godot/editor/animation_bezier_editor.cpp

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2018-08-30 04:38:13 +08:00
/*************************************************************************/
/* animation_bezier_editor.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. */
/*************************************************************************/
#include "animation_bezier_editor.h"
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#include "editor/editor_node.h"
float AnimationBezierTrackEdit::_bezier_h_to_pixel(float p_h) {
float h = p_h;
h = (h - v_scroll) / v_zoom;
h = (get_size().height / 2) - h;
return h;
}
static _FORCE_INLINE_ Vector2 _bezier_interp(real_t t, const Vector2 &start, const Vector2 &control_1, const Vector2 &control_2, const Vector2 &end) {
/* Formula from Wikipedia article on Bezier curves. */
real_t omt = (1.0 - t);
real_t omt2 = omt * omt;
real_t omt3 = omt2 * omt;
real_t t2 = t * t;
real_t t3 = t2 * t;
return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
}
void AnimationBezierTrackEdit::_draw_track(int p_track, const Color &p_color) {
float scale = timeline->get_zoom_scale();
int limit = timeline->get_name_limit();
int right_limit = get_size().width - timeline->get_buttons_width();
//selection may have altered the order of keys
Map<float, int> key_order;
for (int i = 0; i < animation->track_get_key_count(p_track); i++) {
float ofs = animation->track_get_key_time(p_track, i);
if (moving_selection && track == p_track && selection.has(i)) {
ofs += moving_selection_offset.x;
}
key_order[ofs] = i;
}
for (Map<float, int>::Element *E = key_order.front(); E; E = E->next()) {
int i = E->get();
if (!E->next())
break;
int i_n = E->next()->get();
float offset = animation->track_get_key_time(p_track, i);
float height = animation->bezier_track_get_key_value(p_track, i);
Vector2 out_handle = animation->bezier_track_get_key_out_handle(p_track, i);
if (track == p_track && moving_handle != 0 && moving_handle_key == i) {
out_handle = moving_handle_right;
}
if (moving_selection && track == p_track && selection.has(i)) {
offset += moving_selection_offset.x;
height += moving_selection_offset.y;
}
out_handle += Vector2(offset, height);
float offset_n = animation->track_get_key_time(p_track, i_n);
float height_n = animation->bezier_track_get_key_value(p_track, i_n);
Vector2 in_handle = animation->bezier_track_get_key_in_handle(p_track, i_n);
if (track == p_track && moving_handle != 0 && moving_handle_key == i_n) {
in_handle = moving_handle_left;
}
if (moving_selection && track == p_track && selection.has(i_n)) {
offset_n += moving_selection_offset.x;
height_n += moving_selection_offset.y;
}
in_handle += Vector2(offset_n, height_n);
Vector2 start(offset, height);
Vector2 end(offset_n, height_n);
int from_x = (offset - timeline->get_value()) * scale + limit;
int point_start = from_x;
int to_x = (offset_n - timeline->get_value()) * scale + limit;
int point_end = to_x;
if (from_x > right_limit) //not visible
continue;
if (to_x < limit) //not visible
continue;
from_x = MAX(from_x, limit);
to_x = MIN(to_x, right_limit);
Vector<Vector2> lines;
Vector2 prev_pos;
for (int j = from_x; j <= to_x; j++) {
float t = (j - limit) / scale + timeline->get_value();
float h;
if (j == point_end) {
h = end.y; //make sure it always connects
} else if (j == point_start) {
h = start.y; //make sure it always connects
} else { //custom interpolation, used because it needs to show paths affected by moving the selection or handles
int iterations = 10;
float low = 0;
float high = 1;
float middle;
//narrow high and low as much as possible
for (int k = 0; k < iterations; k++) {
middle = (low + high) / 2;
Vector2 interp = _bezier_interp(middle, start, out_handle, in_handle, end);
if (interp.x < t) {
low = middle;
} else {
high = middle;
}
}
//interpolate the result:
Vector2 low_pos = _bezier_interp(low, start, out_handle, in_handle, end);
Vector2 high_pos = _bezier_interp(high, start, out_handle, in_handle, end);
float c = (t - low_pos.x) / (high_pos.x - low_pos.x);
h = low_pos.linear_interpolate(high_pos, c).y;
}
h = _bezier_h_to_pixel(h);
Vector2 pos(j, h);
if (j > from_x) {
lines.push_back(prev_pos);
lines.push_back(pos);
}
prev_pos = pos;
}
if (lines.size() >= 2) {
draw_multiline(lines, p_color);
}
}
}
void AnimationBezierTrackEdit::_draw_line_clipped(const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, int p_clip_left, int p_clip_right) {
Vector2 from = p_from;
Vector2 to = p_to;
if (from.x == to.x)
return;
if (to.x < from.x) {
SWAP(to, from);
}
if (to.x < p_clip_left)
return;
if (from.x > p_clip_right)
return;
if (to.x > p_clip_right) {
float c = (p_clip_right - from.x) / (to.x - from.x);
to = from.linear_interpolate(to, c);
}
if (from.x < p_clip_left) {
float c = (p_clip_left - from.x) / (to.x - from.x);
from = from.linear_interpolate(to, c);
}
draw_line(from, to, p_color);
}
void AnimationBezierTrackEdit::_notification(int p_what) {
if (p_what == NOTIFICATION_THEME_CHANGED || p_what == NOTIFICATION_ENTER_TREE) {
bezier_icon = get_icon("KeyBezierPoint", "EditorIcons");
bezier_handle_icon = get_icon("KeyBezierHandle", "EditorIcons");
selected_icon = get_icon("KeyBezierSelected", "EditorIcons");
if (handle_mode_option->get_item_count() == 0) {
handle_mode_option->add_icon_item(get_icon("BezierHandlesFree", "EditorIcons"), TTR("Free"), HANDLE_MODE_FREE);
handle_mode_option->add_icon_item(get_icon("BezierHandlesBalanced", "EditorIcons"), TTR("Balanced"), HANDLE_MODE_BALANCED);
handle_mode_option->add_icon_item(get_icon("BezierHandlesMirror", "EditorIcons"), TTR("Mirror"), HANDLE_MODE_MIRROR);
}
}
if (p_what == NOTIFICATION_RESIZED) {
int right_limit = get_size().width - timeline->get_buttons_width();
int hsep = get_constant("hseparation", "ItemList");
int vsep = get_constant("vseparation", "ItemList");
handle_mode_option->set_position(Vector2(right_limit + hsep, get_size().height - handle_mode_option->get_combined_minimum_size().height - vsep));
handle_mode_option->set_size(Vector2(timeline->get_buttons_width() - hsep * 2, handle_mode_option->get_combined_minimum_size().height));
}
if (p_what == NOTIFICATION_DRAW) {
if (animation.is_null())
return;
int limit = timeline->get_name_limit();
if (has_focus()) {
Color accent = get_color("accent_color", "Editor");
accent.a *= 0.7;
draw_rect(Rect2(Point2(), get_size()), accent, false);
}
Ref<Font> font = get_font("font", "Label");
Color color = get_color("font_color", "Label");
int hsep = get_constant("hseparation", "ItemList");
int vsep = get_constant("vseparation", "ItemList");
Color linecolor = color;
linecolor.a = 0.2;
draw_line(Point2(limit, 0), Point2(limit, get_size().height), linecolor);
int right_limit = get_size().width - timeline->get_buttons_width();
draw_line(Point2(right_limit, 0), Point2(right_limit, get_size().height), linecolor);
Ref<Texture> close_icon = get_icon("Close", "EditorIcons");
close_icon_rect.position = Vector2(get_size().width - close_icon->get_width() - hsep, hsep);
close_icon_rect.size = close_icon->get_size();
draw_texture(close_icon, close_icon_rect.position);
String base_path = animation->track_get_path(track);
int end = base_path.find(":");
if (end != -1) {
base_path = base_path.substr(0, end + 1);
}
// NAMES AND ICON
int vofs = vsep;
int margin = 0;
{
int ofs = 0;
NodePath path = animation->track_get_path(track);
Node *node = NULL;
if (root && root->has_node(path)) {
node = root->get_node(path);
}
String text;
int h = font->get_height();
if (node) {
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Ref<Texture> icon = EditorNode::get_singleton()->get_object_icon(node, "Node");
h = MAX(h, icon->get_height());
draw_texture(icon, Point2(ofs, vofs + int(h - icon->get_height()) / 2));
margin = icon->get_width();
text = node->get_name();
ofs += hsep;
ofs += icon->get_width();
Vector2 string_pos = Point2(ofs, vofs + (h - font->get_height()) / 2 + font->get_ascent());
string_pos = string_pos.floor();
draw_string(font, string_pos, text, color, limit - ofs - hsep);
vofs += h + vsep;
}
}
// RELATED TRACKS TITLES
Map<int, Color> subtrack_colors;
subtracks.clear();
for (int i = 0; i < animation->get_track_count(); i++) {
if (animation->track_get_type(i) != Animation::TYPE_BEZIER)
continue;
String path = animation->track_get_path(i);
if (!path.begins_with(base_path))
continue; //another node
path = path.replace_first(base_path, "");
Color cc = color;
Rect2 rect = Rect2(margin, vofs, limit - margin - hsep, font->get_height() + vsep);
if (i != track) {
cc.a *= 0.7;
uint32_t hash = path.hash();
hash = ((hash >> 16) ^ hash) * 0x45d9f3b;
hash = ((hash >> 16) ^ hash) * 0x45d9f3b;
hash = (hash >> 16) ^ hash;
float h = (hash % 65535) / 65536.0;
Color subcolor;
subcolor.set_hsv(h, 0.2, 0.8);
subcolor.a = 0.5;
draw_rect(Rect2(0, vofs + font->get_height() * 0.1, margin - hsep, font->get_height() * 0.8), subcolor);
subtrack_colors[i] = subcolor;
subtracks[i] = rect;
} else {
Color ac = get_color("accent_color", "Editor");
ac.a = 0.5;
draw_rect(rect, ac);
}
draw_string(font, Point2(margin, vofs + font->get_ascent()), path, cc, limit - margin - hsep);
vofs += font->get_height() + vsep;
}
Color accent = get_color("accent_color", "Editor");
{ //guides
float min_left_scale = font->get_height() + vsep;
float scale = 1;
while (scale / v_zoom < min_left_scale * 2) {
scale *= 5;
}
bool first = true;
int prev_iv = 0;
for (int i = font->get_height(); i < get_size().height; i++) {
float ofs = get_size().height / 2 - i;
ofs *= v_zoom;
ofs += v_scroll;
int iv = int(ofs / scale);
if (ofs < 0)
iv -= 1;
if (!first && iv != prev_iv) {
Color lc = linecolor;
lc.a *= 0.5;
draw_line(Point2(limit, i), Point2(right_limit, i), lc);
Color c = color;
c.a *= 0.5;
draw_string(font, Point2(limit + 8, i - 2), itos((iv + 1) * scale), c);
}
first = false;
prev_iv = iv;
}
}
{ //draw OTHER curves
float scale = timeline->get_zoom_scale();
Ref<Texture> point = get_icon("KeyValue", "EditorIcons");
for (Map<int, Color>::Element *E = subtrack_colors.front(); E; E = E->next()) {
_draw_track(E->key(), E->get());
for (int i = 0; i < animation->track_get_key_count(E->key()); i++) {
float offset = animation->track_get_key_time(E->key(), i);
float value = animation->bezier_track_get_key_value(E->key(), i);
Vector2 pos((offset - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value));
if (pos.x >= limit && pos.x <= right_limit) {
draw_texture(point, pos - point->get_size() / 2, E->get());
}
}
}
//draw edited curve
_draw_track(track, accent);
}
//draw editor handles
{
float scale = timeline->get_zoom_scale();
edit_points.clear();
for (int i = 0; i < animation->track_get_key_count(track); i++) {
float offset = animation->track_get_key_time(track, i);
float value = animation->bezier_track_get_key_value(track, i);
if (moving_selection && selection.has(i)) {
offset += moving_selection_offset.x;
value += moving_selection_offset.y;
}
Vector2 pos((offset - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value));
Vector2 in_vec = animation->bezier_track_get_key_in_handle(track, i);
if (moving_handle != 0 && moving_handle_key == i) {
in_vec = moving_handle_left;
}
Vector2 pos_in = Vector2(((offset + in_vec.x) - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value + in_vec.y));
Vector2 out_vec = animation->bezier_track_get_key_out_handle(track, i);
if (moving_handle != 0 && moving_handle_key == i) {
out_vec = moving_handle_right;
}
Vector2 pos_out = Vector2(((offset + out_vec.x) - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value + out_vec.y));
_draw_line_clipped(pos, pos_in, accent, limit, right_limit);
_draw_line_clipped(pos, pos_out, accent, limit, right_limit);
EditPoint ep;
if (pos.x >= limit && pos.x <= right_limit) {
ep.point_rect.position = (pos - bezier_icon->get_size() / 2).floor();
ep.point_rect.size = bezier_icon->get_size();
if (selection.has(i)) {
draw_texture(selected_icon, ep.point_rect.position);
} else {
draw_texture(bezier_icon, ep.point_rect.position);
}
ep.point_rect = ep.point_rect.grow(ep.point_rect.size.width * 0.5);
}
if (pos_in.x >= limit && pos_in.x <= right_limit) {
ep.in_rect.position = (pos_in - bezier_handle_icon->get_size() / 2).floor();
ep.in_rect.size = bezier_handle_icon->get_size();
draw_texture(bezier_handle_icon, ep.in_rect.position);
ep.in_rect = ep.in_rect.grow(ep.in_rect.size.width * 0.5);
}
if (pos_out.x >= limit && pos_out.x <= right_limit) {
ep.out_rect.position = (pos_out - bezier_handle_icon->get_size() / 2).floor();
ep.out_rect.size = bezier_handle_icon->get_size();
draw_texture(bezier_handle_icon, ep.out_rect.position);
ep.out_rect = ep.out_rect.grow(ep.out_rect.size.width * 0.5);
}
edit_points.push_back(ep);
}
}
if (box_selecting) {
Color bs = accent;
bs.a *= 0.5;
Vector2 bs_from = box_selection_from;
Vector2 bs_to = box_selection_to;
if (bs_from.x > bs_to.x) {
SWAP(bs_from.x, bs_to.x);
}
if (bs_from.y > bs_to.y) {
SWAP(bs_from.y, bs_to.y);
}
draw_rect(Rect2(bs_from, bs_to - bs_from), bs);
}
#if 0
// KEYFAMES //
{
float scale = timeline->get_zoom_scale();
int limit_end = get_size().width - timeline->get_buttons_width();
for (int i = 0; i < animation->track_get_key_count(track); i++) {
float offset = animation->track_get_key_time(track, i) - timeline->get_value();
if (editor->is_key_selected(track, i) && editor->is_moving_selection()) {
offset += editor->get_moving_selection_offset();
}
offset = offset * scale + limit;
draw_key(i, scale, int(offset), editor->is_key_selected(track, i), limit, limit_end);
}
}
#endif
}
}
Ref<Animation> AnimationBezierTrackEdit::get_animation() const {
return animation;
}
void AnimationBezierTrackEdit::set_animation_and_track(const Ref<Animation> &p_animation, int p_track) {
animation = p_animation;
track = p_track;
update();
}
Size2 AnimationBezierTrackEdit::get_minimum_size() const {
return Vector2(1, 1);
}
void AnimationBezierTrackEdit::set_undo_redo(UndoRedo *p_undo_redo) {
undo_redo = p_undo_redo;
}
void AnimationBezierTrackEdit::set_timeline(AnimationTimelineEdit *p_timeline) {
timeline = p_timeline;
timeline->connect("zoom_changed", this, "_zoom_changed");
}
void AnimationBezierTrackEdit::set_editor(AnimationTrackEditor *p_editor) {
editor = p_editor;
}
void AnimationBezierTrackEdit::_play_position_draw() {
if (!animation.is_valid() || play_position_pos < 0)
return;
float scale = timeline->get_zoom_scale();
int h = get_size().height;
int px = (-timeline->get_value() + play_position_pos) * scale + timeline->get_name_limit();
if (px >= timeline->get_name_limit() && px < (get_size().width - timeline->get_buttons_width())) {
Color color = get_color("accent_color", "Editor");
play_position->draw_line(Point2(px, 0), Point2(px, h), color);
}
}
void AnimationBezierTrackEdit::set_play_position(float p_pos) {
play_position_pos = p_pos;
play_position->update();
}
void AnimationBezierTrackEdit::update_play_position() {
play_position->update();
}
void AnimationBezierTrackEdit::set_root(Node *p_root) {
root = p_root;
}
void AnimationBezierTrackEdit::_zoom_changed() {
update();
}
String AnimationBezierTrackEdit::get_tooltip(const Point2 &p_pos) const {
return Control::get_tooltip(p_pos);
}
void AnimationBezierTrackEdit::_clear_selection() {
selection.clear();
update();
}
void AnimationBezierTrackEdit::_clear_selection_for_anim(const Ref<Animation> &p_anim) {
if (!(animation == p_anim))
return;
//selection.clear();
_clear_selection();
}
void AnimationBezierTrackEdit::_select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos) {
if (!(animation == p_anim))
return;
int idx = animation->track_find_key(p_track, p_pos, true);
ERR_FAIL_COND(idx < 0);
selection.insert(idx);
update();
}
void AnimationBezierTrackEdit::_gui_input(const Ref<InputEvent> &p_event) {
if (p_event->is_pressed()) {
if (ED_GET_SHORTCUT("animation_editor/duplicate_selection")->is_shortcut(p_event)) {
duplicate_selection();
accept_event();
}
if (ED_GET_SHORTCUT("animation_editor/delete_selection")->is_shortcut(p_event)) {
delete_selection();
accept_event();
}
}
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_WHEEL_DOWN) {
if (mb->get_command()) {
timeline->get_zoom()->set_value(timeline->get_zoom()->get_value() * 1.05);
} else {
if (v_zoom < 1000) {
v_zoom *= 1.2;
}
}
update();
}
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_WHEEL_UP) {
if (mb->get_command()) {
timeline->get_zoom()->set_value(timeline->get_zoom()->get_value() / 1.05);
} else {
if (v_zoom > 0.01) {
v_zoom /= 1.2;
}
}
update();
}
if (mb.is_valid() && mb->get_button_index() == BUTTON_MIDDLE) {
if (mb->is_pressed()) {
int x = mb->get_position().x - timeline->get_name_limit();
panning_timeline_from = x / timeline->get_zoom_scale();
panning_timeline = true;
panning_timeline_at = timeline->get_value();
} else {
panning_timeline = false;
}
}
if (mb.is_valid() && mb->get_button_index() == BUTTON_RIGHT && mb->is_pressed()) {
menu_insert_key = mb->get_position();
Vector2 popup_pos = get_global_transform().xform(mb->get_position());
menu->clear();
menu->add_icon_item(bezier_icon, TTR("Insert Key Here"), MENU_KEY_INSERT);
if (selection.size()) {
menu->add_separator();
menu->add_icon_item(get_icon("Duplicate", "EditorIcons"), TTR("Duplicate Selected Key(s)"), MENU_KEY_DUPLICATE);
menu->add_separator();
menu->add_icon_item(get_icon("Remove", "EditorIcons"), TTR("Delete Selected Key(s)"), MENU_KEY_DELETE);
}
menu->set_as_minsize();
menu->set_position(popup_pos);
menu->popup();
}
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT) {
if (close_icon_rect.has_point(mb->get_position())) {
emit_signal("close_request");
return;
}
for (Map<int, Rect2>::Element *E = subtracks.front(); E; E = E->next()) {
if (E->get().has_point(mb->get_position())) {
set_animation_and_track(animation, E->key());
return;
}
}
for (int i = 0; i < edit_points.size(); i++) {
//first check point
//command makes it ignore the main point, so control point editors can be force-edited
//path 2D editing in the 3D and 2D editors works the same way
if (!mb->get_command()) {
if (edit_points[i].point_rect.has_point(mb->get_position())) {
if (mb->get_shift()) {
//add to selection
if (selection.has(i)) {
selection.erase(i);
} else {
selection.insert(i);
}
update();
select_single_attempt = -1;
} else if (selection.has(i)) {
moving_selection_attempt = true;
moving_selection = false;
moving_selection_from_key = i;
moving_selection_offset = Vector2();
select_single_attempt = i;
update();
} else {
moving_selection_attempt = true;
moving_selection = true;
moving_selection_from_key = i;
moving_selection_offset = Vector2();
selection.clear();
selection.insert(i);
update();
}
return;
}
}
if (edit_points[i].in_rect.has_point(mb->get_position())) {
moving_handle = -1;
moving_handle_key = i;
moving_handle_left = animation->bezier_track_get_key_in_handle(track, i);
moving_handle_right = animation->bezier_track_get_key_out_handle(track, i);
update();
return;
}
if (edit_points[i].out_rect.has_point(mb->get_position())) {
moving_handle = 1;
moving_handle_key = i;
moving_handle_left = animation->bezier_track_get_key_in_handle(track, i);
moving_handle_right = animation->bezier_track_get_key_out_handle(track, i);
update();
return;
;
}
}
//insert new point
if (mb->get_command() && mb->get_position().x >= timeline->get_name_limit() && mb->get_position().x < get_size().width - timeline->get_buttons_width()) {
Array new_point;
new_point.resize(5);
float h = (get_size().height / 2 - mb->get_position().y) * v_zoom + v_scroll;
new_point[0] = h;
new_point[1] = -0.25;
new_point[2] = 0;
new_point[3] = 0.25;
new_point[4] = 0;
float time = ((mb->get_position().x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value();
while (animation->track_find_key(track, time, true) != -1) {
time += 0.001;
}
undo_redo->create_action("Add Bezier Point");
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, time, new_point);
undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, time);
undo_redo->commit_action();
//then attempt to move
int index = animation->track_find_key(track, time, true);
ERR_FAIL_COND(index == -1);
_clear_selection();
selection.insert(index);
moving_selection_attempt = true;
moving_selection = false;
moving_selection_from_key = index;
moving_selection_offset = Vector2();
select_single_attempt = -1;
update();
return;
}
//box select
if (mb->get_position().x >= timeline->get_name_limit() && mb->get_position().x < get_size().width - timeline->get_buttons_width()) {
box_selecting_attempt = true;
box_selecting = false;
box_selecting_add = false;
box_selection_from = mb->get_position();
return;
}
}
if (box_selecting_attempt && mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT) {
if (box_selecting) {
//do actual select
if (!box_selecting_add) {
_clear_selection();
}
Vector2 bs_from = box_selection_from;
Vector2 bs_to = box_selection_to;
if (bs_from.x > bs_to.x) {
SWAP(bs_from.x, bs_to.x);
}
if (bs_from.y > bs_to.y) {
SWAP(bs_from.y, bs_to.y);
}
Rect2 selection_rect(bs_from, bs_to - bs_from);
for (int i = 0; i < edit_points.size(); i++) {
if (edit_points[i].point_rect.intersects(selection_rect)) {
selection.insert(i);
}
}
} else {
_clear_selection(); //clicked and nothing happened, so clear the selection
}
box_selecting_attempt = false;
box_selecting = false;
update();
}
if (moving_handle != 0 && mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT) {
undo_redo->create_action("Move Bezier Points");
undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_in_handle", track, moving_handle_key, moving_handle_left);
undo_redo->add_do_method(animation.ptr(), "bezier_track_set_key_out_handle", track, moving_handle_key, moving_handle_right);
undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_in_handle", track, moving_handle_key, animation->bezier_track_get_key_in_handle(track, moving_handle_key));
undo_redo->add_undo_method(animation.ptr(), "bezier_track_set_key_out_handle", track, moving_handle_key, animation->bezier_track_get_key_out_handle(track, moving_handle_key));
undo_redo->commit_action();
moving_handle = 0;
update();
}
if (moving_selection_attempt && mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT) {
if (moving_selection) {
//combit it
undo_redo->create_action("Move Bezier Points");
List<AnimMoveRestore> to_restore;
// 1-remove the keys
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
undo_redo->add_do_method(animation.ptr(), "track_remove_key", track, E->get());
}
// 2- remove overlapped keys
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float newtime = animation->track_get_key_time(track, E->get()) + moving_selection_offset.x;
int idx = animation->track_find_key(track, newtime, true);
if (idx == -1)
continue;
if (selection.has(idx))
continue; //already in selection, don't save
undo_redo->add_do_method(animation.ptr(), "track_remove_key_at_position", track, newtime);
AnimMoveRestore amr;
amr.key = animation->track_get_key_value(track, idx);
amr.track = track;
amr.time = newtime;
to_restore.push_back(amr);
}
// 3-move the keys (re insert them)
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float newpos = animation->track_get_key_time(track, E->get()) + moving_selection_offset.x;
/*
if (newpos<0)
continue; //no add at the beginning
*/
Array key = animation->track_get_key_value(track, E->get());
float h = key[0];
h += moving_selection_offset.y;
key[0] = h;
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, newpos, key, 1);
}
// 4-(undo) remove inserted keys
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float newpos = animation->track_get_key_time(track, E->get()) + moving_selection_offset.x;
/*
if (newpos<0)
continue; //no remove what no inserted
*/
undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, newpos);
}
// 5-(undo) reinsert keys
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float oldpos = animation->track_get_key_time(track, E->get());
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", track, oldpos, animation->track_get_key_value(track, E->get()), 1);
}
// 6-(undo) reinsert overlapped keys
for (List<AnimMoveRestore>::Element *E = to_restore.front(); E; E = E->next()) {
AnimMoveRestore &amr = E->get();
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", amr.track, amr.time, amr.key, 1);
}
// 6-(undo) reinsert overlapped keys
for (List<AnimMoveRestore>::Element *E = to_restore.front(); E; E = E->next()) {
AnimMoveRestore &amr = E->get();
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", amr.track, amr.time, amr.key, 1);
}
undo_redo->add_do_method(this, "_clear_selection_for_anim", animation);
undo_redo->add_undo_method(this, "_clear_selection_for_anim", animation);
// 7-reselect
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float oldpos = animation->track_get_key_time(track, E->get());
float newpos = oldpos + moving_selection_offset.x;
undo_redo->add_do_method(this, "_select_at_anim", animation, track, newpos);
undo_redo->add_undo_method(this, "_select_at_anim", animation, track, oldpos);
}
undo_redo->commit_action();
moving_selection = false;
} else if (select_single_attempt != -1) {
selection.clear();
selection.insert(select_single_attempt);
}
moving_selection_attempt = false;
update();
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_MIDDLE) {
v_scroll += mm->get_relative().y * v_zoom;
if (v_scroll > 100000)
v_scroll = 100000;
if (v_scroll < -100000)
v_scroll = -100000;
int x = mm->get_position().x - timeline->get_name_limit();
float ofs = x / timeline->get_zoom_scale();
float diff = ofs - panning_timeline_from;
timeline->set_value(panning_timeline_at - diff);
update();
}
if (moving_selection_attempt && mm.is_valid()) {
if (!moving_selection) {
moving_selection = true;
select_single_attempt = -1;
}
float y = (get_size().height / 2 - mm->get_position().y) * v_zoom + v_scroll;
float x = ((mm->get_position().x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value();
moving_selection_offset = Vector2(x - animation->track_get_key_time(track, moving_selection_from_key), y - animation->bezier_track_get_key_value(track, moving_selection_from_key));
update();
}
if (box_selecting_attempt && mm.is_valid()) {
if (!box_selecting) {
box_selecting = true;
box_selecting_add = mm->get_shift();
}
box_selection_to = mm->get_position();
if (get_local_mouse_position().y < 0) {
//avoid cursor from going too above, so it does not lose focus with viewport
warp_mouse(Vector2(get_local_mouse_position().x, 0));
}
update();
}
if (moving_handle != 0 && mm.is_valid()) {
float y = (get_size().height / 2 - mm->get_position().y) * v_zoom + v_scroll;
float x = ((mm->get_position().x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value();
Vector2 key_pos = Vector2(animation->track_get_key_time(track, moving_handle_key), animation->bezier_track_get_key_value(track, moving_handle_key));
Vector2 moving_handle_value = Vector2(x, y) - key_pos;
moving_handle_left = animation->bezier_track_get_key_in_handle(track, moving_handle_key);
moving_handle_right = animation->bezier_track_get_key_out_handle(track, moving_handle_key);
if (moving_handle == -1) {
moving_handle_left = moving_handle_value;
if (moving_handle_left.x > 0) {
moving_handle_left.x = 0;
}
if (handle_mode_option->get_selected() == HANDLE_MODE_BALANCED) {
Vector2 scale = Vector2(timeline->get_zoom_scale(), v_zoom);
moving_handle_right = (-(moving_handle_left * scale).normalized() * (moving_handle_right * scale).length()) / scale;
} else if (handle_mode_option->get_selected() == HANDLE_MODE_MIRROR) {
moving_handle_right = -moving_handle_left;
}
}
if (moving_handle == 1) {
moving_handle_right = moving_handle_value;
if (moving_handle_right.x < 0) {
moving_handle_right.x = 0;
}
if (handle_mode_option->get_selected() == HANDLE_MODE_BALANCED) {
Vector2 scale = Vector2(timeline->get_zoom_scale(), v_zoom);
moving_handle_left = (-(moving_handle_right * scale).normalized() * (moving_handle_left * scale).length()) / scale;
} else if (handle_mode_option->get_selected() == HANDLE_MODE_MIRROR) {
moving_handle_left = -moving_handle_right;
}
}
update();
}
}
void AnimationBezierTrackEdit::_menu_selected(int p_index) {
switch (p_index) {
case MENU_KEY_INSERT: {
Array new_point;
new_point.resize(5);
float h = (get_size().height / 2 - menu_insert_key.y) * v_zoom + v_scroll;
new_point[0] = h;
new_point[1] = -0.25;
new_point[2] = 0;
new_point[3] = 0.25;
new_point[4] = 0;
float time = ((menu_insert_key.x - timeline->get_name_limit()) / timeline->get_zoom_scale()) + timeline->get_value();
while (animation->track_find_key(track, time, true) != -1) {
time += 0.001;
}
undo_redo->create_action("Add Bezier Point");
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, time, new_point);
undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, time);
undo_redo->commit_action();
} break;
case MENU_KEY_DUPLICATE: {
duplicate_selection();
} break;
case MENU_KEY_DELETE: {
delete_selection();
} break;
}
}
void AnimationBezierTrackEdit::duplicate_selection() {
if (selection.size() == 0)
return;
float top_time = 1e10;
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float t = animation->track_get_key_time(track, E->get());
if (t < top_time)
top_time = t;
}
undo_redo->create_action(TTR("Anim Duplicate Keys"));
List<Pair<int, float> > new_selection_values;
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
float t = animation->track_get_key_time(track, E->get());
float dst_time = t + (timeline->get_play_position() - top_time);
int existing_idx = animation->track_find_key(track, dst_time, true);
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, dst_time, animation->track_get_key_value(track, E->get()), animation->track_get_key_transition(track, E->get()));
undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, dst_time);
Pair<int, float> p;
p.first = track;
p.second = dst_time;
new_selection_values.push_back(p);
if (existing_idx != -1) {
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", track, dst_time, animation->track_get_key_value(track, existing_idx), animation->track_get_key_transition(track, existing_idx));
}
}
undo_redo->commit_action();
//reselect duplicated
selection.clear();
for (List<Pair<int, float> >::Element *E = new_selection_values.front(); E; E = E->next()) {
int track = E->get().first;
float time = E->get().second;
int existing_idx = animation->track_find_key(track, time, true);
if (existing_idx == -1)
continue;
selection.insert(existing_idx);
}
update();
}
void AnimationBezierTrackEdit::delete_selection() {
if (selection.size()) {
undo_redo->create_action(TTR("Anim Delete Keys"));
for (Set<int>::Element *E = selection.back(); E; E = E->prev()) {
undo_redo->add_do_method(animation.ptr(), "track_remove_key", track, E->get());
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", track, animation->track_get_key_time(track, E->get()), animation->track_get_key_value(track, E->get()), 1);
}
undo_redo->add_do_method(this, "_clear_selection_for_anim", animation);
undo_redo->add_undo_method(this, "_clear_selection_for_anim", animation);
undo_redo->commit_action();
//selection.clear();
}
}
void AnimationBezierTrackEdit::set_block_animation_update_ptr(bool *p_block_ptr) {
block_animation_update_ptr = p_block_ptr;
}
void AnimationBezierTrackEdit::_bind_methods() {
ClassDB::bind_method("_zoom_changed", &AnimationBezierTrackEdit::_zoom_changed);
ClassDB::bind_method("_menu_selected", &AnimationBezierTrackEdit::_menu_selected);
ClassDB::bind_method("_gui_input", &AnimationBezierTrackEdit::_gui_input);
ClassDB::bind_method("_play_position_draw", &AnimationBezierTrackEdit::_play_position_draw);
ClassDB::bind_method("_clear_selection", &AnimationBezierTrackEdit::_clear_selection);
ClassDB::bind_method("_clear_selection_for_anim", &AnimationBezierTrackEdit::_clear_selection);
ClassDB::bind_method("_select_at_anim", &AnimationBezierTrackEdit::_clear_selection);
ADD_SIGNAL(MethodInfo("timeline_changed", PropertyInfo(Variant::REAL, "position"), PropertyInfo(Variant::BOOL, "drag")));
ADD_SIGNAL(MethodInfo("remove_request", PropertyInfo(Variant::INT, "track")));
ADD_SIGNAL(MethodInfo("insert_key", PropertyInfo(Variant::REAL, "ofs")));
ADD_SIGNAL(MethodInfo("select_key", PropertyInfo(Variant::INT, "index"), PropertyInfo(Variant::BOOL, "single")));
ADD_SIGNAL(MethodInfo("deselect_key", PropertyInfo(Variant::INT, "index")));
ADD_SIGNAL(MethodInfo("clear_selection"));
ADD_SIGNAL(MethodInfo("close_request"));
ADD_SIGNAL(MethodInfo("move_selection_begin"));
ADD_SIGNAL(MethodInfo("move_selection", PropertyInfo(Variant::REAL, "ofs")));
ADD_SIGNAL(MethodInfo("move_selection_commit"));
ADD_SIGNAL(MethodInfo("move_selection_cancel"));
}
AnimationBezierTrackEdit::AnimationBezierTrackEdit() {
undo_redo = NULL;
timeline = NULL;
root = NULL;
menu = NULL;
block_animation_update_ptr = NULL;
moving_selection_attempt = false;
moving_selection = false;
select_single_attempt = -1;
box_selecting = false;
box_selecting_attempt = false;
moving_handle = 0;
play_position_pos = 0;
play_position = memnew(Control);
play_position->set_mouse_filter(MOUSE_FILTER_PASS);
add_child(play_position);
play_position->set_anchors_and_margins_preset(PRESET_WIDE);
play_position->connect("draw", this, "_play_position_draw");
set_focus_mode(FOCUS_CLICK);
v_scroll = 0;
v_zoom = 1;
panning_timeline = false;
set_clip_contents(true);
handle_mode = HANDLE_MODE_FREE;
handle_mode_option = memnew(OptionButton);
add_child(handle_mode_option);
menu = memnew(PopupMenu);
add_child(menu);
menu->connect("id_pressed", this, "_menu_selected");
//set_mouse_filter(MOUSE_FILTER_PASS); //scroll has to work too for selection
}