#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" #include "core/map.h" #include "core/math/rect2.h" #include "core/math/vector2.h" #include "core/object.h" #include "core/reference.h" #include "core/set.h" #include "core/ustring.h" #include "core/variant.h" #include "core/vector.h" #include "scene/resources/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; int track; Vector view_rects; Ref bezier_icon; Ref bezier_handle_icon; Ref selected_icon; Rect2 close_icon_rect; Map subtracks; float v_scroll; float v_zoom; PopupMenu *menu; void _zoom_changed(); void _gui_input(const Ref &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 &p_anim); void _select_at_anim(const Ref &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 edit_points; Set 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 get_animation() const; void set_animation_and_track(const Ref &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