text: /*************************************************************************/
  /*  animation_player_editor_plugin.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,       */
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  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #ifndef ANIMATION_PLAYER_EDITOR_PLUGIN_H
  #define ANIMATION_PLAYER_EDITOR_PLUGIN_H
  
  #include "editor/editor_node.h"
  #include "editor/editor_plugin.h"
  #include "scene/animation/animation_player.h"
  #include "scene/gui/dialogs.h"
  #include "scene/gui/slider.h"
  #include "scene/gui/spin_box.h"
  #include "scene/gui/texture_button.h"
  
  class AnimationTrackEditor;
  class AnimationPlayerEditorPlugin;
  
  class AnimationPlayerEditor : public VBoxContainer {
  	GDCLASS(AnimationPlayerEditor, VBoxContainer);
  
  	EditorNode *editor;
  	AnimationPlayerEditorPlugin *plugin;
  	AnimationPlayer *player;
  
  	enum {
  		TOOL_NEW_ANIM,
  		TOOL_LOAD_ANIM,
  		TOOL_SAVE_ANIM,
  		TOOL_SAVE_AS_ANIM,
  		TOOL_DUPLICATE_ANIM,
  		TOOL_RENAME_ANIM,
  		TOOL_EDIT_TRANSITIONS,
  		TOOL_REMOVE_ANIM,
  		TOOL_COPY_ANIM,
  		TOOL_PASTE_ANIM,
  		TOOL_EDIT_RESOURCE
  	};
  
  	enum {
  		ONION_SKINNING_ENABLE,
  		ONION_SKINNING_PAST,
  		ONION_SKINNING_FUTURE,
  		ONION_SKINNING_1_STEP,
  		ONION_SKINNING_2_STEPS,
  		ONION_SKINNING_3_STEPS,
  		ONION_SKINNING_LAST_STEPS_OPTION = ONION_SKINNING_3_STEPS,
  		ONION_SKINNING_DIFFERENCES_ONLY,
  		ONION_SKINNING_FORCE_WHITE_MODULATE,
  		ONION_SKINNING_INCLUDE_GIZMOS,
  	};
  
  	enum {
  		ANIM_OPEN,
  		ANIM_SAVE,
  		ANIM_SAVE_AS
  	};
  
  	enum {
  		RESOURCE_LOAD,
  		RESOURCE_SAVE
  	};
  
  	OptionButton *animation;
  	Button *stop;
  	Button *play;
  	Button *play_from;
  	Button *play_bw;
  	Button *play_bw_from;
  	Button *autoplay;
  
  	MenuButton *tool_anim;
  	ToolButton *onion_toggle;
  	MenuButton *onion_skinning;
  	ToolButton *pin;
  	SpinBox *frame;
  	LineEdit *scale;
  	LineEdit *name;
  	Label *name_title;
  	UndoRedo *undo_redo;
  	Ref<Texture> autoplay_icon;
  	Ref<Texture> reset_icon;
  	Ref<Texture> autoplay_reset_icon;
  	bool last_active;
  	float timeline_position;
  
  	EditorFileDialog *file;
  	AcceptDialog *accept;
  	ConfirmationDialog *delete_dialog;
  	int current_option;
  
  	struct BlendEditor {
  		AcceptDialog *dialog;
  		Tree *tree;
  		OptionButton *next;
  
  	} blend_editor;
  
  	ConfirmationDialog *name_dialog;
  	ConfirmationDialog *error_dialog;
  	bool renaming;
  
  	bool updating;
  	bool updating_blends;
  
  	AnimationTrackEditor *track_editor;
  
  	// Onion skinning.
  	struct {
  		// Settings.
  		bool enabled;
  		bool past;
  		bool future;
  		int steps;
  		bool differences_only;
  		bool force_white_modulate;
  		bool include_gizmos;
  
  		int get_needed_capture_count() const {
  			// 'Differences only' needs a capture of the present.
  			return (past && future ? 2 * steps : steps) + (differences_only ? 1 : 0);
  		}
  
  		// Rendering.
  		int64_t last_frame;
  		int can_overlay;
  		Size2 capture_size;
  		Vector<RID> captures;
  		Vector<bool> captures_valid;
  		struct {
  			RID canvas;
  			RID canvas_item;
  			Ref<ShaderMaterial> material;
  			Ref<Shader> shader;
  		} capture;
  	} onion;
  
  	void _select_anim_by_name(const String &p_anim);
  	double _get_editor_step() const;
  	void _play_pressed();
  	void _play_from_pressed();
  	void _play_bw_pressed();
  	void _play_bw_from_pressed();
  	void _autoplay_pressed();
  	void _stop_pressed();
  	void _animation_selected(int p_which);
  	void _animation_new();
  	void _animation_rename();
  	void _animation_name_edited();
  	void _animation_load();
  
  	void _animation_save_in_path(const Ref<Resource> &p_resource, const String &p_path);
  	void _animation_save(const Ref<Resource> &p_resource);
  	void _animation_save_as(const Ref<Resource> &p_resource);
  
  	void _animation_remove();
  	void _animation_remove_confirmed();
  	void _animation_blend();
  	void _animation_edit();
  	void _animation_duplicate();
  	void _animation_resource_edit();
  	void _scale_changed(const String &p_scale);
  	void _dialog_action(String p_file);
  	void _seek_frame_changed(const String &p_frame);
  	void _seek_value_changed(float p_value, bool p_set = false);
  	void _blend_editor_next_changed(const int p_idx);
  
  	void _list_changed();
  	void _update_animation();
  	void _update_player();
  	void _blend_edited();
  
  	void _animation_player_changed(Object *p_pl);
  
  	void _animation_key_editor_seek(float p_pos, bool p_drag);
  	void _animation_key_editor_anim_len_changed(float p_len);
  
  	void _unhandled_key_input(const Ref<InputEvent> &p_ev);
  	void _animation_tool_menu(int p_option);
  	void _onion_skinning_menu(int p_option);
  
  	void _editor_visibility_changed();
  	bool _are_onion_layers_valid();
  	void _allocate_onion_layers();
  	void _free_onion_layers();
  	void _prepare_onion_layers_1();
  	void _prepare_onion_layers_2();
  	void _start_onion_skinning();
  	void _stop_onion_skinning();
  
  	void _pin_pressed();
  
  	AnimationPlayerEditor();
  	~AnimationPlayerEditor();
  
  protected:
  	void _notification(int p_what);
  	void _node_removed(Node *p_node);
  	static void _bind_methods();
  
  public:
  	AnimationPlayer *get_player() const;
  	static AnimationPlayerEditor *singleton;
  
  	bool is_pinned() const { return pin->is_pressed(); }
  	void unpin() { pin->set_pressed(false); }
  	AnimationTrackEditor *get_track_editor() { return track_editor; }
  	Dictionary get_state() const;
  	void set_state(const Dictionary &p_state);
  
  	void ensure_visibility();
  
  	void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
  	void edit(AnimationPlayer *p_player);
  	void forward_canvas_force_draw_over_viewport(Control *p_overlay);
  
  	AnimationPlayerEditor(EditorNode *p_editor, AnimationPlayerEditorPlugin *p_plugin);
  };
  
  class AnimationPlayerEditorPlugin : public EditorPlugin {
  	GDCLASS(AnimationPlayerEditorPlugin, EditorPlugin);
  
  	AnimationPlayerEditor *anim_editor;
  	EditorNode *editor;
  
  protected:
  	void _notification(int p_what);
  
  public:
  	virtual Dictionary get_state() const { return anim_editor->get_state(); }
  	virtual void set_state(const Dictionary &p_state) { anim_editor->set_state(p_state); }
  
  	virtual String get_name() const { return "Anim"; }
  	bool has_main_screen() const { return false; }
  	virtual void edit(Object *p_object);
  	virtual bool handles(Object *p_object) const;
  	virtual void make_visible(bool p_visible);
  
  	virtual void forward_canvas_force_draw_over_viewport(Control *p_overlay) { anim_editor->forward_canvas_force_draw_over_viewport(p_overlay); }
  
  	AnimationPlayerEditorPlugin(EditorNode *p_node);
  	~AnimationPlayerEditorPlugin();
  };
  
  #endif // ANIMATION_PLAYER_EDITOR_PLUGIN_H
  