godot/editor/plugins/animation_player_editor_plugin.cpp

/**************************************************************************/
/*  animation_player_editor_plugin.cpp                                    */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* 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  */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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#include "animation_player_editor_plugin.h"

#include "core/config/project_settings.h"
#include "core/input/input.h"
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/os/keyboard.h"
#include "editor/editor_command_palette.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/editor_bottom_panel.h"
#include "editor/gui/editor_file_dialog.h"
#include "editor/gui/editor_validation_panel.h"
#include "editor/inspector_dock.h"
#include "editor/plugins/canvas_item_editor_plugin.h" // For onion skinning.
#include "editor/plugins/node_3d_editor_plugin.h" // For onion skinning.
#include "editor/scene_tree_dock.h"
#include "editor/themes/editor_scale.h"
#include "editor/themes/editor_theme_manager.h"
#include "scene/animation/animation_tree.h"
#include "scene/gui/separator.h"
#include "scene/main/window.h"
#include "scene/resources/animation.h"
#include "scene/resources/image_texture.h"
#include "servers/rendering_server.h"

///////////////////////////////////

void AnimationPlayerEditor::_node_removed(Node *p_node) {}

void AnimationPlayerEditor::_notification(int p_what) {}

void AnimationPlayerEditor::_autoplay_pressed() {}

void AnimationPlayerEditor::_go_to_nearest_keyframe(bool p_backward) {}

void AnimationPlayerEditor::_play_pressed() {}

void AnimationPlayerEditor::_play_from_pressed() {}

String AnimationPlayerEditor::_get_current() const {}
void AnimationPlayerEditor::_play_bw_pressed() {}

void AnimationPlayerEditor::_play_bw_from_pressed() {}

void AnimationPlayerEditor::_stop_pressed() {}

void AnimationPlayerEditor::_animation_selected(int p_which) {}

void AnimationPlayerEditor::_animation_new() {}

void AnimationPlayerEditor::_animation_rename() {}

void AnimationPlayerEditor::_animation_remove() {}

void AnimationPlayerEditor::_animation_remove_confirmed() {}

void AnimationPlayerEditor::_select_anim_by_name(const String &p_anim) {}

float AnimationPlayerEditor::_get_editor_step() const {}

void AnimationPlayerEditor::_animation_name_edited() {}

void AnimationPlayerEditor::_blend_editor_next_changed(const int p_idx) {}

void AnimationPlayerEditor::_edit_animation_blend() {}

void AnimationPlayerEditor::_update_animation_blend() {}

void AnimationPlayerEditor::_blend_edited() {}

void AnimationPlayerEditor::ensure_visibility() {}

Dictionary AnimationPlayerEditor::get_state() const {}

void AnimationPlayerEditor::set_state(const Dictionary &p_state) {}

void AnimationPlayerEditor::_animation_resource_edit() {}

void AnimationPlayerEditor::_animation_edit() {}

void AnimationPlayerEditor::_scale_changed(const String &p_scale) {}

void AnimationPlayerEditor::_update_animation() {}

void AnimationPlayerEditor::_update_player() {}

void AnimationPlayerEditor::_set_controls_disabled(bool p_disabled) {}

void AnimationPlayerEditor::_update_animation_list_icons() {}

void AnimationPlayerEditor::_update_name_dialog_library_dropdown() {}

void AnimationPlayerEditor::_ensure_dummy_player() {}

void AnimationPlayerEditor::edit(AnimationMixer *p_node, AnimationPlayer *p_player, bool p_is_dummy) {}

void AnimationPlayerEditor::forward_force_draw_over_viewport(Control *p_overlay) {}

void AnimationPlayerEditor::_animation_duplicate() {}

Ref<Animation> AnimationPlayerEditor::_animation_clone(Ref<Animation> p_anim) {}

void AnimationPlayerEditor::_seek_value_changed(float p_value, bool p_timeline_only) {}

void AnimationPlayerEditor::_animation_player_changed(Object *p_pl) {}

void AnimationPlayerEditor::_animation_libraries_updated() {}

void AnimationPlayerEditor::_list_changed() {}

void AnimationPlayerEditor::_current_animation_changed(const String &p_name) {}

void AnimationPlayerEditor::_animation_key_editor_anim_len_changed(float p_len) {}
void AnimationPlayerEditor::_animation_key_editor_seek(float p_pos, bool p_timeline_only, bool p_update_position_only) {}

void AnimationPlayerEditor::_animation_update_key_frame() {}

void AnimationPlayerEditor::_animation_tool_menu(int p_option) {}

void AnimationPlayerEditor::_onion_skinning_menu(int p_option) {}

void AnimationPlayerEditor::shortcut_input(const Ref<InputEvent> &p_ev) {}

void AnimationPlayerEditor::_editor_visibility_changed() {}

bool AnimationPlayerEditor::_are_onion_layers_valid() {}

void AnimationPlayerEditor::_allocate_onion_layers() {}

void AnimationPlayerEditor::_free_onion_layers() {}

void AnimationPlayerEditor::_prepare_onion_layers_1() {}

void AnimationPlayerEditor::_prepare_onion_layers_2_prolog() {}

void AnimationPlayerEditor::_prepare_onion_layers_2_step_prepare(int p_step_offset, uint32_t p_capture_idx) {}

void AnimationPlayerEditor::_prepare_onion_layers_2_step_capture(int p_step_offset, uint32_t p_capture_idx) {}

void AnimationPlayerEditor::_prepare_onion_layers_2_epilog() {}

void AnimationPlayerEditor::_start_onion_skinning() {}

void AnimationPlayerEditor::_stop_onion_skinning() {}

void AnimationPlayerEditor::_pin_pressed() {}

AnimationMixer *AnimationPlayerEditor::fetch_mixer_for_library() const {}

Node *AnimationPlayerEditor::get_cached_root_node() const {}

bool AnimationPlayerEditor::_validate_tracks(const Ref<Animation> p_anim) {}

void AnimationPlayerEditor::_bind_methods() {}

AnimationPlayerEditor *AnimationPlayerEditor::singleton =;

AnimationPlayer *AnimationPlayerEditor::get_player() const {}

AnimationMixer *AnimationPlayerEditor::get_editing_node() const {}

AnimationPlayerEditor::AnimationPlayerEditor(AnimationPlayerEditorPlugin *p_plugin) {}

AnimationPlayerEditor::~AnimationPlayerEditor() {}

void AnimationPlayerEditorPlugin::_notification(int p_what) {}

void AnimationPlayerEditorPlugin::_property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance) {}

void AnimationPlayerEditorPlugin::_transform_key_request(Object *sp, const String &p_sub, const Transform3D &p_key) {}

void AnimationPlayerEditorPlugin::_update_keying() {}

void AnimationPlayerEditorPlugin::edit(Object *p_object) {}

void AnimationPlayerEditorPlugin::_clear_dummy_player() {}

void AnimationPlayerEditorPlugin::_update_dummy_player(AnimationMixer *p_mixer) {}

bool AnimationPlayerEditorPlugin::handles(Object *p_object) const {}

void AnimationPlayerEditorPlugin::make_visible(bool p_visible) {}

AnimationPlayerEditorPlugin::AnimationPlayerEditorPlugin() {}

AnimationPlayerEditorPlugin::~AnimationPlayerEditorPlugin() {}

// AnimationTrackKeyEditEditorPlugin

bool EditorInspectorPluginAnimationTrackKeyEdit::can_handle(Object *p_object) {}

void EditorInspectorPluginAnimationTrackKeyEdit::parse_begin(Object *p_object) {}

AnimationTrackKeyEditEditorPlugin::AnimationTrackKeyEditEditorPlugin() {}

bool AnimationTrackKeyEditEditorPlugin::handles(Object *p_object) const {}

bool EditorInspectorPluginAnimationMarkerKeyEdit::can_handle(Object *p_object) {}

void EditorInspectorPluginAnimationMarkerKeyEdit::parse_begin(Object *p_object) {}

AnimationMarkerKeyEditEditorPlugin::AnimationMarkerKeyEditEditorPlugin() {}

bool AnimationMarkerKeyEditEditorPlugin::handles(Object *p_object) const {}