Merge pull request #33256 from Chaosus/vs_fix_custom_nodes
Sort custom vshader nodes+prevents them from divide to different folders
This commit is contained in:
commit
d5aa611d53
2 changed files with 54 additions and 6 deletions
|
@ -109,11 +109,12 @@ void VisualShaderEditor::clear_custom_types() {
|
|||
for (int i = 0; i < add_options.size(); i++) {
|
||||
if (add_options[i].is_custom) {
|
||||
add_options.remove(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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_sub_category) {
|
||||
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) {
|
||||
|
||||
ERR_FAIL_COND(!p_name.is_valid_identifier());
|
||||
ERR_FAIL_COND(!p_script.is_valid());
|
||||
|
@ -131,9 +132,25 @@ void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script>
|
|||
ao.return_type = p_return_icon_type;
|
||||
ao.description = p_description;
|
||||
ao.category = p_category;
|
||||
ao.sub_category = p_sub_category;
|
||||
ao.sub_category = p_subcategory;
|
||||
ao.is_custom = true;
|
||||
|
||||
bool begin = false;
|
||||
|
||||
for (int i = 0; i < add_options.size(); i++) {
|
||||
if (add_options[i].is_custom) {
|
||||
if (add_options[i].category == p_category) {
|
||||
if (!begin) {
|
||||
begin = true;
|
||||
}
|
||||
} else {
|
||||
if (begin) {
|
||||
add_options.insert(i, ao);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add_options.push_back(ao);
|
||||
}
|
||||
|
||||
|
@ -184,6 +201,7 @@ void VisualShaderEditor::update_custom_nodes() {
|
|||
clear_custom_types();
|
||||
List<StringName> class_list;
|
||||
ScriptServer::get_global_class_list(&class_list);
|
||||
Dictionary added;
|
||||
for (int i = 0; i < class_list.size(); i++) {
|
||||
if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
|
||||
|
||||
|
@ -222,14 +240,44 @@ void VisualShaderEditor::update_custom_nodes() {
|
|||
category = "Custom";
|
||||
}
|
||||
|
||||
String sub_category = "";
|
||||
String subcategory = "";
|
||||
if (ref->has_method("_get_subcategory")) {
|
||||
sub_category = (String)ref->call("_get_subcategory");
|
||||
subcategory = (String)ref->call("_get_subcategory");
|
||||
}
|
||||
|
||||
add_custom_type(name, script, description, return_icon_type, category, sub_category);
|
||||
Dictionary dict;
|
||||
dict["name"] = name;
|
||||
dict["script"] = script;
|
||||
dict["description"] = description;
|
||||
dict["return_icon_type"] = return_icon_type;
|
||||
dict["category"] = category;
|
||||
dict["subcategory"] = subcategory;
|
||||
|
||||
String key;
|
||||
key = category;
|
||||
key += "/";
|
||||
if (subcategory != "") {
|
||||
key += subcategory;
|
||||
key += "/";
|
||||
}
|
||||
key += name;
|
||||
|
||||
added[key] = dict;
|
||||
}
|
||||
}
|
||||
|
||||
Array keys = added.keys();
|
||||
keys.sort();
|
||||
|
||||
for (int i = 0; i < keys.size(); i++) {
|
||||
|
||||
const Variant &key = keys.get(i);
|
||||
|
||||
const Dictionary &value = (Dictionary)added[key];
|
||||
|
||||
add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["subcategory"]);
|
||||
}
|
||||
|
||||
_update_options_menu();
|
||||
}
|
||||
|
||||
|
|
|
@ -264,7 +264,7 @@ public:
|
|||
static VisualShaderEditor *get_singleton() { return singleton; }
|
||||
|
||||
void clear_custom_types();
|
||||
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_sub_category);
|
||||
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);
|
||||
|
||||
virtual Size2 get_minimum_size() const;
|
||||
void edit(VisualShader *p_visual_shader);
|
||||
|
|
Loading…
Reference in a new issue