godot/editor/animation_bezier_editor.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

172 lines
5.1 KiB
C++

/*************************************************************************/
/* animation_bezier_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 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;
Map<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;
Set<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