mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-25 13:17:22 +01:00
566 lines
16 KiB
C++
566 lines
16 KiB
C++
#ifndef ANIMATION_TRACK_EDITOR_H
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#define ANIMATION_TRACK_EDITOR_H
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/*************************************************************************/
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/* animation_track_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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#include "editor/editor_data.h"
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#include "editor/editor_spin_slider.h"
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#include "editor/property_editor.h"
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#include "editor/property_selector.h"
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#include "scene/animation/animation_cache.h"
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#include "scene/gui/control.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/scroll_bar.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/tool_button.h"
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#include "scene/resources/animation.h"
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#include "scene_tree_editor.h"
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class AnimationTrackEdit;
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class AnimationTimelineEdit : public Range {
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GDCLASS(AnimationTimelineEdit, Range);
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Ref<Animation> animation;
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AnimationTrackEdit *track_edit;
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int name_limit;
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Range *zoom;
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Range *h_scroll;
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float play_position_pos;
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HBoxContainer *len_hb;
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EditorSpinSlider *length;
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ToolButton *loop;
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TextureRect *time_icon;
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MenuButton *add_track;
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Control *play_position; //separate control used to draw so updates for only position changed are much faster
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HScrollBar *hscroll;
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void _zoom_changed(double);
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void _anim_length_changed(double p_new_len);
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void _anim_loop_pressed();
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void _play_position_draw();
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UndoRedo *undo_redo;
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Rect2 hsize_rect;
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bool editing;
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bool use_fps;
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bool panning_timeline;
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float panning_timeline_from;
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float panning_timeline_at;
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bool dragging_timeline;
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bool dragging_hsize;
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float dragging_hsize_from;
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float dragging_hsize_at;
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void _gui_input(const Ref<InputEvent> &p_event);
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void _track_added(int p_track);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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int get_name_limit() const;
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int get_buttons_width() const;
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float get_zoom_scale() const;
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virtual Size2 get_minimum_size() const;
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void set_animation(const Ref<Animation> &p_animation);
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void set_track_edit(AnimationTrackEdit *p_track_edit);
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void set_zoom(Range *p_zoom);
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Range *get_zoom() const { return zoom; }
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void set_undo_redo(UndoRedo *p_undo_redo);
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void set_play_position(float p_pos);
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float get_play_position() const;
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void update_play_position();
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void update_values();
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void set_use_fps(bool p_use_fps);
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bool is_using_fps() const;
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void set_hscroll(HScrollBar *p_hscroll);
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virtual CursorShape get_cursor_shape(const Point2 &p_pos) const;
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AnimationTimelineEdit();
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};
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class AnimationTrackEditor;
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class AnimationTrackEdit : public Control {
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GDCLASS(AnimationTrackEdit, Control);
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enum {
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MENU_CALL_MODE_CONTINUOUS,
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MENU_CALL_MODE_DISCRETE,
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MENU_CALL_MODE_TRIGGER,
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MENU_CALL_MODE_CAPTURE,
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MENU_INTERPOLATION_NEAREST,
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MENU_INTERPOLATION_LINEAR,
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MENU_INTERPOLATION_CUBIC,
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MENU_LOOP_WRAP,
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MENU_LOOP_CLAMP,
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MENU_KEY_INSERT,
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MENU_KEY_DUPLICATE,
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MENU_KEY_ADD_RESET,
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MENU_KEY_DELETE
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};
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AnimationTimelineEdit *timeline;
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UndoRedo *undo_redo;
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LineEdit *path;
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Node *root;
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Control *play_position; //separate control used to draw so updates for only position changed are much faster
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float play_position_pos;
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NodePath node_path;
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Ref<Animation> animation;
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int track;
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Rect2 check_rect;
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Rect2 path_rect;
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Rect2 update_mode_rect;
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Rect2 interp_mode_rect;
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Rect2 loop_mode_rect;
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Rect2 remove_rect;
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Rect2 bezier_edit_rect;
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Ref<Texture> type_icon;
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Ref<Texture> selected_icon;
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PopupMenu *menu;
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bool clicking_on_name;
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void _zoom_changed();
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Ref<Texture> icon_cache;
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String path_cache;
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void _menu_selected(int p_index);
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void _path_entered(const String &p_text);
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void _play_position_draw();
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bool _is_value_key_valid(const Variant &p_key_value, Variant::Type &r_valid_type) const;
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Ref<Texture> _get_key_type_icon() const;
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mutable int dropping_at;
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float insert_at_pos;
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bool moving_selection_attempt;
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int select_single_attempt;
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bool moving_selection;
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float moving_selection_from_ofs;
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bool in_group;
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AnimationTrackEditor *editor;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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virtual void _gui_input(const Ref<InputEvent> &p_event);
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public:
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virtual Variant get_drag_data(const Point2 &p_point);
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virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const;
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virtual void drop_data(const Point2 &p_point, const Variant &p_data);
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virtual String get_tooltip(const Point2 &p_pos) const;
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virtual int get_key_height() const;
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virtual Rect2 get_key_rect(int p_index, float p_pixels_sec);
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virtual bool is_key_selectable_by_distance() const;
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virtual void draw_key_link(int p_index, float p_pixels_sec, int p_x, int p_next_x, int p_clip_left, int p_clip_right);
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virtual void draw_key(int p_index, float p_pixels_sec, int p_x, bool p_selected, int p_clip_left, int p_clip_right);
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virtual void draw_bg(int p_clip_left, int p_clip_right);
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virtual void draw_fg(int p_clip_left, int p_clip_right);
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//helper
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void draw_texture_clipped(const Ref<Texture> &p_texture, const Vector2 &p_pos);
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void draw_texture_region_clipped(const Ref<Texture> &p_texture, const Rect2 &p_rect, const Rect2 &p_region);
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void draw_rect_clipped(const Rect2 &p_rect, const Color &p_color, bool p_filled = true);
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int get_track() const;
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Ref<Animation> get_animation() const;
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AnimationTimelineEdit *get_timeline() const { return timeline; }
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AnimationTrackEditor *get_editor() const { return editor; }
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UndoRedo *get_undo_redo() const { return undo_redo; }
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NodePath get_path() const;
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void set_animation_and_track(const Ref<Animation> &p_animation, int p_track);
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virtual Size2 get_minimum_size() const;
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void set_undo_redo(UndoRedo *p_undo_redo);
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void set_timeline(AnimationTimelineEdit *p_timeline);
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void set_editor(AnimationTrackEditor *p_editor);
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void set_root(Node *p_root);
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void set_play_position(float p_pos);
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void update_play_position();
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void cancel_drop();
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void set_in_group(bool p_enable);
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void append_to_selection(const Rect2 &p_box, bool p_deselection);
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AnimationTrackEdit();
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};
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class AnimationTrackEditPlugin : public Reference {
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GDCLASS(AnimationTrackEditPlugin, Reference);
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public:
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virtual AnimationTrackEdit *create_value_track_edit(Object *p_object, Variant::Type p_type, const String &p_property, PropertyHint p_hint, const String &p_hint_string, int p_usage);
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virtual AnimationTrackEdit *create_audio_track_edit();
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virtual AnimationTrackEdit *create_animation_track_edit(Object *p_object);
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};
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class AnimationTrackKeyEdit;
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class AnimationMultiTrackKeyEdit;
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class AnimationBezierTrackEdit;
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class AnimationTrackEditGroup : public Control {
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GDCLASS(AnimationTrackEditGroup, Control);
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Ref<Texture> icon;
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String node_name;
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NodePath node;
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Node *root;
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AnimationTimelineEdit *timeline;
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void _zoom_changed();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void set_type_and_name(const Ref<Texture> &p_type, const String &p_name, const NodePath &p_node);
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virtual Size2 get_minimum_size() const;
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void set_timeline(AnimationTimelineEdit *p_timeline);
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void set_root(Node *p_root);
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AnimationTrackEditGroup();
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};
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class AnimationTrackEditor : public VBoxContainer {
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GDCLASS(AnimationTrackEditor, VBoxContainer);
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Ref<Animation> animation;
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Node *root;
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MenuButton *edit;
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PanelContainer *main_panel;
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HScrollBar *hscroll;
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ScrollContainer *scroll;
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VBoxContainer *track_vbox;
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AnimationBezierTrackEdit *bezier_edit;
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Label *info_message;
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AnimationTimelineEdit *timeline;
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HSlider *zoom;
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EditorSpinSlider *step;
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TextureRect *zoom_icon;
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ToolButton *snap;
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OptionButton *snap_mode;
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Button *imported_anim_warning;
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void _show_imported_anim_warning() const;
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void _snap_mode_changed(int p_mode);
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Vector<AnimationTrackEdit *> track_edits;
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Vector<AnimationTrackEditGroup *> groups;
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bool animation_changing_awaiting_update;
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void _animation_update();
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int _get_track_selected();
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void _animation_changed();
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void _update_tracks();
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void _name_limit_changed();
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void _timeline_changed(float p_new_pos, bool p_drag);
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void _track_remove_request(int p_track);
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void _track_grab_focus(int p_track);
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UndoRedo *undo_redo;
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void _update_scroll(double);
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void _update_step(double p_new_step);
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void _update_length(double p_new_len);
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void _dropped_track(int p_from_track, int p_to_track);
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void _add_track(int p_type);
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void _new_track_node_selected(NodePath p_path);
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void _new_track_property_selected(String p_name);
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void _update_step_spinbox();
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PropertySelector *prop_selector;
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PropertySelector *method_selector;
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SceneTreeDialog *pick_track;
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int adding_track_type;
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NodePath adding_track_path;
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bool keying;
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struct InsertData {
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Animation::TrackType type;
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NodePath path;
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int track_idx;
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Variant value;
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String query;
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bool advance;
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}; /* insert_data;*/
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Label *insert_confirm_text;
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CheckBox *insert_confirm_bezier;
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CheckBox *insert_confirm_reset;
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ConfirmationDialog *insert_confirm;
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bool insert_queue;
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bool inserting;
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bool insert_query;
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List<InsertData> insert_data;
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uint64_t insert_frame;
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void _query_insert(const InsertData &p_id);
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Ref<Animation> _create_and_get_reset_animation();
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void _confirm_insert_list();
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struct TrackIndices {
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int normal;
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int reset;
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TrackIndices(const Animation *p_anim = nullptr, const Animation *p_reset_anim = nullptr) {
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normal = p_anim ? p_anim->get_track_count() : 0;
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reset = p_reset_anim ? p_reset_anim->get_track_count() : 0;
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}
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};
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TrackIndices _confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_create_reset, Ref<Animation> p_reset_anim, bool p_create_beziers);
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void _insert_delay(bool p_create_reset, bool p_create_beziers);
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void _root_removed(Node *p_root);
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PropertyInfo _find_hint_for_track(int p_idx, NodePath &r_base_path, Variant *r_current_val = nullptr);
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void _timeline_value_changed(double);
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float insert_key_from_track_call_ofs;
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int insert_key_from_track_call_track;
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void _insert_key_from_track(float p_ofs, int p_track);
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void _add_method_key(const String &p_method);
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void _clear_selection(bool p_update = false);
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void _clear_selection_for_anim(const Ref<Animation> &p_anim);
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void _select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos);
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//selection
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struct SelectedKey {
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int track;
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int key;
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bool operator<(const SelectedKey &p_key) const { return track == p_key.track ? key < p_key.key : track < p_key.track; };
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};
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struct KeyInfo {
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float pos;
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};
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Map<SelectedKey, KeyInfo> selection;
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void _key_selected(int p_key, bool p_single, int p_track);
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void _key_deselected(int p_key, int p_track);
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bool moving_selection;
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float moving_selection_offset;
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void _move_selection_begin();
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void _move_selection(float p_offset);
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void _move_selection_commit();
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void _move_selection_cancel();
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AnimationTrackKeyEdit *key_edit;
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AnimationMultiTrackKeyEdit *multi_key_edit;
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void _update_key_edit();
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void _clear_key_edit();
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Control *box_selection;
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void _box_selection_draw();
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bool box_selecting;
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Vector2 box_selecting_from;
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Rect2 box_select_rect;
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void _scroll_input(const Ref<InputEvent> &p_event);
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Vector<Ref<AnimationTrackEditPlugin>> track_edit_plugins;
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void _cancel_bezier_edit();
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void _bezier_edit(int p_for_track);
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////////////// edit menu stuff
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ConfirmationDialog *optimize_dialog;
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SpinBox *optimize_linear_error;
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SpinBox *optimize_angular_error;
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SpinBox *optimize_max_angle;
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ConfirmationDialog *cleanup_dialog;
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CheckBox *cleanup_keys;
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CheckBox *cleanup_tracks;
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CheckBox *cleanup_all;
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ConfirmationDialog *scale_dialog;
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SpinBox *scale;
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void _select_all_tracks_for_copy();
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void _edit_menu_about_to_show();
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void _edit_menu_pressed(int p_option);
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int last_menu_track_opt;
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void _cleanup_animation(Ref<Animation> p_animation);
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void _anim_duplicate_keys(bool transpose);
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void _view_group_toggle();
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ToolButton *view_group;
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ToolButton *selected_filter;
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void _selection_changed();
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ConfirmationDialog *track_copy_dialog;
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Tree *track_copy_select;
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struct TrackClipboard {
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NodePath full_path;
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NodePath base_path;
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Animation::TrackType track_type;
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Animation::InterpolationType interp_type;
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Animation::UpdateMode update_mode;
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bool loop_wrap;
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bool enabled;
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struct Key {
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float time;
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float transition;
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Variant value;
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};
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Vector<Key> keys;
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};
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Vector<TrackClipboard> track_clipboard;
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void _insert_animation_key(NodePath p_path, const Variant &p_value);
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void _pick_track_filter_text_changed(const String &p_text);
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void _pick_track_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
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void _pick_track_filter_input(const Ref<InputEvent> &p_ie);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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enum {
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EDIT_COPY_TRACKS,
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EDIT_COPY_TRACKS_CONFIRM,
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EDIT_PASTE_TRACKS,
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EDIT_SCALE_SELECTION,
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EDIT_SCALE_FROM_CURSOR,
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EDIT_SCALE_CONFIRM,
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EDIT_DUPLICATE_SELECTION,
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EDIT_DUPLICATE_TRANSPOSED,
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EDIT_ADD_RESET_KEY,
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EDIT_DELETE_SELECTION,
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EDIT_GOTO_NEXT_STEP,
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EDIT_GOTO_PREV_STEP,
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EDIT_APPLY_RESET,
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EDIT_OPTIMIZE_ANIMATION,
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EDIT_OPTIMIZE_ANIMATION_CONFIRM,
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EDIT_CLEAN_UP_ANIMATION,
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EDIT_CLEAN_UP_ANIMATION_CONFIRM
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};
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void add_track_edit_plugin(const Ref<AnimationTrackEditPlugin> &p_plugin);
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void remove_track_edit_plugin(const Ref<AnimationTrackEditPlugin> &p_plugin);
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void set_animation(const Ref<Animation> &p_anim);
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Ref<Animation> get_current_animation() const;
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void set_root(Node *p_root);
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Node *get_root() const;
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void update_keying();
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bool has_keying() const;
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Dictionary get_state() const;
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void set_state(const Dictionary &p_state);
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void cleanup();
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void set_anim_pos(float p_pos);
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void insert_node_value_key(Node *p_node, const String &p_property, const Variant &p_value, bool p_only_if_exists = false);
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void insert_value_key(const String &p_property, const Variant &p_value, bool p_advance);
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void insert_transform_key(Spatial *p_node, const String &p_sub, const Transform &p_xform);
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void show_select_node_warning(bool p_show);
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bool is_key_selected(int p_track, int p_key) const;
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bool is_selection_active() const;
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bool is_moving_selection() const;
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bool is_snap_enabled() const;
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float get_moving_selection_offset() const;
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float snap_time(float p_value, bool p_relative = false);
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bool is_grouping_tracks();
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/** If `p_from_mouse_event` is `true`, handle Shift key presses for precise snapping. */
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void goto_prev_step(bool p_from_mouse_event);
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/** If `p_from_mouse_event` is `true`, handle Shift key presses for precise snapping. */
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void goto_next_step(bool p_from_mouse_event);
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MenuButton *get_edit_menu();
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AnimationTrackEditor();
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~AnimationTrackEditor();
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bool has_transform_key(Spatial *p_node, const String &p_sub);
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};
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#endif // ANIMATION_TRACK_EDITOR_H
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