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			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			140 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
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			140 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  animation_blend_tree_editor_plugin.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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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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| 
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| #ifndef ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H
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| #define ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H
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| 
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| #include "editor/editor_node.h"
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| #include "editor/editor_plugin.h"
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| #include "editor/plugins/animation_tree_editor_plugin.h"
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| #include "editor/property_editor.h"
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| #include "scene/animation/animation_blend_tree.h"
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| #include "scene/gui/button.h"
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| #include "scene/gui/graph_edit.h"
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| #include "scene/gui/popup.h"
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| #include "scene/gui/tree.h"
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| 
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| class ProgressBar;
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| 
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| class AnimationNodeBlendTreeEditor : public AnimationTreeNodeEditorPlugin {
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| 	GDCLASS(AnimationNodeBlendTreeEditor, AnimationTreeNodeEditorPlugin);
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| 
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| 	Ref<AnimationNodeBlendTree> blend_tree;
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| 	GraphEdit *graph;
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| 	MenuButton *add_node;
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| 	Vector2 popup_menu_position;
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| 	bool use_popup_menu_position;
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| 
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| 	PanelContainer *error_panel;
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| 	Label *error_label;
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| 
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| 	UndoRedo *undo_redo;
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| 
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| 	AcceptDialog *filter_dialog;
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| 	Tree *filters;
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| 	CheckBox *filter_enabled;
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| 
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| 	Map<StringName, ProgressBar *> animations;
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| 	Vector<EditorProperty *> visible_properties;
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| 
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| 	void _update_graph();
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| 
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| 	struct AddOption {
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| 		String name;
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| 		String type;
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| 		Ref<Script> script;
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| 		AddOption(const String &p_name = String(), const String &p_type = String()) :
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| 				name(p_name),
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| 				type(p_type) {
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| 		}
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| 	};
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| 
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| 	Vector<AddOption> add_options;
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| 
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| 	void _add_node(int p_idx);
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| 	void _update_options_menu();
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| 
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| 	static AnimationNodeBlendTreeEditor *singleton;
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| 
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| 	void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, const StringName &p_which);
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| 	void _node_renamed(const String &p_text, Ref<AnimationNode> p_node);
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| 	void _node_renamed_focus_out(Node *le, Ref<AnimationNode> p_node);
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| 
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| 	bool updating;
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| 
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| 	void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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| 	void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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| 
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| 	void _scroll_changed(const Vector2 &p_scroll);
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| 	void _node_selected(Object *p_node);
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| 	void _open_in_editor(const String &p_which);
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| 	void _anim_selected(int p_index, Array p_options, const String &p_node);
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| 	void _delete_request(const String &p_which);
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| 	void _delete_nodes_request();
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| 	void _popup_request(const Vector2 &p_position);
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| 
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| 	bool _update_filters(const Ref<AnimationNode> &anode);
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| 	void _edit_filters(const String &p_which);
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| 	void _filter_edited();
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| 	void _filter_toggled();
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| 	Ref<AnimationNode> _filter_edit;
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| 
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| 	void _property_changed(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing);
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| 	void _removed_from_graph();
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| 
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| 	EditorFileDialog *open_file;
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| 	Ref<AnimationNode> file_loaded;
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| 	void _file_opened(const String &p_file);
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| 
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| 	enum {
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| 		MENU_LOAD_FILE = 1000,
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| 		MENU_PASTE = 1001,
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| 		MENU_LOAD_FILE_CONFIRM = 1002
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| 	};
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| 
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| protected:
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| 	void _notification(int p_what);
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| 	static void _bind_methods();
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| 
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| public:
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| 	static AnimationNodeBlendTreeEditor *get_singleton() { return singleton; }
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| 
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| 	void add_custom_type(const String &p_name, const Ref<Script> &p_script);
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| 	void remove_custom_type(const Ref<Script> &p_script);
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| 
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| 	virtual Size2 get_minimum_size() const override;
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| 
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| 	virtual bool can_edit(const Ref<AnimationNode> &p_node) override;
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| 	virtual void edit(const Ref<AnimationNode> &p_node) override;
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| 
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| 	AnimationNodeBlendTreeEditor();
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| };
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| 
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| #endif // ANIMATION_BLEND_TREE_EDITOR_PLUGIN_H
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