spine-runtimes/spine-godot/spine_godot/SpineSpriteAnimateDialog.h
2021-09-28 11:27:11 +02:00

87 lines
3.4 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef GODOT_SPINESPRITEANIMATEDIALOG_H
#define GODOT_SPINESPRITEANIMATEDIALOG_H
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
class SpineSprite;
class SpineSpriteAnimateDialog : public Control {
GDCLASS(SpineSpriteAnimateDialog, Control);
protected:
static void _bind_methods();
AcceptDialog *error_dialog;
ToolButton *animate_button;
EditorPlugin *the_plugin;
ConfirmationDialog *animate_dialog;
Button *animate_dialog_override_button;
Tree *animate_dialog_tree;
SceneTreeDialog *scene_tree_dialog;
NodePath spine_sprite_path;
NodePath anim_player_path;
void add_row(const String &animation, bool loop=true, int64_t track_id=0);
void clear_tree();
void error(const String &text, const String &title="Error");
void load_data_from_sprite(SpineSprite *sprite, bool &err);
void load_data_from_anim_player(AnimationPlayer *anim_player, bool &err);
Dictionary get_data_from_tree();
void gen_new_animation_player(SpineSprite *sprite, bool &err);
void gen_animations(SpineSprite *sprite, AnimationPlayer *anim_player, const Dictionary &config, float min_duration, bool &err);
Dictionary gen_current_animation_data(const String &animation, int64_t track_id, bool loop, bool clear, bool empty, bool empty_duration, float delay);
public:
SpineSpriteAnimateDialog();
~SpineSpriteAnimateDialog();
void set_animate_button(ToolButton *b);
inline ToolButton *get_animate_button() {return animate_button;}
inline void set_plugin(EditorPlugin *p) {the_plugin = p;}
void _on_animate_button_pressed();
void _on_scene_tree_selected(NodePath path);
void _on_scene_tree_hide();
void _on_animate_dialog_action(const String &act);
};
#endif
#endif //GODOT_SPINESPRITEANIMATEDIALOG_H