#ifndef ANIMATION_STATE_MACHINE_EDITOR_H #define ANIMATION_STATE_MACHINE_EDITOR_H /*************************************************************************/ /* animation_state_machine_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 "editor/plugins/animation_tree_editor_plugin.h" #include "scene/animation/animation_node_state_machine.h" #include "core/math/rect2.h" #include "core/math/vector2.h" #include "core/object.h" #include "core/reference.h" #include "core/string_name.h" #include "core/ustring.h" #include "core/vector.h" class EditorFileDialog; class HBoxContainer; class HScrollBar; class InputEvent; class Label; class LineEdit; class OptionButton; class PanelContainer; class PopupMenu; class ToolButton; class UndoRedo; class VScrollBar; class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin { GDCLASS(AnimationNodeStateMachineEditor, AnimationTreeNodeEditorPlugin); Ref state_machine; ToolButton *tool_select; ToolButton *tool_create; ToolButton *tool_connect; LineEdit *name_edit; HBoxContainer *tool_erase_hb; ToolButton *tool_erase; ToolButton *tool_autoplay; ToolButton *tool_end; OptionButton *transition_mode; OptionButton *play_mode; PanelContainer *panel; StringName selected_node; HScrollBar *h_scroll; VScrollBar *v_scroll; Control *state_machine_draw; Control *state_machine_play_pos; PanelContainer *error_panel; Label *error_label; bool updating; UndoRedo *undo_redo; static AnimationNodeStateMachineEditor *singleton; void _state_machine_gui_input(const Ref &p_event); 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); void _state_machine_draw(); void _state_machine_pos_draw(); void _update_graph(); PopupMenu *menu; PopupMenu *animations_menu; Vector animations_to_add; Vector2 add_node_pos; bool dragging_selected_attempt; bool dragging_selected; Vector2 drag_from; Vector2 drag_ofs; StringName snap_x; StringName snap_y; bool connecting; StringName connecting_from; Vector2 connecting_to; StringName connecting_to_node; void _add_menu_type(int p_index); void _add_animation_type(int p_index); void _removed_from_graph(); struct NodeRect { StringName node_name; Rect2 node; Rect2 play; Rect2 name; Rect2 edit; }; Vector node_rects; struct TransitionLine { StringName from_node; StringName to_node; Vector2 from; Vector2 to; AnimationNodeStateMachineTransition::SwitchMode mode; StringName advance_condition_name; bool advance_condition_state; bool disabled; bool auto_advance; float width; }; Vector transition_lines; StringName selected_transition_from; StringName selected_transition_to; StringName over_node; int over_node_what; String prev_name; void _name_edited(const String &p_text); void _name_edited_focus_out(); void _open_editor(const String &p_name); void _scroll_changed(double); void _clip_src_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect); void _clip_dst_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect); void _erase_selected(); void _update_mode(); void _autoplay_selected(); void _end_selected(); bool last_active; StringName last_blend_from_node; StringName last_current_node; Vector last_travel_path; float last_play_pos; float play_pos; float current_length; float error_time; String error_text; EditorFileDialog *open_file; Ref file_loaded; void _file_opened(const String &p_file); enum { MENU_LOAD_FILE = 1000, MENU_PASTE = 1001, MENU_LOAD_FILE_CONFIRM = 1002 }; protected: void _notification(int p_what); static void _bind_methods(); public: static AnimationNodeStateMachineEditor *get_singleton() { return singleton; } virtual bool can_edit(const Ref &p_node); virtual void edit(const Ref &p_node); virtual CursorShape get_cursor_shape(const Point2 &p_pos) const; AnimationNodeStateMachineEditor(); }; #endif // ANIMATION_STATE_MACHINE_EDITOR_H