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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
114 lines
4.4 KiB
C++
114 lines
4.4 KiB
C++
/*************************************************************************/
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/* animation_tree_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ANIMATION_TREE_EDITOR_PLUGIN_H
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#define ANIMATION_TREE_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/property_editor.h"
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#include "scene/animation/animation_tree.h"
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#include "scene/gui/button.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/tree.h"
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class AnimationTreeNodeEditorPlugin : public VBoxContainer {
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GDCLASS(AnimationTreeNodeEditorPlugin, VBoxContainer);
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public:
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virtual bool can_edit(const Ref<AnimationNode> &p_node) = 0;
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virtual void edit(const Ref<AnimationNode> &p_node) = 0;
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};
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class AnimationTreeEditor : public VBoxContainer {
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GDCLASS(AnimationTreeEditor, VBoxContainer);
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ScrollContainer *path_edit;
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HBoxContainer *path_hb;
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AnimationTree *tree;
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MarginContainer *editor_base;
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Vector<String> button_path;
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Vector<String> edited_path;
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Vector<AnimationTreeNodeEditorPlugin *> editors;
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void _update_path();
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ObjectID current_root;
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void _path_button_pressed(int p_path);
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static Vector<String> get_animation_list();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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static AnimationTreeEditor *singleton;
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public:
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AnimationTree *get_tree() { return tree; }
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void add_plugin(AnimationTreeNodeEditorPlugin *p_editor);
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void remove_plugin(AnimationTreeNodeEditorPlugin *p_editor);
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String get_base_path();
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bool can_edit(const Ref<AnimationNode> &p_node) const;
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void edit_path(const Vector<String> &p_path);
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Vector<String> get_edited_path() const;
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void enter_editor(const String &p_path = "");
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static AnimationTreeEditor *get_singleton() { return singleton; }
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void edit(AnimationTree *p_tree);
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AnimationTreeEditor();
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};
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class AnimationTreeEditorPlugin : public EditorPlugin {
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GDCLASS(AnimationTreeEditorPlugin, EditorPlugin);
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AnimationTreeEditor *anim_tree_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const override { return "AnimationTree"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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AnimationTreeEditorPlugin(EditorNode *p_node);
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~AnimationTreeEditorPlugin();
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};
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#endif // ANIMATION_TREE_EDITOR_PLUGIN_H
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