New shader nodes are now created under (more or less) the cursor.

This commit is contained in:
Ovnuniarchos 2016-01-17 22:26:32 +01:00
parent 1469508174
commit ded1acc33e
4 changed files with 10 additions and 5 deletions

View file

@ -42,7 +42,6 @@ bool GraphEdit::is_node_connected(const StringName& p_from, int p_from_port,cons
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) {
@ -59,10 +58,13 @@ void GraphEdit::get_connection_list(List<Connection> *r_connections) const {
*r_connections=connections;
}
Vector2 GraphEdit::get_scroll_ofs() const{
return Vector2(h_scroll->get_val(),v_scroll->get_val());
}
void GraphEdit::_scroll_moved(double) {
_update_scroll_offset();
top_layer->update();
}
@ -718,6 +720,7 @@ void GraphEdit::_bind_methods() {
ObjectTypeDB::bind_method(_MD("is_node_connected","from","from_port","to","to_port"),&GraphEdit::is_node_connected);
ObjectTypeDB::bind_method(_MD("disconnect_node","from","from_port","to","to_port"),&GraphEdit::disconnect_node);
ObjectTypeDB::bind_method(_MD("get_connection_list"),&GraphEdit::_get_connection_list);
ObjectTypeDB::bind_method(_MD("get_scroll_ofs"),&GraphEdit::get_scroll_ofs);
ObjectTypeDB::bind_method(_MD("set_right_disconnects","enable"),&GraphEdit::set_right_disconnects);
ObjectTypeDB::bind_method(_MD("is_right_disconnects_enabled"),&GraphEdit::is_right_disconnects_enabled);

View file

@ -102,6 +102,8 @@ public:
void set_right_disconnects(bool p_enable);
bool is_right_disconnects_enabled() const;
Vector2 get_scroll_ofs() const;
GraphEdit();
};

View file

@ -2658,13 +2658,13 @@ void ShaderGraphEditor::edit(Ref<ShaderGraph> p_shader) {
void ShaderGraphEditor::_add_node(int p_type) {
ShaderGraph::ShaderType shader_type=ShaderGraph::ShaderType(tabs->get_current_tab());
graph_edits[shader_type]->add_node(p_type, next_location);
}
void ShaderGraphEditor::_popup_requested(const Vector2 &p_position)
{
next_location = get_local_mouse_pos();
Vector2 scroll_ofs=graph_edits[tabs->get_current_tab()]->get_graph_edit()->get_scroll_ofs();
next_location = get_local_mouse_pos() + scroll_ofs;
popup->set_global_pos(p_position);
popup->set_size( Size2( 200, 0) );
popup->popup();