1110 lines
31 KiB
C++
1110 lines
31 KiB
C++
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/*************************************************************************/
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/* shader_graph_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_graph_editor_plugin.h"
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#if 0
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#include "scene/gui/menu_button.h"
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#include "scene/gui/panel.h"
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class _ShaderTester : public ShaderCodeGenerator {
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public:
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Set<int> *_set;
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virtual void begin() {}
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virtual Error add_node(VS::ShaderNodeType p_type,int p_node_pos,int p_id,const Variant& p_param,const Vector<int>& p_in_connections,const Vector<int>& p_out_connections,const Vector<int>& p_out_connection_outputs) { if (_set) _set->insert(p_id); return OK; }
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virtual void end() {}
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_ShaderTester() { _set=NULL; }
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};
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void ShaderEditor::edit(Ref<Shader> p_shader) {
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shader=p_shader;
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if (shader.is_null())
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hide();
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else {
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_read_shader_graph();
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}
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}
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Size2 ShaderEditor::_get_maximum_size() {
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Size2 max;
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for(List<int>::Element *E=order.front();E;E=E->next()) {
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Point2 pos = Point2( shader_graph.node_get_pos_x(E->get()), shader_graph.node_get_pos_y(E->get()) );
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if (click_type==CLICK_NODE && click_node==E->get()) {
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pos+=click_motion-click_pos;
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}
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pos+=get_node_size(E->get());
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if (pos.x>max.x)
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max.x=pos.x;
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if (pos.y>max.y)
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max.y=pos.y;
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}
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return max;
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}
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Size2 ShaderEditor::get_node_size(int p_node) const {
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VisualServer::ShaderNodeType type=shader_graph.node_get_type(p_node);
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Ref<StyleBox> style = get_stylebox("panel","PopupMenu");
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Ref<Font> font = get_font("font","PopupMenu");
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Color font_color = get_color("font_color","PopupMenu");
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Size2 size = style->get_minimum_size();
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int count=1; // title
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count += VisualServer::shader_get_input_count( type) + VisualServer::shader_get_output_count( type);
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float max_w=font->get_string_size( VisualServer::shader_node_get_type_info(type).name ).width;
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for(int i=0;i<VisualServer::shader_get_input_count(type);i++)
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max_w = MAX( max_w, font->get_string_size( VisualServer::shader_get_input_name(type,i) ).width );
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for(int i=0;i<VisualServer::shader_get_output_count(type);i++)
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max_w = MAX( max_w, font->get_string_size( VisualServer::shader_get_output_name(type,i) ).width );
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switch(type) {
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case VS::NODE_IN:
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case VS::NODE_OUT:
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case VS::NODE_VEC_IN:
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case VS::NODE_VEC_OUT:
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case VS::NODE_PARAMETER:
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case VS::NODE_VEC_PARAMETER:
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case VS::NODE_COLOR_PARAMETER:
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case VS::NODE_TEXTURE_PARAMETER:
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case VS::NODE_TEXTURE_2D_PARAMETER:
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case VS::NODE_TEXTURE_CUBE_PARAMETER:
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case VS::NODE_TRANSFORM_PARAMETER:
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case VS::NODE_LABEL: {
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max_w=MAX( max_w, font->get_string_size( shader_graph.node_get_param(p_node) ).width );
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count++;
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} break;
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case VS::NODE_TIME:
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case VS::NODE_CONSTANT:
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case VS::NODE_VEC_CONSTANT:
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case VS::NODE_COLOR_CONSTANT:
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case VS::NODE_TRANSFORM_CONSTANT: {
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count++;
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} break;
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case VS::NODE_TEXTURE:
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case VS::NODE_VEC_TEXTURE_2D:
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case VS::NODE_VEC_TEXTURE_CUBE: {
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RefPtr res = shader_graph.node_get_param(p_node);
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Ref<Texture> texture = res;
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if (texture.is_null() || texture->get_width()==0) {
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size.y+=max_w;
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} else {
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size.y+=max_w * texture->get_height() / texture->get_width();
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}
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} break;
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default: {}
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}
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size.x+=max_w;
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size.y+=count*(font->get_height()+get_constant("vseparation","PopupMenu"));
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return size;
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}
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Error ShaderEditor::validate_graph() {
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_ShaderTester st;
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active_nodes.clear();
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st._set=&active_nodes;
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return shader_graph.generate(&st);
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}
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void ShaderEditor::_draw_node(int p_node) {
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VisualServer::ShaderNodeType type=shader_graph.node_get_type(p_node);
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Ref<StyleBox> style = active_nodes.has(p_node)?get_stylebox("panel","PopupMenu"):get_stylebox("panel_disabled","PopupMenu");
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Ref<Font> font = get_font("font","PopupMenu");
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Color font_color = get_color("font_color","PopupMenu");
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Color font_color_title = get_color("font_color_hover","PopupMenu");
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Size2 size=get_node_size(p_node);
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Point2 pos = Point2( shader_graph.node_get_pos_x(p_node), shader_graph.node_get_pos_y(p_node) )-offset;
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if (click_type==CLICK_NODE && click_node==p_node) {
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pos+=click_motion-click_pos;
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}
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RID ci = get_canvas_item();
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style->draw(ci,Rect2(pos,size));
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Point2 ofs=style->get_offset()+pos;
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Point2 ascent=Point2(0,font->get_ascent());
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float w = size.width-style->get_minimum_size().width;
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float h = font->get_height()+get_constant("vseparation","PopupMenu");
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font->draw_halign( ci, ofs+ascent, HALIGN_CENTER,w, VisualServer::shader_node_get_type_info(type).name,font_color_title);
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ofs.y+=h;
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Ref<Texture> vec_icon = get_icon("NodeVecSlot","EditorIcons");
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Ref<Texture> real_icon = get_icon("NodeRealSlot","EditorIcons");
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float icon_h_ofs = Math::floor(( font->get_height()-vec_icon->get_height())/2.0 )+1;
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for(int i=0;i<VisualServer::shader_get_input_count(type);i++) {
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String name = VisualServer::shader_get_input_name(type,i);
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font->draw_halign( ci, ofs+ascent, HALIGN_LEFT,w, name,font_color);
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Ref<Texture> icon = VisualServer::shader_is_input_vector(type,i)?vec_icon:real_icon;
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icon->draw(ci,ofs+Point2(-real_icon->get_width(),icon_h_ofs));
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ofs.y+=h;
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}
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for(int i=0;i<VisualServer::shader_get_output_count(type);i++) {
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String name = VisualServer::shader_get_output_name(type,i);
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font->draw_halign( ci, ofs+ascent, HALIGN_RIGHT,w, name,font_color);
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Ref<Texture> icon = VisualServer::shader_is_output_vector(type,i)?vec_icon:real_icon;
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icon->draw(ci,ofs+Point2(w,icon_h_ofs));
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ofs.y+=h;
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}
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switch(type) {
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case VS::NODE_IN:
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case VS::NODE_OUT:
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case VS::NODE_PARAMETER:
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case VS::NODE_VEC_IN:
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case VS::NODE_COLOR_PARAMETER:
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case VS::NODE_VEC_OUT:
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case VS::NODE_TEXTURE_PARAMETER:
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case VS::NODE_TEXTURE_2D_PARAMETER:
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case VS::NODE_TEXTURE_CUBE_PARAMETER:
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case VS::NODE_TRANSFORM_CONSTANT:
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case VS::NODE_TRANSFORM_PARAMETER:
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case VS::NODE_VEC_PARAMETER:
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case VS::NODE_LABEL: {
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String text = shader_graph.node_get_param(p_node);
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font->draw_halign( ci, ofs+ascent, HALIGN_CENTER,w, text,font_color);
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} break;
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case VS::NODE_TIME:
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case VS::NODE_CONSTANT: {
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String text = rtos(shader_graph.node_get_param(p_node));
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font->draw_halign( ci, ofs+ascent, HALIGN_CENTER,w, text,font_color);
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} break;
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case VS::NODE_VEC_CONSTANT: {
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String text = Vector3(shader_graph.node_get_param(p_node));
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font->draw_halign( ci, ofs+ascent, HALIGN_CENTER,w, text,font_color);
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} break;
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case VS::NODE_COLOR_CONSTANT: {
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Color color = shader_graph.node_get_param(p_node);
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Rect2 r(ofs,Size2(w,h));
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VisualServer::get_singleton()->canvas_item_add_rect(ci,r,color);
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} break;
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case VS::NODE_TEXTURE:
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case VS::NODE_VEC_TEXTURE_2D:
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case VS::NODE_VEC_TEXTURE_CUBE: {
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Rect2 r(ofs,Size2(w,(pos.y+size.y-style->get_margin(MARGIN_BOTTOM))-ofs.y));
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Vector<Point2> points;
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Vector<Point2> uvs;
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points.resize(4);
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uvs.resize(4);
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points[0]=r.pos;
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points[1]=r.pos+Point2(r.size.x,0);
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points[2]=r.pos+r.size;
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points[3]=r.pos+Point2(0,r.size.y);
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uvs[0]=Point2(0,0);
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uvs[1]=Point2(1,0);
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uvs[2]=Point2(1,1);
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uvs[3]=Point2(0,1);
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Ref<Texture> texture = shader_graph.node_get_param(p_node).operator RefPtr();
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if (texture.is_null() || texture->get_width()==0) {
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texture=get_icon("Click2Edit","EditorIcons");
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}
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VisualServer::get_singleton()->canvas_item_add_primitive(ci,points,Vector<Color>(),uvs,texture->get_rid());
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} break;
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default: {}
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}
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}
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void ShaderEditor::_node_param_changed() {
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shader_graph.node_set_param( click_node,property_editor->get_variant() );
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update();
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_write_shader_graph();
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}
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ShaderEditor::ClickType ShaderEditor::_locate_click(const Point2& p_click,int *p_node_id,int *p_slot_index) const {
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Ref<StyleBox> style = get_stylebox("panel","PopupMenu");
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Ref<Texture> real_icon = get_icon("NodeRealSlot","EditorIcons");
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Ref<Font> font = get_font("font","PopupMenu");
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float h = font->get_height()+get_constant("vseparation","PopupMenu");
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float extra_left=MAX( real_icon->get_width()-style->get_margin(MARGIN_LEFT), 0 );
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float extra_right=MAX( real_icon->get_width()-style->get_margin(MARGIN_RIGHT), 0 );
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for(const List<int>::Element *E=order.back();E;E=E->prev()) {
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Size2 size=get_node_size(E->get());
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size.width+=extra_left+extra_right;
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Point2 pos = Point2( shader_graph.node_get_pos_x(E->get()), shader_graph.node_get_pos_y(E->get()) )-offset;
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pos.x-=extra_left;
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Rect2 rect( pos, size );
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if (!rect.has_point(p_click))
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continue;
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VisualServer::ShaderNodeType type=shader_graph.node_get_type(E->get());
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if (p_node_id)
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*p_node_id=E->get();
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float y=p_click.y-(pos.y+style->get_margin(MARGIN_TOP));
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if (y<h)
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return CLICK_NODE;
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y-=h;
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for(int i=0;i<VisualServer::shader_get_input_count(type);i++) {
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if (y<h) {
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if (p_slot_index)
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*p_slot_index=i;
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return CLICK_INPUT_SLOT;
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}
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y-=h;
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}
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for(int i=0;i<VisualServer::shader_get_output_count(type);i++) {
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if (y<h) {
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if (p_slot_index)
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*p_slot_index=i;
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return CLICK_OUTPUT_SLOT;
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}
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y-=h;
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}
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if (p_click.y<(rect.pos.y+rect.size.height-style->get_margin(MARGIN_BOTTOM)))
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return CLICK_PARAMETER;
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else
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return CLICK_NODE;
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}
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return CLICK_NONE;
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}
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Point2 ShaderEditor::_get_slot_pos(int p_node_id,bool p_input,int p_slot) {
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Ref<StyleBox> style = get_stylebox("panel","PopupMenu");
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float w = get_node_size(p_node_id).width;
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Ref<Font> font = get_font("font","PopupMenu");
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float h = font->get_height()+get_constant("vseparation","PopupMenu");
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Ref<Texture> vec_icon = get_icon("NodeVecSlot","EditorIcons");
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Point2 pos = Point2( shader_graph.node_get_pos_x(p_node_id), shader_graph.node_get_pos_y(p_node_id) )-offset;
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pos+=style->get_offset();
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pos.y+=h;
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if(p_input) {
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pos.y+=p_slot*h;
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pos+=Point2( -vec_icon->get_width()/2.0, h/2.0).floor();
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return pos;
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} else {
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pos.y+=VisualServer::shader_get_input_count( shader_graph.node_get_type(p_node_id ) )*h;
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}
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pos.y+=p_slot*h;
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pos+=Point2( w-style->get_minimum_size().width+vec_icon->get_width()/2.0, h/2.0).floor();
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return pos;
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||
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||
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}
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||
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||
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void ShaderEditor::_node_edit_property(int p_node) {
|
||
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|
||
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Ref<StyleBox> style = get_stylebox("panel","PopupMenu");
|
||
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Size2 size = get_node_size(p_node);
|
||
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Point2 pos = Point2( shader_graph.node_get_pos_x(p_node), shader_graph.node_get_pos_y(p_node) )-offset;
|
||
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||
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VisualServer::ShaderNodeType type=shader_graph.node_get_type(p_node);
|
||
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|
||
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PropertyInfo ph = VisualServer::get_singleton()->shader_node_get_type_info(type);
|
||
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if (ph.type==Variant::NIL)
|
||
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return;
|
||
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if (ph.type==Variant::_RID)
|
||
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ph.type=Variant::OBJECT;
|
||
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|
||
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property_editor->edit(NULL,ph.name,ph.type,shader_graph.node_get_param(p_node),ph.hint,ph.hint_string);
|
||
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|
||
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Point2 popup_pos=Point2( pos.x+(size.width-property_editor->get_size().width)/2.0,pos.y+(size.y-style->get_margin(MARGIN_BOTTOM))).floor();
|
||
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popup_pos+=get_global_pos();
|
||
|
property_editor->set_pos(popup_pos);
|
||
|
|
||
|
property_editor->popup();
|
||
|
|
||
|
}
|
||
|
|
||
|
bool ShaderEditor::has_point(const Point2& p_point) const {
|
||
|
|
||
|
int n,si;
|
||
|
|
||
|
return _locate_click(p_point,&n,&si)!=CLICK_NONE;
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_input_event(InputEvent p_event) {
|
||
|
|
||
|
switch(p_event.type) {
|
||
|
|
||
|
case InputEvent::MOUSE_BUTTON: {
|
||
|
|
||
|
if (p_event.mouse_button.pressed) {
|
||
|
|
||
|
|
||
|
if (p_event.mouse_button.button_index==1) {
|
||
|
click_pos=Point2(p_event.mouse_button.x,p_event.mouse_button.y);
|
||
|
click_motion=click_pos;
|
||
|
click_type = _locate_click(click_pos,&click_node,&click_slot);
|
||
|
if( click_type!=CLICK_NONE) {
|
||
|
|
||
|
order.erase(click_node);
|
||
|
order.push_back(click_node);
|
||
|
update();
|
||
|
}
|
||
|
switch(click_type) {
|
||
|
case CLICK_INPUT_SLOT: {
|
||
|
click_pos=_get_slot_pos(click_node,true,click_slot);
|
||
|
} break;
|
||
|
case CLICK_OUTPUT_SLOT: {
|
||
|
click_pos=_get_slot_pos(click_node,false,click_slot);
|
||
|
} break;
|
||
|
case CLICK_PARAMETER: {
|
||
|
//open editor
|
||
|
_node_edit_property(click_node);
|
||
|
} break;
|
||
|
}
|
||
|
}
|
||
|
if (p_event.mouse_button.button_index==2) {
|
||
|
|
||
|
if (click_type!=CLICK_NONE) {
|
||
|
click_type=CLICK_NONE;
|
||
|
update();
|
||
|
} else {
|
||
|
// try to disconnect/remove
|
||
|
|
||
|
Point2 rclick_pos=Point2(p_event.mouse_button.x,p_event.mouse_button.y);
|
||
|
rclick_type = _locate_click(rclick_pos,&rclick_node,&rclick_slot);
|
||
|
if (rclick_type==CLICK_INPUT_SLOT || rclick_type==CLICK_OUTPUT_SLOT) {
|
||
|
|
||
|
node_popup->clear();
|
||
|
node_popup->add_item("Disconnect",NODE_DISCONNECT);
|
||
|
node_popup->set_pos(rclick_pos);
|
||
|
node_popup->popup();
|
||
|
|
||
|
}
|
||
|
|
||
|
if (rclick_type==CLICK_NODE) {
|
||
|
node_popup->clear();
|
||
|
node_popup->add_item("Remove",NODE_ERASE);
|
||
|
node_popup->set_pos(rclick_pos);
|
||
|
node_popup->popup();
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
|
||
|
if (p_event.mouse_button.button_index==1 && click_type!=CLICK_NONE) {
|
||
|
|
||
|
switch(click_type) {
|
||
|
case CLICK_INPUT_SLOT:
|
||
|
case CLICK_OUTPUT_SLOT: {
|
||
|
|
||
|
Point2 dst_click_pos=Point2(p_event.mouse_button.x,p_event.mouse_button.y);
|
||
|
int id;
|
||
|
int slot;
|
||
|
ClickType dst_click_type = _locate_click(dst_click_pos,&id,&slot);
|
||
|
if (dst_click_type==CLICK_INPUT_SLOT && click_type==CLICK_OUTPUT_SLOT) {
|
||
|
|
||
|
shader_graph.connect(click_node,click_slot,id,slot);
|
||
|
|
||
|
Error err = validate_graph();
|
||
|
if (err==ERR_CYCLIC_LINK)
|
||
|
shader_graph.disconnect(click_node,click_slot,id,slot);
|
||
|
_write_shader_graph();
|
||
|
|
||
|
}
|
||
|
if (click_type==CLICK_INPUT_SLOT && dst_click_type==CLICK_OUTPUT_SLOT) {
|
||
|
|
||
|
shader_graph.connect(id,slot,click_node,click_slot);
|
||
|
|
||
|
Error err = validate_graph();
|
||
|
if (err==ERR_CYCLIC_LINK)
|
||
|
shader_graph.disconnect(id,slot,click_node,click_slot);
|
||
|
_write_shader_graph();
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
case CLICK_NODE: {
|
||
|
int new_x=shader_graph.node_get_pos_x(click_node)+(click_motion.x-click_pos.x);
|
||
|
int new_y=shader_graph.node_get_pos_y(click_node)+(click_motion.y-click_pos.y);
|
||
|
shader_graph.node_set_pos(click_node,new_x,new_y);
|
||
|
_write_shader_graph();
|
||
|
|
||
|
} break;
|
||
|
}
|
||
|
|
||
|
click_type=CLICK_NONE;
|
||
|
update();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
case InputEvent::MOUSE_MOTION: {
|
||
|
|
||
|
if (p_event.mouse_motion.button_mask&1 && click_type!=CLICK_NONE) {
|
||
|
|
||
|
click_motion=Point2(p_event.mouse_button.x,p_event.mouse_button.y);
|
||
|
update();
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_notification(int p_what) {
|
||
|
|
||
|
|
||
|
switch(p_what) {
|
||
|
|
||
|
case NOTIFICATION_DRAW: {
|
||
|
|
||
|
_update_scrollbars();
|
||
|
//VisualServer::get_singleton()->canvas_item_add_rect(get_canvas_item(),Rect2(Point2(),get_size()),Color(0,0,0,1));
|
||
|
|
||
|
for(List<int>::Element *E=order.front();E;E=E->next()) {
|
||
|
|
||
|
_draw_node(E->get());
|
||
|
}
|
||
|
|
||
|
if (click_type==CLICK_INPUT_SLOT || click_type==CLICK_OUTPUT_SLOT) {
|
||
|
|
||
|
VisualServer::get_singleton()->canvas_item_add_line(get_canvas_item(),click_pos,click_motion,Color(0.5,1,0.5,0.8),2);
|
||
|
}
|
||
|
|
||
|
List<ShaderGraph::Connection> connections = shader_graph.get_connection_list();
|
||
|
for(List<ShaderGraph::Connection>::Element *E=connections.front();E;E=E->next()) {
|
||
|
|
||
|
const ShaderGraph::Connection &c=E->get();
|
||
|
Point2 source = _get_slot_pos(c.src_id,false,c.src_slot);
|
||
|
Point2 dest = _get_slot_pos(c.dst_id,true,c.dst_slot);
|
||
|
bool vec = VisualServer::shader_is_input_vector( shader_graph.node_get_type(c.dst_id), c.dst_slot );
|
||
|
Color col = vec?Color(1,0.5,0.5,0.8):Color(1,1,0.5,0.8);
|
||
|
|
||
|
if (click_type==CLICK_NODE && click_node==c.src_id) {
|
||
|
|
||
|
source+=click_motion-click_pos;
|
||
|
}
|
||
|
|
||
|
if (click_type==CLICK_NODE && click_node==c.dst_id) {
|
||
|
|
||
|
dest+=click_motion-click_pos;
|
||
|
}
|
||
|
|
||
|
VisualServer::get_singleton()->canvas_item_add_line(get_canvas_item(),source,dest,col,2);
|
||
|
|
||
|
}
|
||
|
} break;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_update_scrollbars() {
|
||
|
|
||
|
Size2 size = get_size();
|
||
|
Size2 hmin = h_scroll->get_minimum_size();
|
||
|
Size2 vmin = v_scroll->get_minimum_size();
|
||
|
|
||
|
v_scroll->set_begin( Point2(size.width - vmin.width, 0) );
|
||
|
v_scroll->set_end( Point2(size.width, size.height) );
|
||
|
|
||
|
h_scroll->set_begin( Point2( 0, size.height - hmin.height) );
|
||
|
h_scroll->set_end( Point2(size.width-vmin.width, size.height) );
|
||
|
|
||
|
|
||
|
Size2 min = _get_maximum_size();
|
||
|
|
||
|
if (min.height < size.height - hmin.height) {
|
||
|
|
||
|
v_scroll->hide();
|
||
|
offset.y=0;
|
||
|
} else {
|
||
|
|
||
|
v_scroll->show();
|
||
|
v_scroll->set_max(min.height);
|
||
|
v_scroll->set_page(size.height - hmin.height);
|
||
|
offset.y=v_scroll->get_val();
|
||
|
}
|
||
|
|
||
|
if (min.width < size.width - vmin.width) {
|
||
|
|
||
|
h_scroll->hide();
|
||
|
offset.x=0;
|
||
|
} else {
|
||
|
|
||
|
h_scroll->show();
|
||
|
h_scroll->set_max(min.width);
|
||
|
h_scroll->set_page(size.width - vmin.width);
|
||
|
offset.x=h_scroll->get_val();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_scroll_moved() {
|
||
|
|
||
|
offset.x=h_scroll->get_val();
|
||
|
offset.y=v_scroll->get_val();
|
||
|
update();
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_bind_methods() {
|
||
|
|
||
|
ObjectTypeDB::bind_method( "_node_menu_item", &ShaderEditor::_node_menu_item );
|
||
|
ObjectTypeDB::bind_method( "_node_add_callback", &ShaderEditor::_node_add_callback );
|
||
|
ObjectTypeDB::bind_method( "_input_event", &ShaderEditor::_input_event );
|
||
|
ObjectTypeDB::bind_method( "_node_param_changed", &ShaderEditor::_node_param_changed );
|
||
|
ObjectTypeDB::bind_method( "_scroll_moved", &ShaderEditor::_scroll_moved );
|
||
|
ObjectTypeDB::bind_method( "_vertex_item", &ShaderEditor::_vertex_item );
|
||
|
ObjectTypeDB::bind_method( "_fragment_item", &ShaderEditor::_fragment_item );
|
||
|
ObjectTypeDB::bind_method( "_post_item", &ShaderEditor::_post_item );
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_read_shader_graph() {
|
||
|
|
||
|
shader_graph.clear();;
|
||
|
order.clear();
|
||
|
List<int> nodes;
|
||
|
shader->get_node_list(&nodes);
|
||
|
int larger_id=0;
|
||
|
for(List<int>::Element *E=nodes.front();E;E=E->next()) {
|
||
|
|
||
|
if (E->get() > larger_id)
|
||
|
larger_id = E->get();
|
||
|
|
||
|
shader_graph.node_add( (VS::ShaderNodeType)shader->node_get_type(E->get()), E->get() );
|
||
|
shader_graph.node_set_param( E->get(), shader->node_get_param( E->get() ) );
|
||
|
Point2 pos = shader->node_get_pos(E->get());
|
||
|
shader_graph.node_set_pos( E->get(), pos.x,pos.y );
|
||
|
order.push_back(E->get());
|
||
|
}
|
||
|
|
||
|
last_id=larger_id+1;
|
||
|
|
||
|
List<Shader::Connection> connections;
|
||
|
shader->get_connections(&connections);
|
||
|
|
||
|
for(List<Shader::Connection>::Element *E=connections.front();E;E=E->next()) {
|
||
|
|
||
|
Shader::Connection &c=E->get();
|
||
|
shader_graph.connect(c.src_id,c.src_slot,c.dst_id,c.dst_slot);
|
||
|
}
|
||
|
|
||
|
validate_graph();
|
||
|
update();
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_write_shader_graph() {
|
||
|
|
||
|
shader->clear();
|
||
|
List<int> nodes;
|
||
|
shader_graph.get_node_list(&nodes);
|
||
|
for(List<int>::Element *E=nodes.front();E;E=E->next()) {
|
||
|
|
||
|
shader->node_add((Shader::NodeType)shader_graph.node_get_type(E->get()),E->get());
|
||
|
shader->node_set_param(E->get(),shader_graph.node_get_param(E->get()));
|
||
|
shader->node_set_pos(E->get(),Point2( shader_graph.node_get_pos_x(E->get()),shader_graph.node_get_pos_y(E->get()) ) );
|
||
|
}
|
||
|
|
||
|
List<ShaderGraph::Connection> connections = shader_graph.get_connection_list();
|
||
|
for(List<ShaderGraph::Connection>::Element *E=connections.front();E;E=E->next()) {
|
||
|
|
||
|
const ShaderGraph::Connection &c=E->get();
|
||
|
shader->connect(c.src_id,c.src_slot,c.dst_id,c.dst_slot);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_add_node_from_text(const String& p_text) {
|
||
|
|
||
|
ERR_FAIL_COND( p_text.get_slice_count(" ") != 3 );
|
||
|
bool input = p_text.get_slice(" ",0)=="In:";
|
||
|
String name = p_text.get_slice(" ",1);
|
||
|
bool vec = p_text.get_slice(" ",2)=="(vec3)";
|
||
|
|
||
|
_node_add( input?
|
||
|
( vec? VisualServer::NODE_VEC_IN : VisualServer::NODE_IN ) :
|
||
|
( vec? VisualServer::NODE_VEC_OUT : VisualServer::NODE_OUT ) );
|
||
|
|
||
|
shader_graph.node_set_param( last_id-1,name );
|
||
|
_write_shader_graph();
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_vertex_item(int p_item) {
|
||
|
|
||
|
_add_node_from_text(vertex_popup->get_item_text(p_item));
|
||
|
}
|
||
|
void ShaderEditor::_fragment_item(int p_item) {
|
||
|
|
||
|
_add_node_from_text(fragment_popup->get_item_text(p_item));
|
||
|
}
|
||
|
void ShaderEditor::_post_item(int p_item) {
|
||
|
|
||
|
_add_node_from_text(post_popup->get_item_text(p_item));
|
||
|
}
|
||
|
|
||
|
|
||
|
void ShaderEditor::_node_menu_item(int p_item) {
|
||
|
|
||
|
switch(p_item) {
|
||
|
|
||
|
case GRAPH_ADD_NODE: {
|
||
|
add_popup->popup_centered_ratio();
|
||
|
validate_graph();
|
||
|
} break;
|
||
|
case NODE_DISCONNECT: {
|
||
|
|
||
|
if (rclick_type==CLICK_INPUT_SLOT) {
|
||
|
|
||
|
List<ShaderGraph::Connection> connections = shader_graph.get_connection_list();
|
||
|
for(List<ShaderGraph::Connection>::Element *E=connections.front();E;E=E->next()) {
|
||
|
|
||
|
const ShaderGraph::Connection &c=E->get();
|
||
|
if( c.dst_id==rclick_node && c.dst_slot==rclick_slot) {
|
||
|
|
||
|
shader_graph.disconnect(c.src_id,c.src_slot,c.dst_id,c.dst_slot);
|
||
|
}
|
||
|
}
|
||
|
update();
|
||
|
_write_shader_graph();
|
||
|
validate_graph();
|
||
|
}
|
||
|
|
||
|
if (rclick_type==CLICK_OUTPUT_SLOT) {
|
||
|
|
||
|
List<ShaderGraph::Connection> connections = shader_graph.get_connection_list();
|
||
|
for(List<ShaderGraph::Connection>::Element *E=connections.front();E;E=E->next()) {
|
||
|
|
||
|
const ShaderGraph::Connection &c=E->get();
|
||
|
if( c.src_id==rclick_node && c.src_slot==rclick_slot) {
|
||
|
|
||
|
shader_graph.disconnect(c.src_id,c.src_slot,c.dst_id,c.dst_slot);
|
||
|
}
|
||
|
}
|
||
|
update();
|
||
|
_write_shader_graph();
|
||
|
validate_graph();
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
case NODE_ERASE: {
|
||
|
|
||
|
order.erase(rclick_node);
|
||
|
shader_graph.node_remove(rclick_node);
|
||
|
update();
|
||
|
_write_shader_graph();
|
||
|
validate_graph();
|
||
|
} break;
|
||
|
case GRAPH_CLEAR: {
|
||
|
|
||
|
order.clear();
|
||
|
shader_graph.clear();
|
||
|
last_id=1;
|
||
|
last_x=20;
|
||
|
last_y=20;
|
||
|
update();
|
||
|
_write_shader_graph();
|
||
|
validate_graph();
|
||
|
|
||
|
} break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_node_add(VisualServer::ShaderNodeType p_type) {
|
||
|
|
||
|
shader_graph.node_add(p_type,last_id );
|
||
|
shader_graph.node_set_pos(last_id ,last_x,last_y);
|
||
|
String test_param;
|
||
|
|
||
|
switch(p_type) {
|
||
|
case VS::NODE_PARAMETER: {
|
||
|
|
||
|
test_param="param";
|
||
|
} break;
|
||
|
case VS::NODE_VEC_PARAMETER: {
|
||
|
|
||
|
test_param="vec";
|
||
|
} break;
|
||
|
case VS::NODE_COLOR_PARAMETER: {
|
||
|
|
||
|
test_param="color";
|
||
|
} break;
|
||
|
case VS::NODE_TEXTURE_PARAMETER: {
|
||
|
|
||
|
test_param="tex";
|
||
|
} break;
|
||
|
case VS::NODE_TEXTURE_2D_PARAMETER: {
|
||
|
|
||
|
test_param="tex2D";
|
||
|
} break;
|
||
|
case VS::NODE_TEXTURE_CUBE_PARAMETER: {
|
||
|
|
||
|
test_param="cubemap";
|
||
|
} break;
|
||
|
case VS::NODE_TRANSFORM_PARAMETER: {
|
||
|
test_param="xform";
|
||
|
} break;
|
||
|
case VS::NODE_LABEL: {
|
||
|
|
||
|
test_param="label";
|
||
|
} break;
|
||
|
}
|
||
|
|
||
|
if(test_param!="") {
|
||
|
|
||
|
int iter=0;
|
||
|
List<int> l;
|
||
|
|
||
|
shader_graph.get_node_list(&l);
|
||
|
|
||
|
bool found;
|
||
|
String test;
|
||
|
do {
|
||
|
iter++;
|
||
|
test=test_param;
|
||
|
if (iter>1)
|
||
|
test+="_"+itos(iter);
|
||
|
found=false;
|
||
|
for(List<int>::Element *E=l.front();E;E=E->next()) {
|
||
|
|
||
|
|
||
|
String param = shader_graph.node_get_param( E->get() );
|
||
|
if (param==test) {
|
||
|
found=true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} while (found);
|
||
|
|
||
|
|
||
|
shader_graph.node_set_param(last_id,test);
|
||
|
|
||
|
}
|
||
|
order.push_back(last_id);
|
||
|
last_x+=10;
|
||
|
last_y+=10;
|
||
|
last_id++;
|
||
|
last_x=last_x % (int)get_size().width;
|
||
|
last_y=last_y % (int)get_size().height;
|
||
|
update();
|
||
|
add_popup->hide();;
|
||
|
_write_shader_graph();
|
||
|
|
||
|
}
|
||
|
|
||
|
void ShaderEditor::_node_add_callback() {
|
||
|
|
||
|
TreeItem * item = add_types->get_selected();
|
||
|
ERR_FAIL_COND(!item);
|
||
|
_node_add((VisualServer::ShaderNodeType)(int)item->get_metadata(0));
|
||
|
add_popup->hide() ;
|
||
|
}
|
||
|
|
||
|
ShaderEditor::ShaderEditor() {
|
||
|
|
||
|
set_focus_mode(FOCUS_ALL);
|
||
|
|
||
|
Panel* menu_panel = memnew( Panel );
|
||
|
menu_panel->set_anchor( MARGIN_RIGHT, Control::ANCHOR_END );
|
||
|
menu_panel->set_end( Point2(0,22) );
|
||
|
|
||
|
add_child( menu_panel );
|
||
|
|
||
|
PopupMenu *p;
|
||
|
List<PropertyInfo> defaults;
|
||
|
|
||
|
MenuButton* node_menu = memnew( MenuButton );
|
||
|
node_menu->set_text("Graph");
|
||
|
node_menu->set_pos( Point2( 5,0) );
|
||
|
menu_panel->add_child( node_menu );
|
||
|
|
||
|
p=node_menu->get_popup();
|
||
|
p->add_item("Add Node",GRAPH_ADD_NODE);
|
||
|
p->add_separator();
|
||
|
p->add_item("Clear",GRAPH_CLEAR);
|
||
|
p->connect("item_pressed", this,"_node_menu_item");
|
||
|
|
||
|
MenuButton* vertex_menu = memnew( MenuButton );
|
||
|
vertex_menu->set_text("Vertex");
|
||
|
vertex_menu->set_pos( Point2( 49,0) );
|
||
|
menu_panel->add_child( vertex_menu );
|
||
|
|
||
|
p=vertex_menu->get_popup();
|
||
|
defaults.clear();
|
||
|
VisualServer::shader_get_default_input_nodes(VisualServer::SHADER_VERTEX,&defaults);
|
||
|
|
||
|
int id=0;
|
||
|
for(int i=0;i<defaults.size();i++) {
|
||
|
|
||
|
p->add_item("In: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++);
|
||
|
}
|
||
|
p->add_separator();
|
||
|
id++;
|
||
|
|
||
|
defaults.clear();
|
||
|
VisualServer::shader_get_default_output_nodes(VisualServer::SHADER_VERTEX,&defaults);
|
||
|
|
||
|
for(int i=0;i<defaults.size();i++) {
|
||
|
|
||
|
p->add_item("Out: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++);
|
||
|
}
|
||
|
|
||
|
vertex_popup=p;
|
||
|
vertex_popup->connect("item_pressed", this,"_vertex_item");
|
||
|
MenuButton* fragment_menu = memnew( MenuButton );
|
||
|
fragment_menu->set_text("Fragment");
|
||
|
fragment_menu->set_pos( Point2( 95 ,0) );
|
||
|
menu_panel->add_child( fragment_menu );
|
||
|
|
||
|
p=fragment_menu->get_popup();
|
||
|
defaults.clear();
|
||
|
VisualServer::shader_get_default_input_nodes(VisualServer::SHADER_FRAGMENT,&defaults);
|
||
|
id=0;
|
||
|
for(int i=0;i<defaults.size();i++) {
|
||
|
|
||
|
p->add_item("In: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++);
|
||
|
}
|
||
|
p->add_separator();
|
||
|
id++;
|
||
|
defaults.clear();
|
||
|
VisualServer::shader_get_default_output_nodes(VisualServer::SHADER_FRAGMENT,&defaults);
|
||
|
|
||
|
for(int i=0;i<defaults.size();i++) {
|
||
|
|
||
|
p->add_item("Out: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++);
|
||
|
}
|
||
|
|
||
|
fragment_popup=p;
|
||
|
fragment_popup->connect("item_pressed", this,"_fragment_item");
|
||
|
|
||
|
MenuButton* post_menu = memnew( MenuButton );
|
||
|
post_menu->set_text("Post");
|
||
|
post_menu->set_pos( Point2( 161,0) );
|
||
|
menu_panel->add_child( post_menu );
|
||
|
|
||
|
p=post_menu->get_popup();
|
||
|
defaults.clear();
|
||
|
VisualServer::shader_get_default_input_nodes(VisualServer::SHADER_POST_PROCESS,&defaults);
|
||
|
id=0;
|
||
|
for(int i=0;i<defaults.size();i++) {
|
||
|
|
||
|
p->add_item("In: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++);
|
||
|
}
|
||
|
p->add_separator();
|
||
|
id++;
|
||
|
|
||
|
defaults.clear();
|
||
|
VisualServer::shader_get_default_output_nodes(VisualServer::SHADER_POST_PROCESS,&defaults);
|
||
|
|
||
|
for(int i=0;i<defaults.size();i++) {
|
||
|
|
||
|
p->add_item("Out: "+defaults[i].name+(defaults[i].type==Variant::VECTOR3?" (vec3)":" (real)"),id++);
|
||
|
}
|
||
|
|
||
|
post_popup=p;
|
||
|
post_popup->connect("item_pressed", this,"_post_item");
|
||
|
|
||
|
|
||
|
/* add popup */
|
||
|
|
||
|
add_popup = memnew( Popup );
|
||
|
add_child(add_popup);
|
||
|
add_popup->set_as_toplevel(true);
|
||
|
Panel *add_panel = memnew( Panel );
|
||
|
add_popup->add_child(add_panel);
|
||
|
add_panel->set_area_as_parent_rect();
|
||
|
|
||
|
Label *add_label = memnew (Label );
|
||
|
add_label->set_pos(Point2(5,5));
|
||
|
add_label->set_text("Available Nodes:");
|
||
|
add_panel->add_child(add_label);
|
||
|
|
||
|
|
||
|
add_types = memnew( Tree );
|
||
|
add_types->set_anchor( MARGIN_RIGHT, ANCHOR_END );
|
||
|
add_types->set_anchor( MARGIN_BOTTOM, ANCHOR_END );
|
||
|
add_types->set_begin( Point2( 20,25 ) );
|
||
|
add_types->set_end( Point2( 10, 30 ) );
|
||
|
add_types->set_hide_root(true);
|
||
|
add_types->set_columns(4);
|
||
|
add_types->set_select_mode(Tree::SELECT_ROW);
|
||
|
|
||
|
|
||
|
TreeItem *add_types_root = add_types->create_item(NULL);
|
||
|
TreeItem *info_item = add_types->create_item(add_types_root);
|
||
|
|
||
|
for(int i=0;i<VisualServer::NODE_TYPE_MAX;i++) {
|
||
|
|
||
|
TreeItem *item = add_types->create_item(add_types_root);
|
||
|
PropertyInfo prop = VisualServer::shader_node_get_type_info((VisualServer::ShaderNodeType)i);
|
||
|
item->set_text(0,prop.name);
|
||
|
item->set_text(1,itos(VisualServer::shader_get_input_count((VisualServer::ShaderNodeType)i)));
|
||
|
item->set_text(2,itos(VisualServer::shader_get_output_count((VisualServer::ShaderNodeType)i)));
|
||
|
String hint = (prop.type==Variant::_RID)?prop.hint_string:Variant::get_type_name(prop.type);
|
||
|
item->set_text(3,hint);
|
||
|
item->set_metadata(0,i);
|
||
|
}
|
||
|
info_item->set_text(0,"::NODE::");
|
||
|
info_item->set_custom_color(0,Color(0.6,0.1,0.1));
|
||
|
info_item->set_text(1,"::INPUTS::");
|
||
|
info_item->set_custom_color(1,Color(0.6,0.1,0.1));
|
||
|
info_item->set_text(2,"::OUTPUTS::");
|
||
|
info_item->set_custom_color(2,Color(0.6,0.1,0.1));
|
||
|
info_item->set_text(3,"::PARAM::");
|
||
|
info_item->set_custom_color(3,Color(0.6,0.1,0.1));
|
||
|
info_item->set_selectable(0,false);
|
||
|
info_item->set_selectable(1,false);
|
||
|
info_item->set_selectable(2,false);
|
||
|
info_item->set_selectable(3,false);
|
||
|
|
||
|
add_panel->add_child(add_types);
|
||
|
|
||
|
add_confirm = memnew( Button );
|
||
|
add_confirm->set_anchor( MARGIN_LEFT, ANCHOR_END );
|
||
|
add_confirm->set_anchor( MARGIN_TOP, ANCHOR_END );
|
||
|
add_confirm->set_anchor( MARGIN_RIGHT, ANCHOR_END );
|
||
|
add_confirm->set_anchor( MARGIN_BOTTOM, ANCHOR_END );
|
||
|
add_confirm->set_begin( Point2( 75, 29 ) );
|
||
|
add_confirm->set_end( Point2( 10, 15 ) );
|
||
|
add_confirm->set_text("Add");
|
||
|
add_panel->add_child(add_confirm);
|
||
|
add_confirm->connect("pressed", this,"_node_add_callback");
|
||
|
|
||
|
last_id=1;
|
||
|
last_x=20;
|
||
|
last_y=20;
|
||
|
|
||
|
property_editor = memnew( CustomPropertyEditor );
|
||
|
add_child(property_editor);
|
||
|
property_editor->connect("variant_changed", this,"_node_param_changed");
|
||
|
|
||
|
h_scroll = memnew( HScrollBar );
|
||
|
v_scroll = memnew( VScrollBar );
|
||
|
|
||
|
add_child(h_scroll);
|
||
|
add_child(v_scroll);
|
||
|
|
||
|
h_scroll->connect("value_changed", this,"_scroll_moved");
|
||
|
v_scroll->connect("value_changed", this,"_scroll_moved");
|
||
|
|
||
|
node_popup= memnew(PopupMenu );
|
||
|
add_child(node_popup);
|
||
|
node_popup->set_as_toplevel(true);
|
||
|
|
||
|
node_popup->connect("item_pressed", this,"_node_menu_item");
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void ShaderEditorPlugin::edit(Object *p_object) {
|
||
|
|
||
|
shader_editor->edit(p_object->cast_to<Shader>());
|
||
|
}
|
||
|
|
||
|
bool ShaderEditorPlugin::handles(Object *p_object) const {
|
||
|
|
||
|
return p_object->is_type("Shader");
|
||
|
}
|
||
|
|
||
|
void ShaderEditorPlugin::make_visible(bool p_visible) {
|
||
|
|
||
|
if (p_visible) {
|
||
|
shader_editor->show();
|
||
|
shader_editor->set_process(true);
|
||
|
} else {
|
||
|
|
||
|
shader_editor->hide();
|
||
|
shader_editor->set_process(false);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {
|
||
|
|
||
|
editor=p_node;
|
||
|
shader_editor = memnew( ShaderEditor );
|
||
|
editor->get_viewport()->add_child(shader_editor);
|
||
|
shader_editor->set_area_as_parent_rect();
|
||
|
shader_editor->hide();
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
ShaderEditorPlugin::~ShaderEditorPlugin()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif
|