pandemonium_engine/editor/animation_bezier_editor.h

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#ifndef ANIMATION_BEZIER_EDITOR_H
#define ANIMATION_BEZIER_EDITOR_H
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "scene/gui/control.h"
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#include "core/containers/rb_map.h"
#include "core/math/rect2.h"
#include "core/math/vector2.h"
#include "core/object/object.h"
#include "core/object/reference.h"
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#include "core/containers/rb_set.h"
#include "core/string/ustring.h"
#include "core/variant/variant.h"
#include "core/containers/vector.h"
#include "scene/animation/animation.h"
#include "scene/resources/texture.h"
class AnimationTimelineEdit;
class AnimationTrackEditor;
class InputEvent;
class Node;
class OptionButton;
class PopupMenu;
class UndoRedo;
struct Color;
class AnimationBezierTrackEdit : public Control {
GDCLASS(AnimationBezierTrackEdit, Control);
enum HandleMode {
HANDLE_MODE_FREE,
HANDLE_MODE_BALANCED,
HANDLE_MODE_MIRROR
};
enum {
MENU_KEY_INSERT,
MENU_KEY_DUPLICATE,
MENU_KEY_DELETE
};
HandleMode handle_mode;
OptionButton *handle_mode_option;
AnimationTimelineEdit *timeline;
UndoRedo *undo_redo;
Node *root;
Control *play_position; //separate control used to draw so updates for only position changed are much faster
float play_position_pos;
Ref<Animation> animation;
int track;
Vector<Rect2> view_rects;
Ref<Texture> bezier_icon;
Ref<Texture> bezier_handle_icon;
Ref<Texture> selected_icon;
Rect2 close_icon_rect;
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RBMap<int, Rect2> subtracks;
float v_scroll;
float v_zoom;
PopupMenu *menu;
void _zoom_changed();
void _gui_input(const Ref<InputEvent> &p_event);
void _menu_selected(int p_index);
bool *block_animation_update_ptr; //used to block all tracks re-gen (speed up)
void _play_position_draw();
Vector2 insert_at_pos;
bool moving_selection_attempt;
int select_single_attempt;
bool moving_selection;
int moving_selection_from_key;
Vector2 moving_selection_offset;
bool box_selecting_attempt;
bool box_selecting;
bool box_selecting_add;
Vector2 box_selection_from;
Vector2 box_selection_to;
int moving_handle; //0 no move -1 or +1 out
int moving_handle_key;
Vector2 moving_handle_left;
Vector2 moving_handle_right;
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);
Vector2 menu_insert_key;
struct AnimMoveRestore {
int track;
float time;
Variant key;
float transition;
};
AnimationTrackEditor *editor;
struct EditPoint {
Rect2 point_rect;
Rect2 in_rect;
Rect2 out_rect;
};
Vector<EditPoint> edit_points;
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RBSet<int> selection;
bool panning_timeline;
float panning_timeline_from;
float panning_timeline_at;
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;
Ref<Animation> get_animation() const;
void set_animation_and_track(const Ref<Animation> &p_animation, int p_track);
virtual Size2 get_minimum_size() const;
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_block_animation_update_ptr(bool *p_block_ptr);
void set_play_position(float p_pos);
void update_play_position();
void duplicate_selection();
void delete_selection();
AnimationBezierTrackEdit();
};
#endif // ANIMATION_BEZIER_EDITOR_H