/**************************************************************************/ /* animation_library_editor.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #include "animation_library_editor.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/editor_string_names.h" #include "editor/editor_undo_redo_manager.h" #include "editor/gui/editor_file_dialog.h" #include "editor/themes/editor_scale.h" #include "scene/animation/animation_mixer.h" void AnimationLibraryEditor::set_animation_mixer(Object *p_mixer) { … } void AnimationLibraryEditor::_add_library() { … } void AnimationLibraryEditor::_add_library_validate(const String &p_name) { … } void AnimationLibraryEditor::_add_library_confirm() { … } void AnimationLibraryEditor::_load_library() { … } void AnimationLibraryEditor::_file_popup_selected(int p_id) { … } void AnimationLibraryEditor::_load_file(const String &p_path) { … } void AnimationLibraryEditor::_load_files(const PackedStringArray &p_paths) { … } void AnimationLibraryEditor::_item_renamed() { … } void AnimationLibraryEditor::_button_pressed(TreeItem *p_item, int p_column, int p_id, MouseButton p_button) { … } void AnimationLibraryEditor::update_tree() { … } void AnimationLibraryEditor::show_dialog() { … } void AnimationLibraryEditor::_notification(int p_what) { … } void AnimationLibraryEditor::_update_editor(Object *p_mixer) { … } void AnimationLibraryEditor::shortcut_input(const Ref<InputEvent> &p_event) { … } void AnimationLibraryEditor::_bind_methods() { … } AnimationLibraryEditor::AnimationLibraryEditor() { … }