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State machine animation node
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167
editor/plugins/animation_state_machine_editor.h
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167
editor/plugins/animation_state_machine_editor.h
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#ifndef ANIMATION_STATE_MACHINE_EDITOR_H
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#define ANIMATION_STATE_MACHINE_EDITOR_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/property_editor.h"
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#include "scene/animation/animation_node_state_machine.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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class AnimationNodeStateMachineEditor : public VBoxContainer {
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GDCLASS(AnimationNodeStateMachineEditor, VBoxContainer);
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Ref<AnimationNodeStateMachine> state_machine;
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ToolButton *tool_select;
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ToolButton *tool_create;
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ToolButton *tool_connect;
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LineEdit *name_edit;
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HBoxContainer *tool_erase_hb;
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ToolButton *tool_erase;
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ToolButton *tool_autoplay;
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ToolButton *tool_end;
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OptionButton *transition_mode;
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OptionButton *play_mode;
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HBoxContainer *goto_parent_hbox;
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ToolButton *goto_parent;
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PanelContainer *panel;
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StringName selected_node;
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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Control *state_machine_draw;
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Control *state_machine_play_pos;
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PanelContainer *error_panel;
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Label *error_label;
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bool updating;
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UndoRedo *undo_redo;
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static AnimationNodeStateMachineEditor *singleton;
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void _state_machine_gui_input(const Ref<InputEvent> &p_event);
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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);
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void _state_machine_draw();
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void _state_machine_pos_draw();
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void _update_graph();
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PopupMenu *menu;
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PopupMenu *animations_menu;
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Vector<String> animations_to_add;
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Vector2 add_node_pos;
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bool dragging_selected_attempt;
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bool dragging_selected;
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Vector2 drag_from;
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Vector2 drag_ofs;
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StringName snap_x;
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StringName snap_y;
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bool connecting;
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StringName connecting_from;
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Vector2 connecting_to;
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StringName connecting_to_node;
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void _add_menu_type(int p_index);
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void _add_animation_type(int p_index);
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void _goto_parent();
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void _removed_from_graph();
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struct NodeRect {
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StringName node_name;
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Rect2 node;
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Rect2 play;
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Rect2 name;
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Rect2 edit;
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};
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Vector<NodeRect> node_rects;
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struct TransitionLine {
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StringName from_node;
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StringName to_node;
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Vector2 from;
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Vector2 to;
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AnimationNodeStateMachineTransition::SwitchMode mode;
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bool disabled;
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bool auto_advance;
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float width;
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};
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Vector<TransitionLine> transition_lines;
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StringName selected_transition_from;
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StringName selected_transition_to;
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bool over_text;
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StringName over_node;
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int over_node_what;
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String prev_name;
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void _name_edited(const String &p_text);
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void _open_editor(const String &p_name);
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void _scroll_changed(double);
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void _clip_src_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect);
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void _clip_dst_line_to_rect(Vector2 &r_from, Vector2 &r_to, const Rect2 &p_rect);
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void _erase_selected();
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void _update_mode();
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void _autoplay_selected();
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void _end_selected();
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bool last_active;
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StringName last_blend_from_node;
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StringName last_current_node;
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Vector<StringName> last_travel_path;
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float last_play_pos;
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float error_time;
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String error_text;
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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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public:
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static AnimationNodeStateMachineEditor *get_singleton() { return singleton; }
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void edit(AnimationNodeStateMachine *p_state_machine);
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AnimationNodeStateMachineEditor();
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};
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class AnimationNodeStateMachineEditorPlugin : public EditorPlugin {
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GDCLASS(AnimationNodeStateMachineEditorPlugin, EditorPlugin);
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AnimationNodeStateMachineEditor *anim_tree_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const { return "StateMachine"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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AnimationNodeStateMachineEditorPlugin(EditorNode *p_node);
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~AnimationNodeStateMachineEditorPlugin();
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};
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#endif // ANIMATION_STATE_MACHINE_EDITOR_H
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