassDB::bind_method("_path_button_pressed", &AnimationTreeEditor::_path_button_pressed);
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}
AnimationTreeEditor *AnimationTreeEditor::singleton = NULL;
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void AnimationTreeEditor::add_plugin(AnimationTreeNodeEditorPlugin *p_editor) {
ERR_FAIL_COND(p_editor->get_parent());
editor_base->add_child(p_editor);
editors.push_back(p_editor);
p_editor->set_h_size_flags(SIZE_EXPAND_FILL);
p_editor->set_v_size_flags(SIZE_EXPAND_FILL);
p_editor->hide();
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}
void AnimationTreeEditor::remove_plugin(AnimationTreeNodeEditorPlugin *p_editor) {
ERR_FAIL_COND(p_editor->get_parent() != editor_base);
editor_base->remove_child(p_editor);
editors.erase(p_editor);
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}
String AnimationTreeEditor::get_base_path() {
String path = SceneStringNames::get_singleton()->parameters_base_path;
for (int i = 0; i < edited_path.size(); i++) {
path += edited_path[i] + "/";
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}
return path;
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}
bool AnimationTreeEditor::can_edit(const Ref<AnimationNode> &p_node) const {
for (int i = 0; i < editors.size(); i++) {
if (editors[i]->can_edit(p_node)) {
return true;
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}
}
return false;
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}
Vector<String> AnimationTreeEditor::get_animation_list() {
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if (!singleton->is_visible()) {
return Vector<String>();
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}
AnimationTree *tree = singleton->tree;
if (!tree || !tree->has_node(tree->get_animation_player()))
return Vector<String>();
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(tree->get_node(tree->get_animation_player()));
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if (!ap)
return Vector<String>();
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List<StringName> anims;
ap->get_animation_list(&anims);
Vector<String> ret;
for (List<StringName>::Element *E = anims.front(); E; E = E->next()) {
ret.push_back(E->get());
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}
return ret;
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}
AnimationTreeEditor::AnimationTreeEditor() {
AnimationNodeAnimation::get_editable_animation_list = get_animation_list;
path_edit = memnew(ScrollContainer);
add_child(path_edit);
path_edit->set_enable_h_scroll(true);
path_edit->set_enable_v_scroll(false);
path_hb = memnew(HBoxContainer);
path_edit->add_child(path_hb);
path_hb->add_child(memnew(Label(TTR("Path:"))));
add_child(memnew(HSeparator));
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current_root = 0;
singleton = this;
editor_base = memnew(PanelContainer);
editor_base->set_v_size_flags(SIZE_EXPAND_FILL);
add_child(editor_base);
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add_plugin(memnew(AnimationNodeBlendTreeEditor));
add_plugin(memnew(AnimationNodeBlendSpace1DEditor));
add_plugin(memnew(AnimationNodeBlendSpace2DEditor));
add_plugin(memnew(AnimationNodeStateMachineEditor));
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}
void AnimationTreeEditorPlugin::edit(Object *p_object) {
anim_tree_editor->edit(Object::cast_to<AnimationTree>(p_object));
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}
bool AnimationTreeEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("AnimationTree");
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}
void AnimationTreeEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
//editor->hide_animation_player_editors();
//editor->animation_panel_make_visible(true);
button->show();
editor->make_bottom_panel_item_visible(anim_tree_editor);
anim_tree_editor->set_process(true);
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} else {
if (anim_tree_editor->is_visible_in_tree())
editor->hide_bottom_panel();
button->hide();
anim_tree_editor->set_process(false);
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}
}
AnimationTreeEditorPlugin::AnimationTreeEditorPlugin(EditorNode *p_node) {
editor = p_node;
anim_tree_editor = memnew(AnimationTreeEditor);
anim_tree_editor->set_custom_minimum_size(Size2(0, 300));
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button = editor->add_bottom_panel_item(TTR("AnimationTree"), anim_tree_editor);
button->hide();
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}
AnimationTreeEditorPlugin::~AnimationTreeEditorPlugin() {
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}