151 lines
4.7 KiB
C
151 lines
4.7 KiB
C
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/*************************************************************************/
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/* shader_graph_editor_plugin.h */
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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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#ifndef SHADER_GRAPH_EDITOR_PLUGIN_H
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#define SHADER_GRAPH_EDITOR_PLUGIN_H
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#if 0
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "scene/resources/shader.h"
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#include "servers/visual/shader_graph.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/button.h"
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#include "scene/gui/popup.h"
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#include "tools/editor/property_editor.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ShaderEditor : public Control {
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OBJ_TYPE(ShaderEditor, Control );
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enum MenuAction {
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GRAPH_ADD_NODE,
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GRAPH_CLEAR,
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NODE_DISCONNECT,
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NODE_ERASE,
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};
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enum ClickType {
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CLICK_NONE,
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CLICK_NODE,
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CLICK_INPUT_SLOT,
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CLICK_OUTPUT_SLOT,
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CLICK_PARAMETER
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};
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PopupMenu *node_popup;
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Popup *add_popup;
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PopupMenu *vertex_popup;
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PopupMenu *fragment_popup;
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PopupMenu *post_popup;
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Tree *add_types;
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Button *add_confirm;
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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Ref<Shader> shader;
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List<int> order;
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Set<int> active_nodes;
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ShaderGraph shader_graph;
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int last_x,last_y;
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uint32_t last_id;
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CustomPropertyEditor *property_editor;
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Point2 offset;
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ClickType click_type;
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Point2 click_pos;
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int click_node;
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int click_slot;
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Point2 click_motion;
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ClickType rclick_type;
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int rclick_node;
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int rclick_slot;
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Size2 _get_maximum_size();
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Size2 get_node_size(int p_node) const;
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void _draw_node(int p_node);
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void _add_node_from_text(const String& p_text);
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void _update_scrollbars();
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void _scroll_moved();
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void _node_param_changed();
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void _node_add_callback();
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void _node_add(VisualServer::ShaderNodeType p_type);
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void _node_edit_property(int p_node);
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void _node_menu_item(int p_item);
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void _vertex_item(int p_item);
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void _fragment_item(int p_item);
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void _post_item(int p_item);
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ClickType _locate_click(const Point2& p_click,int *p_node_id,int *p_slot_index) const;
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Point2 _get_slot_pos(int p_node_id,bool p_input,int p_slot);
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Error validate_graph();
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void _read_shader_graph();
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void _write_shader_graph();
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virtual bool has_point(const Point2& p_point) const;
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protected:
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void _notification(int p_what);
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void _input_event(InputEvent p_event);
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static void _bind_methods();
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public:
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void edit(Ref<Shader> p_shader);
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ShaderEditor();
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};
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class ShaderEditorPlugin : public EditorPlugin {
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OBJ_TYPE( ShaderEditorPlugin, EditorPlugin );
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ShaderEditor *shader_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Shader"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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ShaderEditorPlugin(EditorNode *p_node);
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~ShaderEditorPlugin();
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};
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#endif
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#endif // SHADER_GRAPH_EDITOR_PLUGIN_H
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