Added virtual method to VisualShaderNodeCustom to enable high-end mark
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4 changed files with 19 additions and 3 deletions
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@ -143,6 +143,14 @@
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Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the root of the main category (see [method _get_category]).
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</description>
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</method>
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<method name="_is_highend" qualifiers="virtual">
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<return type="bool">
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</return>
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<description>
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Override this method to enable high-end mark in the Visual Shader Editor's members dialog.
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Defining this method is [b]optional[/b]. If not overridden, it's false.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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@ -116,7 +116,7 @@ void VisualShaderEditor::clear_custom_types() {
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}
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}
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void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory) {
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void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory, bool p_highend) {
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ERR_FAIL_COND(!p_name.is_valid_identifier());
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ERR_FAIL_COND(!p_script.is_valid());
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@ -135,6 +135,7 @@ void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script>
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ao.description = p_description;
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ao.category = p_category;
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ao.sub_category = p_subcategory;
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ao.highend = p_highend;
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ao.is_custom = true;
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bool begin = false;
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@ -247,6 +248,11 @@ void VisualShaderEditor::update_custom_nodes() {
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subcategory = (String)ref->call("_get_subcategory");
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}
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bool highend = false;
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if (ref->has_method("_is_highend")) {
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highend = (bool)ref->call("_is_highend");
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}
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Dictionary dict;
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dict["name"] = name;
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dict["script"] = script;
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@ -254,6 +260,7 @@ void VisualShaderEditor::update_custom_nodes() {
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dict["return_icon_type"] = return_icon_type;
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dict["category"] = category;
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dict["subcategory"] = subcategory;
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dict["highend"] = highend;
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String key;
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key = category;
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@ -277,7 +284,7 @@ void VisualShaderEditor::update_custom_nodes() {
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const Dictionary &value = (Dictionary)added[key];
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add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["subcategory"]);
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add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["subcategory"], value["highend"]);
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}
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_update_options_menu();
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@ -265,7 +265,7 @@ public:
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static VisualShaderEditor *get_singleton() { return singleton; }
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void clear_custom_types();
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void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory);
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void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory, bool p_highend);
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virtual Size2 get_minimum_size() const;
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void edit(VisualShader *p_visual_shader);
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@ -276,6 +276,7 @@ void VisualShaderNodeCustom::_bind_methods() {
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BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
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BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
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BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
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BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
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}
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VisualShaderNodeCustom::VisualShaderNodeCustom() {
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