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746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
260 lines
8.3 KiB
C++
260 lines
8.3 KiB
C++
/*************************************************************************/
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/* animation_state_machine_editor.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_STATE_MACHINE_EDITOR_H
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#define ANIMATION_STATE_MACHINE_EDITOR_H
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#include "editor/editor_plugin.h"
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#include "editor/plugins/animation_tree_editor_plugin.h"
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#include "editor/property_editor.h"
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#include "scene/animation/animation_node_state_machine.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 EditorFileDialog;
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class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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GDCLASS(AnimationNodeStateMachineEditor, AnimationTreeNodeEditorPlugin);
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Ref<AnimationNodeStateMachine> state_machine;
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Button *tool_select = nullptr;
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Button *tool_create = nullptr;
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Button *tool_connect = nullptr;
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Button *tool_group = nullptr;
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Button *tool_ungroup = nullptr;
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Popup *name_edit_popup = nullptr;
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LineEdit *name_edit = nullptr;
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HBoxContainer *tool_erase_hb = nullptr;
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Button *tool_erase = nullptr;
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OptionButton *transition_mode = nullptr;
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OptionButton *play_mode = nullptr;
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PanelContainer *panel = nullptr;
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StringName selected_node;
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RBSet<StringName> selected_nodes;
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HScrollBar *h_scroll = nullptr;
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VScrollBar *v_scroll = nullptr;
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Control *state_machine_draw = nullptr;
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Control *state_machine_play_pos = nullptr;
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PanelContainer *error_panel = nullptr;
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Label *error_label = nullptr;
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bool updating = false;
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UndoRedo *undo_redo = nullptr;
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static AnimationNodeStateMachineEditor *singleton;
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void _state_machine_gui_input(const Ref<InputEvent> &p_event);
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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);
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void _state_machine_draw();
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void _state_machine_pos_draw();
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void _update_graph();
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PopupMenu *menu = nullptr;
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PopupMenu *connect_menu = nullptr;
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PopupMenu *state_machine_menu = nullptr;
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PopupMenu *end_menu = nullptr;
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PopupMenu *animations_menu = nullptr;
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Vector<String> animations_to_add;
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Vector<String> nodes_to_connect;
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Vector2 add_node_pos;
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ConfirmationDialog *delete_window;
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Tree *delete_tree;
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bool box_selecting = false;
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Point2 box_selecting_from;
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Point2 box_selecting_to;
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Rect2 box_selecting_rect;
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RBSet<StringName> previous_selected;
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bool dragging_selected_attempt = false;
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bool dragging_selected = false;
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Vector2 drag_from;
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Vector2 drag_ofs;
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StringName snap_x;
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StringName snap_y;
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bool connecting = false;
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StringName connecting_from;
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Vector2 connecting_to;
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StringName connecting_to_node;
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void _add_menu_type(int p_index);
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void _add_animation_type(int p_index);
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void _connect_to(int p_index);
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void _removed_from_graph();
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struct NodeRect {
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StringName node_name;
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Rect2 node;
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Rect2 play;
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Rect2 name;
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Rect2 edit;
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};
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Vector<NodeRect> node_rects;
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struct TransitionLine {
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StringName from_node;
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StringName to_node;
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Vector2 from;
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Vector2 to;
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AnimationNodeStateMachineTransition::SwitchMode mode;
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StringName advance_condition_name;
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bool advance_condition_state = false;
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bool disabled = false;
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bool auto_advance = false;
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float width = 0;
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bool selected;
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bool travel;
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bool hidden;
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int transition_index;
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Vector<TransitionLine> multi_transitions;
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};
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Vector<TransitionLine> transition_lines;
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struct NodeUR {
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StringName name;
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Ref<AnimationNode> node;
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Vector2 position;
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};
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struct TransitionUR {
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StringName new_from;
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StringName new_to;
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StringName old_from;
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StringName old_to;
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Ref<AnimationNodeStateMachineTransition> transition;
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};
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StringName selected_transition_from;
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StringName selected_transition_to;
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int selected_transition_index;
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TransitionLine selected_multi_transition;
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void _add_transition(const bool p_nested_action = false);
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StringName over_node;
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int over_node_what = -1;
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String prev_name;
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void _name_edited(const String &p_text);
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void _name_edited_focus_out();
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void _open_editor(const String &p_name);
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void _scroll_changed(double);
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void _clip_src_line_to_rect(Vector2 &r_from, const Vector2 &p_to, const Rect2 &p_rect);
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void _clip_dst_line_to_rect(const Vector2 &p_from, Vector2 &r_to, const Rect2 &p_rect);
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void _erase_selected(const bool p_nested_action = false);
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void _update_mode();
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void _open_menu(const Vector2 &p_position);
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void _open_connect_menu(const Vector2 &p_position);
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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>>());
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void _stop_connecting();
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void _group_selected_nodes();
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void _ungroup_selected_nodes();
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void _delete_selected();
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void _delete_all();
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void _delete_tree_draw();
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bool last_active = false;
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StringName last_blend_from_node;
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StringName last_current_node;
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Vector<StringName> last_travel_path;
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float last_play_pos = 0.0f;
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float play_pos = 0.0f;
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float current_length = 0.0f;
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float error_time = 0.0f;
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String error_text;
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EditorFileDialog *open_file = nullptr;
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Ref<AnimationNode> file_loaded;
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void _file_opened(const String &p_file);
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enum {
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MENU_LOAD_FILE = 1000,
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MENU_PASTE = 1001,
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MENU_LOAD_FILE_CONFIRM = 1002
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};
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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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public:
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static AnimationNodeStateMachineEditor *get_singleton() { return singleton; }
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virtual bool can_edit(const Ref<AnimationNode> &p_node) override;
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virtual void edit(const Ref<AnimationNode> &p_node) override;
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virtual CursorShape get_cursor_shape(const Point2 &p_pos) const override;
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AnimationNodeStateMachineEditor();
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};
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class EditorAnimationMultiTransitionEdit : public RefCounted {
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GDCLASS(EditorAnimationMultiTransitionEdit, RefCounted);
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struct Transition {
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StringName from;
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StringName to;
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Ref<AnimationNodeStateMachineTransition> transition;
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};
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Vector<Transition> transitions;
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protected:
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bool _set(const StringName &p_name, const Variant &p_property);
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bool _get(const StringName &p_name, Variant &r_property) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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void add_transition(const StringName &p_from, const StringName &p_to, Ref<AnimationNodeStateMachineTransition> p_transition);
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EditorAnimationMultiTransitionEdit(){};
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};
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#endif // ANIMATION_STATE_MACHINE_EDITOR_H
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