godot/editor/animation_bezier_editor.h
Francois Belair 13a0d9177d Implement drawing and editing all anim beziers
* Move bezier edit from track to button in toolbar
* Draw, edit all bezier curves simultaneously
* Add click on curve to select tracks
* Tie track editor's filter view to bezier editor
* Implement visibility and locking
* Fix editor spacing issues
* Fix track buttons spacing
* Add keyframe focus and (de)select all key handling
2022-02-09 19:48:22 -05:00

197 lines
6.0 KiB
C++

/*************************************************************************/
/* animation_bezier_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef ANIMATION_BEZIER_EDITOR_H
#define ANIMATION_BEZIER_EDITOR_H
#include "animation_track_editor.h"
class ViewPanner;
class AnimationBezierTrackEdit : public Control {
GDCLASS(AnimationBezierTrackEdit, Control);
enum {
MENU_KEY_INSERT,
MENU_KEY_DUPLICATE,
MENU_KEY_DELETE,
MENU_KEY_SET_HANDLE_FREE,
MENU_KEY_SET_HANDLE_BALANCED,
};
AnimationTimelineEdit *timeline = nullptr;
UndoRedo *undo_redo = nullptr;
Node *root = nullptr;
Control *play_position; //separate control used to draw so updates for only position changed are much faster
float play_position_pos = 0;
Ref<Animation> animation;
int selected_track;
Vector<Rect2> view_rects;
Ref<Texture2D> bezier_icon;
Ref<Texture2D> bezier_handle_icon;
Ref<Texture2D> selected_icon;
Map<int, Rect2> subtracks;
enum {
REMOVE_ICON,
LOCK_ICON,
SOLO_ICON,
VISIBILITY_ICON
};
Map<int, Map<int, Rect2>> subtrack_icons;
Set<int> locked_tracks;
Set<int> hidden_tracks;
int solo_track = -1;
bool is_filtered = false;
float v_scroll = 0;
float v_zoom = 1;
PopupMenu *menu = nullptr;
void _zoom_changed();
void _update_locked_tracks_after(int p_track);
void _update_hidden_tracks_after(int p_track);
virtual void gui_input(const Ref<InputEvent> &p_event) override;
void _menu_selected(int p_index);
void _play_position_draw();
Vector2 insert_at_pos;
typedef Pair<int, int> IntPair;
bool moving_selection_attempt = false;
IntPair select_single_attempt;
bool moving_selection = false;
int moving_selection_from_key;
int moving_selection_from_track;
Vector2 moving_selection_offset;
bool box_selecting_attempt = false;
bool box_selecting = false;
bool box_selecting_add = false;
Vector2 box_selection_from;
Vector2 box_selection_to;
int moving_handle = 0; //0 no move -1 or +1 out
int moving_handle_key = 0;
int moving_handle_track = 0;
Vector2 moving_handle_left;
Vector2 moving_handle_right;
int moving_handle_mode; // value from Animation::HandleMode
void _clear_selection();
void _clear_selection_for_anim(const Ref<Animation> &p_anim);
void _select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos);
void _change_selected_keys_handle_mode(Animation::HandleMode p_mode);
Vector2 menu_insert_key;
struct AnimMoveRestore {
int track = 0;
float time = 0;
Variant key;
float transition = 0;
};
AnimationTrackEditor *editor;
struct EditPoint {
Rect2 point_rect;
Rect2 in_rect;
Rect2 out_rect;
int track;
int key;
};
Vector<EditPoint> edit_points;
struct SelectionCompare {
bool operator()(const IntPair &lh, const IntPair &rh) {
if (lh.first == rh.first) {
return lh.second < rh.second;
} else {
return lh.first < rh.first;
}
}
};
typedef Set<IntPair, SelectionCompare> SelectionSet;
SelectionSet selection;
Ref<ViewPanner> panner;
void _scroll_callback(Vector2 p_scroll_vec, bool p_alt);
void _pan_callback(Vector2 p_scroll_vec);
void _zoom_callback(Vector2 p_scroll_vec, Vector2 p_origin, bool p_alt);
void _draw_line_clipped(const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, int p_clip_left, int p_clip_right);
void _draw_track(int p_track, const Color &p_color);
float _bezier_h_to_pixel(float p_h);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
virtual String get_tooltip(const Point2 &p_pos) const override;
Ref<Animation> get_animation() const;
void set_animation_and_track(const Ref<Animation> &p_animation, int p_track);
virtual Size2 get_minimum_size() const override;
void set_undo_redo(UndoRedo *p_undo_redo);
void set_timeline(AnimationTimelineEdit *p_timeline);
void set_editor(AnimationTrackEditor *p_editor);
void set_root(Node *p_root);
void set_filtered(bool p_filtered);
void set_play_position(float p_pos);
void update_play_position();
void duplicate_selection();
void delete_selection();
AnimationBezierTrackEdit();
};
#endif // ANIMATION_BEZIER_EDITOR_H