text: /*************************************************************************/
  /*  animation_bezier_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_BEZIER_EDITOR_H
  #define ANIMATION_BEZIER_EDITOR_H
  
  #include "animation_track_editor.h"
  
  class AnimationBezierTrackEdit : public Control {
  	GDCLASS(AnimationBezierTrackEdit, Control);
  
  	enum HandleMode {
  		HANDLE_MODE_FREE,
  		HANDLE_MODE_BALANCED,
  		HANDLE_MODE_MIRROR
  	};
  
  	enum {
  		MENU_KEY_INSERT,
  		MENU_KEY_DUPLICATE,
  		MENU_KEY_DELETE
  	};
  
  	HandleMode handle_mode;
  	OptionButton *handle_mode_option;
  
  	AnimationTimelineEdit *timeline;
  	UndoRedo *undo_redo;
  	Node *root;
  	Control *play_position; //separate control used to draw so updates for only position changed are much faster
  	float play_position_pos;
  
  	Ref<Animation> animation;
  	int track;
  
  	Vector<Rect2> view_rects;
  
  	Ref<Texture> bezier_icon;
  	Ref<Texture> bezier_handle_icon;
  	Ref<Texture> selected_icon;
  
  	Rect2 close_icon_rect;
  
  	Map<int, Rect2> subtracks;
  
  	float v_scroll;
  	float v_zoom;
  
  	PopupMenu *menu;
  
  	void _zoom_changed();
  
  	void _gui_input(const Ref<InputEvent> &p_event);
  	void _menu_selected(int p_index);
  
  	bool *block_animation_update_ptr; //used to block all tracks re-gen (speed up)
  
  	void _play_position_draw();
  
  	Vector2 insert_at_pos;
  
  	bool moving_selection_attempt;
  	int select_single_attempt;
  	bool moving_selection;
  	int moving_selection_from_key;
  
  	Vector2 moving_selection_offset;
  
  	bool box_selecting_attempt;
  	bool box_selecting;
  	bool box_selecting_add;
  	Vector2 box_selection_from;
  	Vector2 box_selection_to;
  
  	int moving_handle; //0 no move -1 or +1 out
  	int moving_handle_key;
  	Vector2 moving_handle_left;
  	Vector2 moving_handle_right;
  
  	void _clear_selection();
  	void _clear_selection_for_anim(const Ref<Animation> &p_anim);
  	void _select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos);
  
  	Vector2 menu_insert_key;
  
  	struct AnimMoveRestore {
  		int track;
  		float time;
  		Variant key;
  		float transition;
  	};
  
  	AnimationTrackEditor *editor;
  
  	struct EditPoint {
  		Rect2 point_rect;
  		Rect2 in_rect;
  		Rect2 out_rect;
  	};
  
  	Vector<EditPoint> edit_points;
  
  	Set<int> selection;
  
  	bool panning_timeline;
  	float panning_timeline_from;
  	float panning_timeline_at;
  
  	void _draw_line_clipped(const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, int p_clip_left, int p_clip_right);
  	void _draw_track(int p_track, const Color &p_color);
  
  	float _bezier_h_to_pixel(float p_h);
  
  protected:
  	static void _bind_methods();
  	void _notification(int p_what);
  
  public:
  	virtual String get_tooltip(const Point2 &p_pos) const;
  
  	Ref<Animation> get_animation() const;
  
  	void set_animation_and_track(const Ref<Animation> &p_animation, int p_track);
  	virtual Size2 get_minimum_size() const;
  
  	void set_undo_redo(UndoRedo *p_undo_redo);
  	void set_timeline(AnimationTimelineEdit *p_timeline);
  	void set_editor(AnimationTrackEditor *p_editor);
  	void set_root(Node *p_root);
  
  	void set_block_animation_update_ptr(bool *p_block_ptr);
  
  	void set_play_position(float p_pos);
  	void update_play_position();
  
  	void duplicate_selection();
  	void delete_selection();
  
  	AnimationBezierTrackEdit();
  };
  
  #endif // ANIMATION_BEZIER_EDITOR_H
  