virtualx-engine/scene/gui/graph_edit.h

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/**************************************************************************/
/* graph_edit.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef GRAPH_EDIT_H
#define GRAPH_EDIT_H
#include "scene/gui/box_container.h"
#include "scene/gui/graph_frame.h"
#include "scene/gui/graph_node.h"
class Button;
class GraphEdit;
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class GraphEditArranger;
class HScrollBar;
class Label;
class Line2D;
class PanelContainer;
class SpinBox;
class ViewPanner;
class VScrollBar;
class GraphEditFilter : public Control {
GDCLASS(GraphEditFilter, Control);
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friend class GraphEdit;
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friend class GraphEditMinimap;
GraphEdit *ge = nullptr;
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virtual bool has_point(const Point2 &p_point) const override;
public:
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GraphEditFilter(GraphEdit *p_edit);
};
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class GraphEditMinimap : public Control {
GDCLASS(GraphEditMinimap, Control);
friend class GraphEdit;
friend class GraphEditFilter;
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GraphEdit *ge = nullptr;
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Vector2 minimap_padding;
Vector2 minimap_offset;
Vector2 graph_proportions = Vector2(1, 1);
Vector2 graph_padding = Vector2(0, 0);
Vector2 camera_position = Vector2(100, 50);
Vector2 camera_size = Vector2(200, 200);
bool is_pressing = false;
bool is_resizing = false;
struct ThemeCache {
Ref<StyleBox> panel;
Ref<StyleBox> node_style;
Ref<StyleBox> camera_style;
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Ref<Texture2D> resizer;
Color resizer_color;
} theme_cache;
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Vector2 _get_render_size();
Vector2 _get_graph_offset();
Vector2 _get_graph_size();
Vector2 _convert_from_graph_position(const Vector2 &p_position);
Vector2 _convert_to_graph_position(const Vector2 &p_position);
virtual void gui_input(const Ref<InputEvent> &p_ev) override;
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void _adjust_graph_scroll(const Vector2 &p_offset);
protected:
static void _bind_methods();
public:
virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const override;
void update_minimap();
Rect2 get_camera_rect();
GraphEditMinimap(GraphEdit *p_edit);
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};
class GraphEdit : public Control {
GDCLASS(GraphEdit, Control);
public:
struct Connection : RefCounted {
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StringName from_node;
StringName to_node;
int from_port = 0;
int to_port = 0;
float activity = 0.0;
private:
struct Cache {
bool dirty = true;
Vector2 from_pos; // In graph space.
Vector2 to_pos; // In graph space.
Color from_color;
Color to_color;
Rect2 aabb; // In local screen space.
Line2D *line = nullptr; // In local screen space.
} _cache;
friend class GraphEdit;
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};
// Should be in sync with ControlScheme in ViewPanner.
enum PanningScheme {
SCROLL_ZOOMS,
SCROLL_PANS,
};
enum GridPattern {
GRID_PATTERN_LINES,
GRID_PATTERN_DOTS
};
private:
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struct ConnectionType {
union {
struct {
uint32_t type_a;
uint32_t type_b;
};
uint64_t key = 0;
};
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static uint32_t hash(const ConnectionType &p_conn) {
return hash_one_uint64(p_conn.key);
}
bool operator==(const ConnectionType &p_type) const {
return key == p_type.key;
}
ConnectionType(uint32_t a = 0, uint32_t b = 0) {
type_a = a;
type_b = b;
}
};
Label *zoom_label = nullptr;
Button *zoom_minus_button = nullptr;
Button *zoom_reset_button = nullptr;
Button *zoom_plus_button = nullptr;
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Button *toggle_snapping_button = nullptr;
SpinBox *snapping_distance_spinbox = nullptr;
Button *toggle_grid_button = nullptr;
Button *minimap_button = nullptr;
Button *arrange_button = nullptr;
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HScrollBar *h_scrollbar = nullptr;
VScrollBar *v_scrollbar = nullptr;
Ref<ViewPanner> panner;
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bool warped_panning = true;
bool show_menu = true;
bool show_zoom_label = false;
bool show_grid_buttons = true;
bool show_zoom_buttons = true;
bool show_minimap_button = true;
bool show_arrange_button = true;
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bool snapping_enabled = true;
int snapping_distance = 20;
bool show_grid = true;
GridPattern grid_pattern = GRID_PATTERN_LINES;
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bool connecting = false;
StringName connecting_from_node;
bool connecting_from_output = false;
int connecting_type = 0;
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Color connecting_color;
Vector2 connecting_to_point; // In local screen space.
bool connecting_target_valid = false;
StringName connecting_target_node;
int connecting_from_port_index = 0;
int connecting_target_port_index = 0;
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bool just_disconnected = false;
bool connecting_valid = false;
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Vector2 click_pos;
PanningScheme panning_scheme = SCROLL_ZOOMS;
bool dragging = false;
bool just_selected = false;
bool moving_selection = false;
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Vector2 drag_accum;
float zoom = 1.0;
float zoom_step = 1.2;
// Proper values set in constructor.
float zoom_min = 0.0;
float zoom_max = 0.0;
bool box_selecting = false;
bool box_selection_mode_additive = false;
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Point2 box_selecting_from;
Point2 box_selecting_to;
Rect2 box_selecting_rect;
List<GraphElement *> prev_selected;
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bool setting_scroll_offset = false;
bool right_disconnects = false;
bool updating = false;
bool awaiting_scroll_offset_update = false;
List<Ref<Connection>> connections;
HashMap<StringName, List<Ref<Connection>>> connection_map;
Ref<Connection> hovered_connection;
float lines_thickness = 4.0f;
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float lines_curvature = 0.5f;
bool lines_antialiased = true;
PanelContainer *menu_panel = nullptr;
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HBoxContainer *menu_hbox = nullptr;
Control *connections_layer = nullptr;
GraphEditFilter *top_connection_layer = nullptr; // Draws a dragged connection. Necessary since the connection line shader can't be applied to the whole top layer.
Line2D *dragged_connection_line = nullptr;
Control *top_layer = nullptr; // Used for drawing the box selection rect. Contains the minimap, menu panel and the scrollbars.
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GraphEditMinimap *minimap = nullptr;
static Ref<Shader> default_connections_shader;
Ref<Shader> connections_shader;
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Ref<GraphEditArranger> arranger;
HashSet<ConnectionType, ConnectionType> valid_connection_types;
HashSet<int> valid_left_disconnect_types;
HashSet<int> valid_right_disconnect_types;
struct ThemeCache {
float base_scale = 1.0;
Ref<StyleBox> panel;
Color grid_major;
Color grid_minor;
Color activity_color;
Color connection_hover_tint_color;
Color connection_valid_target_tint_color;
Color connection_rim_color;
Color selection_fill;
Color selection_stroke;
Ref<StyleBox> menu_panel;
Ref<Texture2D> zoom_in;
Ref<Texture2D> zoom_out;
Ref<Texture2D> zoom_reset;
Ref<Texture2D> snapping_toggle;
Ref<Texture2D> grid_toggle;
Ref<Texture2D> minimap_toggle;
Ref<Texture2D> layout;
float port_hotzone_inner_extent = 0.0;
float port_hotzone_outer_extent = 0.0;
} theme_cache;
// This separates the children in two layers to ensure the order
// of both background nodes (e.g frame nodes) and foreground nodes (connectable nodes).
int background_nodes_separator_idx = 0;
HashMap<StringName, HashSet<StringName>> frame_attached_nodes;
HashMap<StringName, StringName> linked_parent_map;
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void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
void _zoom_minus();
void _zoom_reset();
void _zoom_plus();
void _update_zoom_label();
void _graph_element_selected(Node *p_node);
void _graph_element_deselected(Node *p_node);
void _graph_element_resize_request(const Vector2 &p_new_minsize, Node *p_node);
void _graph_frame_autoshrink_changed(const Vector2 &p_new_minsize, GraphFrame *p_frame);
void _graph_element_moved(Node *p_node);
void _graph_node_slot_updated(int p_index, Node *p_node);
void _graph_node_rect_changed(GraphNode *p_node);
void _ensure_node_order_from_root(const StringName &p_node);
void _ensure_node_order_from(Node *p_node);
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void _update_scroll();
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void _update_scroll_offset();
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void _scroll_moved(double);
virtual void gui_input(const Ref<InputEvent> &p_ev) override;
void _top_connection_layer_input(const Ref<InputEvent> &p_ev);
Improve VisualScript UX * Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
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float _get_shader_line_width();
void _draw_minimap_connection_line(CanvasItem *p_where, const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, const Color &p_to_color);
void _invalidate_connection_line_cache();
void _update_top_connection_layer();
void _update_connections();
Improve VisualScript UX * Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
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void _top_layer_draw();
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void _minimap_draw();
void _draw_grid();
bool is_in_port_hotzone(const Vector2 &p_pos, const Vector2 &p_mouse_pos, const Vector2i &p_port_size, bool p_left);
TypedArray<Dictionary> _get_connection_list() const;
Dictionary _get_closest_connection_at_point(const Vector2 &p_point, float p_max_distance = 4.0) const;
TypedArray<Dictionary> _get_connections_intersecting_with_rect(const Rect2 &p_rect) const;
Rect2 _compute_shrinked_frame_rect(const GraphFrame *p_frame);
void _set_drag_frame_attached_nodes(GraphFrame *p_frame, bool p_drag);
void _set_position_of_frame_attached_nodes(GraphFrame *p_frame, const Vector2 &p_pos);
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friend class GraphEditFilter;
bool _filter_input(const Point2 &p_point);
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void _snapping_toggled();
void _snapping_distance_changed(double);
void _show_grid_toggled();
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friend class GraphEditMinimap;
void _minimap_toggled();
bool _check_clickable_control(Control *p_control, const Vector2 &r_mouse_pos, const Vector2 &p_offset);
#ifndef DISABLE_DEPRECATED
bool _is_arrange_nodes_button_hidden_bind_compat_81582() const;
void _set_arrange_nodes_button_hidden_bind_compat_81582(bool p_enable);
PackedVector2Array _get_connection_line_bind_compat_86158(const Vector2 &p_from, const Vector2 &p_to);
#endif
protected:
virtual void _update_theme_item_cache() override;
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virtual void add_child_notify(Node *p_child) override;
virtual void remove_child_notify(Node *p_child) override;
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void _notification(int p_what);
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
static void _bind_compatibility_methods();
#endif
virtual bool is_in_input_hotzone(GraphNode *p_graph_node, int p_port_idx, const Vector2 &p_mouse_pos, const Vector2i &p_port_size);
virtual bool is_in_output_hotzone(GraphNode *p_graph_node, int p_port_idx, const Vector2 &p_mouse_pos, const Vector2i &p_port_size);
GDVIRTUAL2RC(Vector<Vector2>, _get_connection_line, Vector2, Vector2)
GDVIRTUAL3R(bool, _is_in_input_hotzone, Object *, int, Vector2)
GDVIRTUAL3R(bool, _is_in_output_hotzone, Object *, int, Vector2)
GDVIRTUAL4R(bool, _is_node_hover_valid, StringName, int, StringName, int);
public:
static void init_shaders();
static void finish_shaders();
virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const override;
PackedStringArray get_configuration_warnings() const override;
// This method has to be public (for undo redo).
// TODO: Find a better way to do this.
void _update_graph_frame(GraphFrame *p_frame);
// Connection related methods.
Error connect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
bool is_node_connected(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
void disconnect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
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void clear_connections();
void force_connection_drag_end();
const List<Ref<Connection>> &get_connection_list() const;
virtual PackedVector2Array get_connection_line(const Vector2 &p_from, const Vector2 &p_to) const;
Ref<Connection> get_closest_connection_at_point(const Vector2 &p_point, float p_max_distance = 4.0) const;
List<Ref<Connection>> get_connections_intersecting_with_rect(const Rect2 &p_rect) const;
virtual bool is_node_hover_valid(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
void set_connection_activity(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, float p_activity);
void reset_all_connection_activity();
void add_valid_connection_type(int p_type, int p_with_type);
void remove_valid_connection_type(int p_type, int p_with_type);
bool is_valid_connection_type(int p_type, int p_with_type) const;
// GraphFrame related methods.
void attach_graph_element_to_frame(const StringName &p_graph_element, const StringName &p_parent_frame);
void detach_graph_element_from_frame(const StringName &p_graph_element);
GraphFrame *get_element_frame(const StringName &p_attached_graph_element);
TypedArray<StringName> get_attached_nodes_of_frame(const StringName &p_graph_frame);
void set_panning_scheme(PanningScheme p_scheme);
PanningScheme get_panning_scheme() const;
void set_zoom(float p_zoom);
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void set_zoom_custom(float p_zoom, const Vector2 &p_center);
float get_zoom() const;
void set_zoom_min(float p_zoom_min);
float get_zoom_min() const;
void set_zoom_max(float p_zoom_max);
float get_zoom_max() const;
void set_zoom_step(float p_zoom_step);
float get_zoom_step() const;
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void set_minimap_size(Vector2 p_size);
Vector2 get_minimap_size() const;
void set_minimap_opacity(float p_opacity);
float get_minimap_opacity() const;
void set_minimap_enabled(bool p_enable);
bool is_minimap_enabled() const;
void set_show_menu(bool p_hidden);
bool is_showing_menu() const;
void set_show_zoom_label(bool p_hidden);
bool is_showing_zoom_label() const;
void set_show_grid_buttons(bool p_hidden);
bool is_showing_grid_buttons() const;
void set_show_zoom_buttons(bool p_hidden);
bool is_showing_zoom_buttons() const;
void set_show_minimap_button(bool p_hidden);
bool is_showing_minimap_button() const;
void set_show_arrange_button(bool p_hidden);
bool is_showing_arrange_button() const;
Control *get_top_layer() const { return top_layer; }
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GraphEditMinimap *get_minimap() const { return minimap; }
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void override_connections_shader(const Ref<Shader> &p_shader);
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void set_right_disconnects(bool p_enable);
bool is_right_disconnects_enabled() const;
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void add_valid_right_disconnect_type(int p_type);
void remove_valid_right_disconnect_type(int p_type);
void add_valid_left_disconnect_type(int p_type);
void remove_valid_left_disconnect_type(int p_type);
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void set_scroll_offset(const Vector2 &p_ofs);
Vector2 get_scroll_offset() const;
void set_selected(Node *p_child);
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void set_snapping_enabled(bool p_enable);
bool is_snapping_enabled() const;
void set_snapping_distance(int p_snapping_distance);
int get_snapping_distance() const;
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void set_show_grid(bool p_enable);
bool is_showing_grid() const;
void set_grid_pattern(GridPattern p_pattern);
GridPattern get_grid_pattern() const;
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void set_connection_lines_curvature(float p_curvature);
float get_connection_lines_curvature() const;
void set_connection_lines_thickness(float p_thickness);
float get_connection_lines_thickness() const;
void set_connection_lines_antialiased(bool p_antialiased);
bool is_connection_lines_antialiased() const;
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HBoxContainer *get_menu_hbox();
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Ref<ViewPanner> get_panner();
void set_warped_panning(bool p_warped);
void arrange_nodes();
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GraphEdit();
};
VARIANT_ENUM_CAST(GraphEdit::PanningScheme);
VARIANT_ENUM_CAST(GraphEdit::GridPattern);
#endif // GRAPH_EDIT_H