virtualx-engine/scene/gui/graph_edit.cpp

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/*************************************************************************/
/* graph_edit.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "graph_edit.h"
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#include "core/input/input_filter.h"
#include "core/os/keyboard.h"
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#include "scene/gui/box_container.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_scale.h"
#endif
#define ZOOM_SCALE 1.2
#define MIN_ZOOM (((1 / ZOOM_SCALE) / ZOOM_SCALE) / ZOOM_SCALE)
#define MAX_ZOOM (1 * ZOOM_SCALE * ZOOM_SCALE * ZOOM_SCALE)
bool GraphEditFilter::has_point(const Point2 &p_point) const {
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return ge->_filter_input(p_point);
}
GraphEditFilter::GraphEditFilter(GraphEdit *p_edit) {
ge = p_edit;
}
Error GraphEdit::connect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port) {
if (is_node_connected(p_from, p_from_port, p_to, p_to_port))
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return OK;
Connection c;
c.from = p_from;
c.from_port = p_from_port;
c.to = p_to;
c.to_port = p_to_port;
c.activity = 0;
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connections.push_back(c);
top_layer->update();
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update();
connections_layer->update();
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return OK;
}
bool GraphEdit::is_node_connected(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port) {
for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
if (E->get().from == p_from && E->get().from_port == p_from_port && E->get().to == p_to && E->get().to_port == p_to_port)
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return true;
}
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return false;
}
void GraphEdit::disconnect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port) {
for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
if (E->get().from == p_from && E->get().from_port == p_from_port && E->get().to == p_to && E->get().to_port == p_to_port) {
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connections.erase(E);
top_layer->update();
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update();
connections_layer->update();
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return;
}
}
}
bool GraphEdit::clips_input() const {
return true;
}
void GraphEdit::get_connection_list(List<Connection> *r_connections) const {
*r_connections = connections;
}
void GraphEdit::set_scroll_ofs(const Vector2 &p_ofs) {
setting_scroll_ofs = true;
h_scroll->set_value(p_ofs.x);
v_scroll->set_value(p_ofs.y);
_update_scroll();
setting_scroll_ofs = false;
}
Vector2 GraphEdit::get_scroll_ofs() const {
return Vector2(h_scroll->get_value(), v_scroll->get_value());
}
void GraphEdit::_scroll_moved(double) {
if (!awaiting_scroll_offset_update) {
call_deferred("_update_scroll_offset");
awaiting_scroll_offset_update = true;
}
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top_layer->update();
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update();
if (!setting_scroll_ofs) { //in godot, signals on change value are avoided as a convention
emit_signal("scroll_offset_changed", get_scroll_ofs());
}
}
void GraphEdit::_update_scroll_offset() {
set_block_minimum_size_adjust(true);
for (int i = 0; i < get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
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if (!gn)
continue;
Point2 pos = gn->get_offset() * zoom;
pos -= Point2(h_scroll->get_value(), v_scroll->get_value());
gn->set_position(pos);
if (gn->get_scale() != Vector2(zoom, zoom)) {
gn->set_scale(Vector2(zoom, zoom));
}
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}
connections_layer->set_position(-Point2(h_scroll->get_value(), v_scroll->get_value()));
set_block_minimum_size_adjust(false);
awaiting_scroll_offset_update = false;
}
void GraphEdit::_update_scroll() {
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if (updating)
return;
updating = true;
set_block_minimum_size_adjust(true);
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Rect2 screen;
for (int i = 0; i < get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
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if (!gn)
continue;
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Rect2 r;
r.position = gn->get_offset() * zoom;
r.size = gn->get_size() * zoom;
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screen = screen.merge(r);
}
screen.position -= get_size();
screen.size += get_size() * 2.0;
h_scroll->set_min(screen.position.x);
h_scroll->set_max(screen.position.x + screen.size.x);
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h_scroll->set_page(get_size().x);
if (h_scroll->get_max() - h_scroll->get_min() <= h_scroll->get_page())
h_scroll->hide();
else
h_scroll->show();
v_scroll->set_min(screen.position.y);
v_scroll->set_max(screen.position.y + screen.size.y);
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v_scroll->set_page(get_size().y);
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if (v_scroll->get_max() - v_scroll->get_min() <= v_scroll->get_page())
v_scroll->hide();
else
v_scroll->show();
Size2 hmin = h_scroll->get_combined_minimum_size();
Size2 vmin = v_scroll->get_combined_minimum_size();
// Avoid scrollbar overlapping.
h_scroll->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, v_scroll->is_visible() ? -vmin.width : 0);
v_scroll->set_anchor_and_margin(MARGIN_BOTTOM, ANCHOR_END, h_scroll->is_visible() ? -hmin.height : 0);
set_block_minimum_size_adjust(false);
if (!awaiting_scroll_offset_update) {
call_deferred("_update_scroll_offset");
awaiting_scroll_offset_update = true;
}
updating = false;
}
void GraphEdit::_graph_node_raised(Node *p_gn) {
GraphNode *gn = Object::cast_to<GraphNode>(p_gn);
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ERR_FAIL_COND(!gn);
if (gn->is_comment()) {
move_child(gn, 0);
} else {
gn->raise();
}
int first_not_comment = 0;
for (int i = 0; i < get_child_count(); i++) {
GraphNode *gn2 = Object::cast_to<GraphNode>(get_child(i));
if (gn2 && !gn2->is_comment()) {
first_not_comment = i;
break;
}
}
move_child(connections_layer, first_not_comment);
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top_layer->raise();
emit_signal("node_selected", p_gn);
}
void GraphEdit::_graph_node_moved(Node *p_gn) {
GraphNode *gn = Object::cast_to<GraphNode>(p_gn);
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ERR_FAIL_COND(!gn);
top_layer->update();
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update();
connections_layer->update();
}
void GraphEdit::add_child_notify(Node *p_child) {
Control::add_child_notify(p_child);
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top_layer->call_deferred("raise"); //top layer always on top!
GraphNode *gn = Object::cast_to<GraphNode>(p_child);
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if (gn) {
gn->set_scale(Vector2(zoom, zoom));
gn->connect("offset_changed", callable_mp(this, &GraphEdit::_graph_node_moved), varray(gn));
gn->connect("raise_request", callable_mp(this, &GraphEdit::_graph_node_raised), varray(gn));
gn->connect("item_rect_changed", callable_mp((CanvasItem *)connections_layer, &CanvasItem::update));
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_graph_node_moved(gn);
gn->set_mouse_filter(MOUSE_FILTER_PASS);
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}
}
void GraphEdit::remove_child_notify(Node *p_child) {
Control::remove_child_notify(p_child);
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if (is_inside_tree()) {
top_layer->call_deferred("raise"); //top layer always on top!
}
GraphNode *gn = Object::cast_to<GraphNode>(p_child);
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if (gn) {
gn->disconnect("offset_changed", callable_mp(this, &GraphEdit::_graph_node_moved));
gn->disconnect("raise_request", callable_mp(this, &GraphEdit::_graph_node_raised));
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}
}
void GraphEdit::_notification(int p_what) {
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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if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
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port_grab_distance_horizontal = get_theme_constant("port_grab_distance_horizontal");
port_grab_distance_vertical = get_theme_constant("port_grab_distance_vertical");
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zoom_minus->set_icon(get_theme_icon("minus"));
zoom_reset->set_icon(get_theme_icon("reset"));
zoom_plus->set_icon(get_theme_icon("more"));
snap_button->set_icon(get_theme_icon("snap"));
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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}
if (p_what == NOTIFICATION_READY) {
Size2 hmin = h_scroll->get_combined_minimum_size();
Size2 vmin = v_scroll->get_combined_minimum_size();
h_scroll->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_BEGIN, 0);
h_scroll->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, 0);
h_scroll->set_anchor_and_margin(MARGIN_TOP, ANCHOR_END, -hmin.height);
h_scroll->set_anchor_and_margin(MARGIN_BOTTOM, ANCHOR_END, 0);
v_scroll->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_END, -vmin.width);
v_scroll->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, 0);
v_scroll->set_anchor_and_margin(MARGIN_TOP, ANCHOR_BEGIN, 0);
v_scroll->set_anchor_and_margin(MARGIN_BOTTOM, ANCHOR_END, 0);
}
if (p_what == NOTIFICATION_DRAW) {
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draw_style_box(get_theme_stylebox("bg"), Rect2(Point2(), get_size()));
if (is_using_snap()) {
//draw grid
int snap = get_snap();
Vector2 offset = get_scroll_ofs() / zoom;
Size2 size = get_size() / zoom;
Point2i from = (offset / float(snap)).floor();
Point2i len = (size / float(snap)).floor() + Vector2(1, 1);
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Color grid_minor = get_theme_color("grid_minor");
Color grid_major = get_theme_color("grid_major");
for (int i = from.x; i < from.x + len.x; i++) {
Color color;
if (ABS(i) % 10 == 0)
color = grid_major;
else
color = grid_minor;
float base_ofs = i * snap * zoom - offset.x * zoom;
draw_line(Vector2(base_ofs, 0), Vector2(base_ofs, get_size().height), color);
}
for (int i = from.y; i < from.y + len.y; i++) {
Color color;
if (ABS(i) % 10 == 0)
color = grid_major;
else
color = grid_minor;
float base_ofs = i * snap * zoom - offset.y * zoom;
draw_line(Vector2(0, base_ofs), Vector2(get_size().width, base_ofs), color);
}
}
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}
if (p_what == NOTIFICATION_RESIZED) {
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_update_scroll();
top_layer->update();
}
}
bool GraphEdit::_filter_input(const Point2 &p_point) {
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Ref<Texture2D> port = get_theme_icon("port", "GraphNode");
for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
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if (!gn)
continue;
for (int j = 0; j < gn->get_connection_output_count(); j++) {
Vector2 pos = gn->get_connection_output_position(j) + gn->get_position();
if (is_in_hot_zone(pos, p_point))
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return true;
}
for (int j = 0; j < gn->get_connection_input_count(); j++) {
Vector2 pos = gn->get_connection_input_position(j) + gn->get_position();
if (is_in_hot_zone(pos, p_point)) {
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return true;
}
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}
}
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return false;
}
void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) {
Ref<InputEventMouseButton> mb = p_ev;
if (mb.is_valid() && mb->get_button_index() == BUTTON_LEFT && mb->is_pressed()) {
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Ref<Texture2D> port = get_theme_icon("port", "GraphNode");
Vector2 mpos(mb->get_position().x, mb->get_position().y);
for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
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if (!gn)
continue;
for (int j = 0; j < gn->get_connection_output_count(); j++) {
Vector2 pos = gn->get_connection_output_position(j) + gn->get_position();
if (is_in_hot_zone(pos, mpos)) {
if (valid_left_disconnect_types.has(gn->get_connection_output_type(j))) {
//check disconnect
for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
if (E->get().from == gn->get_name() && E->get().from_port == j) {
Node *to = get_node(String(E->get().to));
if (Object::cast_to<GraphNode>(to)) {
connecting_from = E->get().to;
connecting_index = E->get().to_port;
connecting_out = false;
connecting_type = Object::cast_to<GraphNode>(to)->get_connection_input_type(E->get().to_port);
connecting_color = Object::cast_to<GraphNode>(to)->get_connection_input_color(E->get().to_port);
connecting_target = false;
connecting_to = pos;
just_disconnected = true;
emit_signal("disconnection_request", E->get().from, E->get().from_port, E->get().to, E->get().to_port);
to = get_node(String(connecting_from)); //maybe it was erased
if (Object::cast_to<GraphNode>(to)) {
connecting = true;
}
return;
}
}
}
}
connecting = true;
connecting_from = gn->get_name();
connecting_index = j;
connecting_out = true;
connecting_type = gn->get_connection_output_type(j);
connecting_color = gn->get_connection_output_color(j);
connecting_target = false;
connecting_to = pos;
just_disconnected = false;
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return;
}
}
for (int j = 0; j < gn->get_connection_input_count(); j++) {
Vector2 pos = gn->get_connection_input_position(j) + gn->get_position();
if (is_in_hot_zone(pos, mpos)) {
if (right_disconnects || valid_right_disconnect_types.has(gn->get_connection_input_type(j))) {
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//check disconnect
for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
if (E->get().to == gn->get_name() && E->get().to_port == j) {
Node *fr = get_node(String(E->get().from));
if (Object::cast_to<GraphNode>(fr)) {
connecting_from = E->get().from;
connecting_index = E->get().from_port;
connecting_out = true;
connecting_type = Object::cast_to<GraphNode>(fr)->get_connection_output_type(E->get().from_port);
connecting_color = Object::cast_to<GraphNode>(fr)->get_connection_output_color(E->get().from_port);
connecting_target = false;
connecting_to = pos;
just_disconnected = true;
emit_signal("disconnection_request", E->get().from, E->get().from_port, E->get().to, E->get().to_port);
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fr = get_node(String(connecting_from)); //maybe it was erased
if (Object::cast_to<GraphNode>(fr)) {
connecting = true;
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}
return;
}
}
}
}
connecting = true;
connecting_from = gn->get_name();
connecting_index = j;
connecting_out = false;
connecting_type = gn->get_connection_input_type(j);
connecting_color = gn->get_connection_input_color(j);
connecting_target = false;
connecting_to = pos;
just_disconnected = false;
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return;
}
}
}
}
Ref<InputEventMouseMotion> mm = p_ev;
if (mm.is_valid() && connecting) {
connecting_to = mm->get_position();
connecting_target = false;
top_layer->update();
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Ref<Texture2D> port = get_theme_icon("port", "GraphNode");
Vector2 mpos = mm->get_position();
for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
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if (!gn)
continue;
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if (!connecting_out) {
for (int j = 0; j < gn->get_connection_output_count(); j++) {
Vector2 pos = gn->get_connection_output_position(j) + gn->get_position();
int type = gn->get_connection_output_type(j);
if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && is_in_hot_zone(pos, mpos)) {
connecting_target = true;
connecting_to = pos;
connecting_target_to = gn->get_name();
connecting_target_index = j;
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return;
}
}
} else {
for (int j = 0; j < gn->get_connection_input_count(); j++) {
Vector2 pos = gn->get_connection_input_position(j) + gn->get_position();
int type = gn->get_connection_input_type(j);
if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && is_in_hot_zone(pos, mpos)) {
connecting_target = true;
connecting_to = pos;
connecting_target_to = gn->get_name();
connecting_target_index = j;
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return;
}
}
}
}
}
if (mb.is_valid() && mb->get_button_index() == BUTTON_LEFT && !mb->is_pressed()) {
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if (connecting && connecting_target) {
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String from = connecting_from;
int from_slot = connecting_index;
String to = connecting_target_to;
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int to_slot = connecting_target_index;
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if (!connecting_out) {
SWAP(from, to);
SWAP(from_slot, to_slot);
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}
emit_signal("connection_request", from, from_slot, to, to_slot);
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} else if (!just_disconnected) {
String from = connecting_from;
int from_slot = connecting_index;
Vector2 ofs = Vector2(mb->get_position().x, mb->get_position().y);
if (!connecting_out) {
emit_signal("connection_from_empty", from, from_slot, ofs);
} else {
emit_signal("connection_to_empty", from, from_slot, ofs);
}
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}
connecting = false;
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top_layer->update();
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update();
connections_layer->update();
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}
}
bool GraphEdit::_check_clickable_control(Control *p_control, const Vector2 &pos) {
if (p_control->is_set_as_toplevel() || !p_control->is_visible())
return false;
if (!p_control->has_point(pos) || p_control->get_mouse_filter() == MOUSE_FILTER_IGNORE) {
//test children
for (int i = 0; i < p_control->get_child_count(); i++) {
Control *subchild = Object::cast_to<Control>(p_control->get_child(i));
if (!subchild)
continue;
if (_check_clickable_control(subchild, pos - subchild->get_position())) {
return true;
}
}
return false;
} else {
return true;
}
}
bool GraphEdit::is_in_hot_zone(const Vector2 &pos, const Vector2 &p_mouse_pos) {
if (!Rect2(pos.x - port_grab_distance_horizontal, pos.y - port_grab_distance_vertical, port_grab_distance_horizontal * 2, port_grab_distance_vertical * 2).has_point(p_mouse_pos))
return false;
for (int i = 0; i < get_child_count(); i++) {
Control *child = Object::cast_to<Control>(get_child(i));
if (!child)
continue;
Rect2 rect = child->get_rect();
if (rect.has_point(p_mouse_pos)) {
//check sub-controls
Vector2 subpos = p_mouse_pos - rect.position;
for (int j = 0; j < child->get_child_count(); j++) {
Control *subchild = Object::cast_to<Control>(child->get_child(j));
if (!subchild)
continue;
if (_check_clickable_control(subchild, subpos - subchild->get_position())) {
return false;
}
}
}
}
return true;
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.
2018-05-13 05:34:35 +02:00
}
template <class Vector2>
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static _FORCE_INLINE_ Vector2 _bezier_interp(real_t t, Vector2 start, Vector2 control_1, Vector2 control_2, Vector2 end) {
/* Formula from Wikipedia article on Bezier curves. */
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real_t omt = (1.0 - t);
real_t omt2 = omt * omt;
real_t omt3 = omt2 * omt;
real_t t2 = t * t;
real_t t3 = t2 * t;
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return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
}
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void GraphEdit::_bake_segment2d(Vector<Vector2> &points, Vector<Color> &colors, float p_begin, float p_end, const Vector2 &p_a, const Vector2 &p_out, const Vector2 &p_b, const Vector2 &p_in, int p_depth, int p_min_depth, int p_max_depth, float p_tol, const Color &p_color, const Color &p_to_color, int &lines) const {
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float mp = p_begin + (p_end - p_begin) * 0.5;
Vector2 beg = _bezier_interp(p_begin, p_a, p_a + p_out, p_b + p_in, p_b);
Vector2 mid = _bezier_interp(mp, p_a, p_a + p_out, p_b + p_in, p_b);
Vector2 end = _bezier_interp(p_end, p_a, p_a + p_out, p_b + p_in, p_b);
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Vector2 na = (mid - beg).normalized();
Vector2 nb = (end - mid).normalized();
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float dp = Math::rad2deg(Math::acos(na.dot(nb)));
if (p_depth >= p_min_depth && (dp < p_tol || p_depth >= p_max_depth)) {
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points.push_back((beg + end) * 0.5);
colors.push_back(p_color.linear_interpolate(p_to_color, mp));
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lines++;
} else {
_bake_segment2d(points, colors, p_begin, mp, p_a, p_out, p_b, p_in, p_depth + 1, p_min_depth, p_max_depth, p_tol, p_color, p_to_color, lines);
_bake_segment2d(points, colors, mp, p_end, p_a, p_out, p_b, p_in, p_depth + 1, p_min_depth, p_max_depth, p_tol, p_color, p_to_color, lines);
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}
}
void GraphEdit::_draw_cos_line(CanvasItem *p_where, const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, const Color &p_to_color) {
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//cubic bezier code
float diff = p_to.x - p_from.x;
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float cp_offset;
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int cp_len = get_theme_constant("bezier_len_pos");
int cp_neg_len = get_theme_constant("bezier_len_neg");
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if (diff > 0) {
cp_offset = MIN(cp_len, diff * 0.5);
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} else {
cp_offset = MAX(MIN(cp_len - diff, cp_neg_len), -diff * 0.5);
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}
Vector2 c1 = Vector2(cp_offset * zoom, 0);
Vector2 c2 = Vector2(-cp_offset * zoom, 0);
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int lines = 0;
Vector<Point2> points;
Vector<Color> colors;
points.push_back(p_from);
colors.push_back(p_color);
_bake_segment2d(points, colors, 0, 1, p_from, c1, p_to, c2, 0, 3, 9, 3, p_color, p_to_color, lines);
points.push_back(p_to);
colors.push_back(p_to_color);
#ifdef TOOLS_ENABLED
p_where->draw_polyline_colors(points, colors, Math::floor(2 * EDSCALE));
#else
p_where->draw_polyline_colors(points, colors, 2);
#endif
}
void GraphEdit::_connections_layer_draw() {
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Color activity_color = get_theme_color("activity");
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//draw connections
List<List<Connection>::Element *> to_erase;
for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
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NodePath fromnp(E->get().from);
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Node *from = get_node(fromnp);
if (!from) {
to_erase.push_back(E);
continue;
}
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GraphNode *gfrom = Object::cast_to<GraphNode>(from);
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if (!gfrom) {
to_erase.push_back(E);
continue;
}
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NodePath tonp(E->get().to);
Node *to = get_node(tonp);
if (!to) {
to_erase.push_back(E);
continue;
}
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GraphNode *gto = Object::cast_to<GraphNode>(to);
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if (!gto) {
to_erase.push_back(E);
continue;
}
Vector2 frompos = gfrom->get_connection_output_position(E->get().from_port) + gfrom->get_offset() * zoom;
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Color color = gfrom->get_connection_output_color(E->get().from_port);
Vector2 topos = gto->get_connection_input_position(E->get().to_port) + gto->get_offset() * zoom;
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Color tocolor = gto->get_connection_input_color(E->get().to_port);
if (E->get().activity > 0) {
color = color.linear_interpolate(activity_color, E->get().activity);
tocolor = tocolor.linear_interpolate(activity_color, E->get().activity);
}
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_draw_cos_line(connections_layer, frompos, topos, color, tocolor);
}
while (to_erase.size()) {
connections.erase(to_erase.front()->get());
to_erase.pop_front();
}
}
void GraphEdit::_top_layer_draw() {
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_update_scroll();
if (connecting) {
Node *fromn = get_node(connecting_from);
ERR_FAIL_COND(!fromn);
GraphNode *from = Object::cast_to<GraphNode>(fromn);
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ERR_FAIL_COND(!from);
Vector2 pos;
if (connecting_out)
pos = from->get_connection_output_position(connecting_index);
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else
pos = from->get_connection_input_position(connecting_index);
pos += from->get_position();
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Vector2 topos;
topos = connecting_to;
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Color col = connecting_color;
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if (connecting_target) {
col.r += 0.4;
col.g += 0.4;
col.b += 0.4;
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}
if (!connecting_out) {
SWAP(pos, topos);
}
_draw_cos_line(top_layer, pos, topos, col, col);
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}
if (box_selecting) {
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top_layer->draw_rect(box_selecting_rect, get_theme_color("selection_fill"));
top_layer->draw_rect(box_selecting_rect, get_theme_color("selection_stroke"), false);
}
}
void GraphEdit::set_selected(Node *p_child) {
for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
if (!gn)
continue;
gn->set_selected(gn == p_child);
}
}
void GraphEdit::_gui_input(const Ref<InputEvent> &p_ev) {
Ref<InputEventMouseMotion> mm = p_ev;
if (mm.is_valid() && (mm->get_button_mask() & BUTTON_MASK_MIDDLE || (mm->get_button_mask() & BUTTON_MASK_LEFT && InputFilter::get_singleton()->is_key_pressed(KEY_SPACE)))) {
h_scroll->set_value(h_scroll->get_value() - mm->get_relative().x);
v_scroll->set_value(v_scroll->get_value() - mm->get_relative().y);
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}
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if (mm.is_valid() && dragging) {
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just_selected = true;
// TODO: Remove local mouse pos hack if/when InputEventMouseMotion is fixed to support floats
//drag_accum+=Vector2(mm->get_relative().x,mm->get_relative().y);
drag_accum = get_local_mouse_position() - drag_origin;
for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
if (gn && gn->is_selected()) {
Vector2 pos = (gn->get_drag_from() * zoom + drag_accum) / zoom;
// Snapping can be toggled temporarily by holding down Ctrl.
// This is done here as to not toggle the grid when holding down Ctrl.
if (is_using_snap() ^ InputFilter::get_singleton()->is_key_pressed(KEY_CONTROL)) {
const int snap = get_snap();
pos = pos.snapped(Vector2(snap, snap));
}
gn->set_offset(pos);
}
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}
}
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if (mm.is_valid() && box_selecting) {
box_selecting_to = get_local_mouse_position();
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box_selecting_rect = Rect2(MIN(box_selecting_from.x, box_selecting_to.x),
MIN(box_selecting_from.y, box_selecting_to.y),
ABS(box_selecting_from.x - box_selecting_to.x),
ABS(box_selecting_from.y - box_selecting_to.y));
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for (int i = get_child_count() - 1; i >= 0; i--) {
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GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
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if (!gn)
continue;
Rect2 r = gn->get_rect();
r.size *= zoom;
bool in_box = r.intersects(box_selecting_rect);
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if (in_box)
gn->set_selected(box_selection_mode_aditive);
else
gn->set_selected(previus_selected.find(gn) != NULL);
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}
top_layer->update();
}
Ref<InputEventMouseButton> b = p_ev;
if (b.is_valid()) {
if (b->get_button_index() == BUTTON_RIGHT && b->is_pressed()) {
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if (box_selecting) {
box_selecting = false;
for (int i = get_child_count() - 1; i >= 0; i--) {
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GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
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if (!gn)
continue;
gn->set_selected(previus_selected.find(gn) != NULL);
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}
top_layer->update();
} else {
if (connecting) {
connecting = false;
top_layer->update();
} else {
emit_signal("popup_request", b->get_global_position());
}
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}
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}
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if (b->get_button_index() == BUTTON_LEFT && !b->is_pressed() && dragging) {
if (!just_selected && drag_accum == Vector2() && InputFilter::get_singleton()->is_key_pressed(KEY_CONTROL)) {
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//deselect current node
for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
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if (gn) {
Rect2 r = gn->get_rect();
r.size *= zoom;
if (r.has_point(get_local_mouse_position()))
gn->set_selected(false);
}
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}
}
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if (drag_accum != Vector2()) {
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emit_signal("_begin_node_move");
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for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
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if (gn && gn->is_selected())
gn->set_drag(false);
}
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emit_signal("_end_node_move");
}
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dragging = false;
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top_layer->update();
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update();
connections_layer->update();
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}
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if (b->get_button_index() == BUTTON_LEFT && b->is_pressed()) {
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GraphNode *gn = NULL;
for (int i = get_child_count() - 1; i >= 0; i--) {
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GraphNode *gn_selected = Object::cast_to<GraphNode>(get_child(i));
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if (gn_selected) {
if (gn_selected->is_resizing())
continue;
if (gn_selected->has_point(gn_selected->get_local_mouse_position())) {
gn = gn_selected;
break;
}
}
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}
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if (gn) {
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if (_filter_input(b->get_position()))
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return;
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dragging = true;
drag_accum = Vector2();
drag_origin = get_local_mouse_position();
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just_selected = !gn->is_selected();
if (!gn->is_selected() && !InputFilter::get_singleton()->is_key_pressed(KEY_CONTROL)) {
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for (int i = 0; i < get_child_count(); i++) {
GraphNode *o_gn = Object::cast_to<GraphNode>(get_child(i));
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if (o_gn)
o_gn->set_selected(o_gn == gn);
}
}
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gn->set_selected(true);
for (int i = 0; i < get_child_count(); i++) {
GraphNode *o_gn = Object::cast_to<GraphNode>(get_child(i));
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if (!o_gn)
continue;
if (o_gn->is_selected())
o_gn->set_drag(true);
}
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} else {
if (_filter_input(b->get_position()))
return;
if (InputFilter::get_singleton()->is_key_pressed(KEY_SPACE))
return;
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box_selecting = true;
box_selecting_from = get_local_mouse_position();
if (b->get_control()) {
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box_selection_mode_aditive = true;
previus_selected.clear();
for (int i = get_child_count() - 1; i >= 0; i--) {
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GraphNode *gn2 = Object::cast_to<GraphNode>(get_child(i));
if (!gn2 || !gn2->is_selected())
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continue;
previus_selected.push_back(gn2);
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}
} else if (b->get_shift()) {
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box_selection_mode_aditive = false;
previus_selected.clear();
for (int i = get_child_count() - 1; i >= 0; i--) {
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GraphNode *gn2 = Object::cast_to<GraphNode>(get_child(i));
if (!gn2 || !gn2->is_selected())
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continue;
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previus_selected.push_back(gn2);
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}
} else {
box_selection_mode_aditive = true;
previus_selected.clear();
for (int i = get_child_count() - 1; i >= 0; i--) {
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GraphNode *gn2 = Object::cast_to<GraphNode>(get_child(i));
if (!gn2)
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continue;
gn2->set_selected(false);
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}
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}
}
}
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if (b->get_button_index() == BUTTON_LEFT && !b->is_pressed() && box_selecting) {
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box_selecting = false;
previus_selected.clear();
top_layer->update();
}
if (b->get_button_index() == BUTTON_WHEEL_UP && b->is_pressed()) {
//too difficult to get right
//set_zoom(zoom*ZOOM_SCALE);
}
if (b->get_button_index() == BUTTON_WHEEL_DOWN && b->is_pressed()) {
//too difficult to get right
//set_zoom(zoom/ZOOM_SCALE);
}
if (b->get_button_index() == BUTTON_WHEEL_UP && !InputFilter::get_singleton()->is_key_pressed(KEY_SHIFT)) {
v_scroll->set_value(v_scroll->get_value() - v_scroll->get_page() * b->get_factor() / 8);
}
if (b->get_button_index() == BUTTON_WHEEL_DOWN && !InputFilter::get_singleton()->is_key_pressed(KEY_SHIFT)) {
v_scroll->set_value(v_scroll->get_value() + v_scroll->get_page() * b->get_factor() / 8);
}
if (b->get_button_index() == BUTTON_WHEEL_RIGHT || (b->get_button_index() == BUTTON_WHEEL_DOWN && InputFilter::get_singleton()->is_key_pressed(KEY_SHIFT))) {
h_scroll->set_value(h_scroll->get_value() + h_scroll->get_page() * b->get_factor() / 8);
}
if (b->get_button_index() == BUTTON_WHEEL_LEFT || (b->get_button_index() == BUTTON_WHEEL_UP && InputFilter::get_singleton()->is_key_pressed(KEY_SHIFT))) {
h_scroll->set_value(h_scroll->get_value() - h_scroll->get_page() * b->get_factor() / 8);
}
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}
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Ref<InputEventKey> k = p_ev;
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if (k.is_valid()) {
if (k->get_keycode() == KEY_D && k->is_pressed() && k->get_command()) {
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emit_signal("duplicate_nodes_request");
accept_event();
}
if (k->get_keycode() == KEY_C && k->is_pressed() && k->get_command()) {
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emit_signal("copy_nodes_request");
accept_event();
}
if (k->get_keycode() == KEY_V && k->is_pressed() && k->get_command()) {
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emit_signal("paste_nodes_request");
accept_event();
}
if (k->get_keycode() == KEY_DELETE && k->is_pressed()) {
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emit_signal("delete_nodes_request");
accept_event();
}
}
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Ref<InputEventMagnifyGesture> magnify_gesture = p_ev;
if (magnify_gesture.is_valid()) {
set_zoom_custom(zoom * magnify_gesture->get_factor(), magnify_gesture->get_position());
}
Ref<InputEventPanGesture> pan_gesture = p_ev;
if (pan_gesture.is_valid()) {
h_scroll->set_value(h_scroll->get_value() + h_scroll->get_page() * pan_gesture->get_delta().x / 8);
v_scroll->set_value(v_scroll->get_value() + v_scroll->get_page() * pan_gesture->get_delta().y / 8);
}
}
void GraphEdit::set_connection_activity(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, float p_activity) {
for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
if (E->get().from == p_from && E->get().from_port == p_from_port && E->get().to == p_to && E->get().to_port == p_to_port) {
if (Math::is_equal_approx(E->get().activity, p_activity)) {
//update only if changed
top_layer->update();
connections_layer->update();
}
E->get().activity = p_activity;
return;
}
}
}
void GraphEdit::clear_connections() {
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connections.clear();
update();
connections_layer->update();
}
void GraphEdit::set_zoom(float p_zoom) {
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set_zoom_custom(p_zoom, get_size() / 2);
}
void GraphEdit::set_zoom_custom(float p_zoom, const Vector2 &p_center) {
p_zoom = CLAMP(p_zoom, MIN_ZOOM, MAX_ZOOM);
if (zoom == p_zoom)
return;
zoom_minus->set_disabled(zoom == MIN_ZOOM);
zoom_plus->set_disabled(zoom == MAX_ZOOM);
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Vector2 sbofs = (Vector2(h_scroll->get_value(), v_scroll->get_value()) + p_center) / zoom;
zoom = p_zoom;
top_layer->update();
_update_scroll();
connections_layer->update();
if (is_visible_in_tree()) {
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Vector2 ofs = sbofs * zoom - p_center;
h_scroll->set_value(ofs.x);
v_scroll->set_value(ofs.y);
}
update();
}
float GraphEdit::get_zoom() const {
return zoom;
}
void GraphEdit::set_right_disconnects(bool p_enable) {
right_disconnects = p_enable;
}
bool GraphEdit::is_right_disconnects_enabled() const {
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return right_disconnects;
}
void GraphEdit::add_valid_right_disconnect_type(int p_type) {
valid_right_disconnect_types.insert(p_type);
}
void GraphEdit::remove_valid_right_disconnect_type(int p_type) {
valid_right_disconnect_types.erase(p_type);
}
void GraphEdit::add_valid_left_disconnect_type(int p_type) {
valid_left_disconnect_types.insert(p_type);
}
void GraphEdit::remove_valid_left_disconnect_type(int p_type) {
valid_left_disconnect_types.erase(p_type);
}
Array GraphEdit::_get_connection_list() const {
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List<Connection> conns;
get_connection_list(&conns);
Array arr;
for (List<Connection>::Element *E = conns.front(); E; E = E->next()) {
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Dictionary d;
d["from"] = E->get().from;
d["from_port"] = E->get().from_port;
d["to"] = E->get().to;
d["to_port"] = E->get().to_port;
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arr.push_back(d);
}
return arr;
}
void GraphEdit::_zoom_minus() {
set_zoom(zoom / ZOOM_SCALE);
}
void GraphEdit::_zoom_reset() {
set_zoom(1);
}
void GraphEdit::_zoom_plus() {
set_zoom(zoom * ZOOM_SCALE);
}
void GraphEdit::add_valid_connection_type(int p_type, int p_with_type) {
ConnType ct;
ct.type_a = p_type;
ct.type_b = p_with_type;
valid_connection_types.insert(ct);
}
void GraphEdit::remove_valid_connection_type(int p_type, int p_with_type) {
ConnType ct;
ct.type_a = p_type;
ct.type_b = p_with_type;
valid_connection_types.erase(ct);
}
bool GraphEdit::is_valid_connection_type(int p_type, int p_with_type) const {
ConnType ct;
ct.type_a = p_type;
ct.type_b = p_with_type;
return valid_connection_types.has(ct);
}
void GraphEdit::set_use_snap(bool p_enable) {
snap_button->set_pressed(p_enable);
update();
}
bool GraphEdit::is_using_snap() const {
return snap_button->is_pressed();
}
int GraphEdit::get_snap() const {
return snap_amount->get_value();
}
void GraphEdit::set_snap(int p_snap) {
ERR_FAIL_COND(p_snap < 5);
snap_amount->set_value(p_snap);
update();
}
void GraphEdit::_snap_toggled() {
update();
}
void GraphEdit::_snap_value_changed(double) {
update();
}
HBoxContainer *GraphEdit::get_zoom_hbox() {
return zoom_hb;
}
void GraphEdit::_bind_methods() {
ClassDB::bind_method(D_METHOD("connect_node", "from", "from_port", "to", "to_port"), &GraphEdit::connect_node);
ClassDB::bind_method(D_METHOD("is_node_connected", "from", "from_port", "to", "to_port"), &GraphEdit::is_node_connected);
ClassDB::bind_method(D_METHOD("disconnect_node", "from", "from_port", "to", "to_port"), &GraphEdit::disconnect_node);
ClassDB::bind_method(D_METHOD("set_connection_activity", "from", "from_port", "to", "to_port", "amount"), &GraphEdit::set_connection_activity);
ClassDB::bind_method(D_METHOD("get_connection_list"), &GraphEdit::_get_connection_list);
ClassDB::bind_method(D_METHOD("clear_connections"), &GraphEdit::clear_connections);
ClassDB::bind_method(D_METHOD("get_scroll_ofs"), &GraphEdit::get_scroll_ofs);
ClassDB::bind_method(D_METHOD("set_scroll_ofs", "ofs"), &GraphEdit::set_scroll_ofs);
ClassDB::bind_method(D_METHOD("add_valid_right_disconnect_type", "type"), &GraphEdit::add_valid_right_disconnect_type);
ClassDB::bind_method(D_METHOD("remove_valid_right_disconnect_type", "type"), &GraphEdit::remove_valid_right_disconnect_type);
ClassDB::bind_method(D_METHOD("add_valid_left_disconnect_type", "type"), &GraphEdit::add_valid_left_disconnect_type);
ClassDB::bind_method(D_METHOD("remove_valid_left_disconnect_type", "type"), &GraphEdit::remove_valid_left_disconnect_type);
ClassDB::bind_method(D_METHOD("add_valid_connection_type", "from_type", "to_type"), &GraphEdit::add_valid_connection_type);
ClassDB::bind_method(D_METHOD("remove_valid_connection_type", "from_type", "to_type"), &GraphEdit::remove_valid_connection_type);
ClassDB::bind_method(D_METHOD("is_valid_connection_type", "from_type", "to_type"), &GraphEdit::is_valid_connection_type);
ClassDB::bind_method(D_METHOD("set_zoom", "p_zoom"), &GraphEdit::set_zoom);
ClassDB::bind_method(D_METHOD("get_zoom"), &GraphEdit::get_zoom);
ClassDB::bind_method(D_METHOD("set_snap", "pixels"), &GraphEdit::set_snap);
ClassDB::bind_method(D_METHOD("get_snap"), &GraphEdit::get_snap);
ClassDB::bind_method(D_METHOD("set_use_snap", "enable"), &GraphEdit::set_use_snap);
ClassDB::bind_method(D_METHOD("is_using_snap"), &GraphEdit::is_using_snap);
ClassDB::bind_method(D_METHOD("set_right_disconnects", "enable"), &GraphEdit::set_right_disconnects);
ClassDB::bind_method(D_METHOD("is_right_disconnects_enabled"), &GraphEdit::is_right_disconnects_enabled);
ClassDB::bind_method(D_METHOD("_gui_input"), &GraphEdit::_gui_input);
ClassDB::bind_method(D_METHOD("_update_scroll_offset"), &GraphEdit::_update_scroll_offset);
ClassDB::bind_method(D_METHOD("get_zoom_hbox"), &GraphEdit::get_zoom_hbox);
ClassDB::bind_method(D_METHOD("set_selected", "node"), &GraphEdit::set_selected);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "right_disconnects"), "set_right_disconnects", "is_right_disconnects_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scroll_offset"), "set_scroll_ofs", "get_scroll_ofs");
ADD_PROPERTY(PropertyInfo(Variant::INT, "snap_distance"), "set_snap", "get_snap");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_snap"), "set_use_snap", "is_using_snap");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "zoom"), "set_zoom", "get_zoom");
ADD_SIGNAL(MethodInfo("connection_request", PropertyInfo(Variant::STRING_NAME, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING_NAME, "to"), PropertyInfo(Variant::INT, "to_slot")));
ADD_SIGNAL(MethodInfo("disconnection_request", PropertyInfo(Variant::STRING_NAME, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING_NAME, "to"), PropertyInfo(Variant::INT, "to_slot")));
ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "position")));
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ADD_SIGNAL(MethodInfo("duplicate_nodes_request"));
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ADD_SIGNAL(MethodInfo("copy_nodes_request"));
ADD_SIGNAL(MethodInfo("paste_nodes_request"));
ADD_SIGNAL(MethodInfo("node_selected", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("connection_to_empty", PropertyInfo(Variant::STRING_NAME, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::VECTOR2, "release_position")));
ADD_SIGNAL(MethodInfo("connection_from_empty", PropertyInfo(Variant::STRING_NAME, "to"), PropertyInfo(Variant::INT, "to_slot"), PropertyInfo(Variant::VECTOR2, "release_position")));
ADD_SIGNAL(MethodInfo("delete_nodes_request"));
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ADD_SIGNAL(MethodInfo("_begin_node_move"));
ADD_SIGNAL(MethodInfo("_end_node_move"));
ADD_SIGNAL(MethodInfo("scroll_offset_changed", PropertyInfo(Variant::VECTOR2, "ofs")));
}
GraphEdit::GraphEdit() {
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set_focus_mode(FOCUS_ALL);
awaiting_scroll_offset_update = false;
top_layer = NULL;
top_layer = memnew(GraphEditFilter(this));
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add_child(top_layer);
top_layer->set_mouse_filter(MOUSE_FILTER_PASS);
top_layer->set_anchors_and_margins_preset(Control::PRESET_WIDE);
top_layer->connect("draw", callable_mp(this, &GraphEdit::_top_layer_draw));
top_layer->connect("gui_input", callable_mp(this, &GraphEdit::_top_layer_input));
connections_layer = memnew(Control);
add_child(connections_layer);
connections_layer->connect("draw", callable_mp(this, &GraphEdit::_connections_layer_draw));
connections_layer->set_name("CLAYER");
connections_layer->set_disable_visibility_clip(true); // so it can draw freely and be offset
connections_layer->set_mouse_filter(MOUSE_FILTER_IGNORE);
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h_scroll = memnew(HScrollBar);
h_scroll->set_name("_h_scroll");
top_layer->add_child(h_scroll);
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v_scroll = memnew(VScrollBar);
v_scroll->set_name("_v_scroll");
top_layer->add_child(v_scroll);
updating = false;
connecting = false;
right_disconnects = false;
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box_selecting = false;
dragging = false;
//set large minmax so it can scroll even if not resized yet
h_scroll->set_min(-10000);
h_scroll->set_max(10000);
v_scroll->set_min(-10000);
v_scroll->set_max(10000);
h_scroll->connect("value_changed", callable_mp(this, &GraphEdit::_scroll_moved));
v_scroll->connect("value_changed", callable_mp(this, &GraphEdit::_scroll_moved));
zoom = 1;
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zoom_hb = memnew(HBoxContainer);
top_layer->add_child(zoom_hb);
zoom_hb->set_position(Vector2(10, 10));
zoom_minus = memnew(ToolButton);
zoom_hb->add_child(zoom_minus);
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zoom_minus->set_tooltip(RTR("Zoom Out"));
zoom_minus->connect("pressed", callable_mp(this, &GraphEdit::_zoom_minus));
zoom_minus->set_focus_mode(FOCUS_NONE);
zoom_reset = memnew(ToolButton);
zoom_hb->add_child(zoom_reset);
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zoom_reset->set_tooltip(RTR("Zoom Reset"));
zoom_reset->connect("pressed", callable_mp(this, &GraphEdit::_zoom_reset));
zoom_reset->set_focus_mode(FOCUS_NONE);
zoom_plus = memnew(ToolButton);
zoom_hb->add_child(zoom_plus);
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zoom_plus->set_tooltip(RTR("Zoom In"));
zoom_plus->connect("pressed", callable_mp(this, &GraphEdit::_zoom_plus));
zoom_plus->set_focus_mode(FOCUS_NONE);
snap_button = memnew(ToolButton);
snap_button->set_toggle_mode(true);
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snap_button->set_tooltip(RTR("Enable snap and show grid."));
snap_button->connect("pressed", callable_mp(this, &GraphEdit::_snap_toggled));
snap_button->set_pressed(true);
snap_button->set_focus_mode(FOCUS_NONE);
zoom_hb->add_child(snap_button);
snap_amount = memnew(SpinBox);
snap_amount->set_min(5);
snap_amount->set_max(100);
snap_amount->set_step(1);
snap_amount->set_value(20);
snap_amount->connect("value_changed", callable_mp(this, &GraphEdit::_snap_value_changed));
zoom_hb->add_child(snap_amount);
setting_scroll_ofs = false;
just_disconnected = false;
set_clip_contents(true);
}