mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 13:41:03 +00:00 
			
		
		
		
	 b5334d14f7
			
		
	
	
		b5334d14f7
		
			
		
	
	
	
	
		
			
			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 🎆
		
	
			
		
			
				
	
	
		
			190 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
 | |
| /*  animation_state_machine_editor.h                                     */
 | |
| /*************************************************************************/
 | |
| /*                       This file is part of:                           */
 | |
| /*                           GODOT ENGINE                                */
 | |
| /*                      https://godotengine.org                          */
 | |
| /*************************************************************************/
 | |
| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
 | |
| /* Copyright (c) 2014-2021 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_STATE_MACHINE_EDITOR_H
 | |
| #define ANIMATION_STATE_MACHINE_EDITOR_H
 | |
| 
 | |
| #include "editor/editor_node.h"
 | |
| #include "editor/editor_plugin.h"
 | |
| #include "editor/plugins/animation_tree_editor_plugin.h"
 | |
| #include "editor/property_editor.h"
 | |
| #include "scene/animation/animation_node_state_machine.h"
 | |
| #include "scene/gui/button.h"
 | |
| #include "scene/gui/graph_edit.h"
 | |
| #include "scene/gui/popup.h"
 | |
| #include "scene/gui/tree.h"
 | |
| 
 | |
| class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
 | |
| 	GDCLASS(AnimationNodeStateMachineEditor, AnimationTreeNodeEditorPlugin);
 | |
| 
 | |
| 	Ref<AnimationNodeStateMachine> state_machine;
 | |
| 
 | |
| 	Button *tool_select;
 | |
| 	Button *tool_create;
 | |
| 	Button *tool_connect;
 | |
| 	Popup *name_edit_popup;
 | |
| 	LineEdit *name_edit;
 | |
| 
 | |
| 	HBoxContainer *tool_erase_hb;
 | |
| 	Button *tool_erase;
 | |
| 	Button *tool_autoplay;
 | |
| 	Button *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<InputEvent> &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<String> 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<NodeRect> 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 = false;
 | |
| 		bool disabled = false;
 | |
| 		bool auto_advance = false;
 | |
| 		float width = 0;
 | |
| 	};
 | |
| 
 | |
| 	Vector<TransitionLine> transition_lines;
 | |
| 
 | |
| 	StringName selected_transition_from;
 | |
| 	StringName selected_transition_to;
 | |
| 
 | |
| 	bool over_text;
 | |
| 	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<StringName> last_travel_path;
 | |
| 	float last_play_pos;
 | |
| 	float play_pos;
 | |
| 	float current_length;
 | |
| 
 | |
| 	float error_time;
 | |
| 	String error_text;
 | |
| 
 | |
| 	EditorFileDialog *open_file;
 | |
| 	Ref<AnimationNode> 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<AnimationNode> &p_node) override;
 | |
| 	virtual void edit(const Ref<AnimationNode> &p_node) override;
 | |
| 	AnimationNodeStateMachineEditor();
 | |
| };
 | |
| 
 | |
| #endif // ANIMATION_STATE_MACHINE_EDITOR_H
 |