virtualx-engine/tools/editor/plugins/shader_graph_editor_plugin.h
2014-02-09 22:10:30 -03:00

150 lines
4.7 KiB
C++

/*************************************************************************/
/* shader_graph_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#ifndef SHADER_GRAPH_EDITOR_PLUGIN_H
#define SHADER_GRAPH_EDITOR_PLUGIN_H
#if 0
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/resources/shader.h"
#include "servers/visual/shader_graph.h"
#include "scene/gui/tree.h"
#include "scene/gui/button.h"
#include "scene/gui/popup.h"
#include "tools/editor/property_editor.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ShaderEditor : public Control {
OBJ_TYPE(ShaderEditor, Control );
enum MenuAction {
GRAPH_ADD_NODE,
GRAPH_CLEAR,
NODE_DISCONNECT,
NODE_ERASE,
};
enum ClickType {
CLICK_NONE,
CLICK_NODE,
CLICK_INPUT_SLOT,
CLICK_OUTPUT_SLOT,
CLICK_PARAMETER
};
PopupMenu *node_popup;
Popup *add_popup;
PopupMenu *vertex_popup;
PopupMenu *fragment_popup;
PopupMenu *post_popup;
Tree *add_types;
Button *add_confirm;
HScrollBar *h_scroll;
VScrollBar *v_scroll;
Ref<Shader> shader;
List<int> order;
Set<int> active_nodes;
ShaderGraph shader_graph;
int last_x,last_y;
uint32_t last_id;
CustomPropertyEditor *property_editor;
Point2 offset;
ClickType click_type;
Point2 click_pos;
int click_node;
int click_slot;
Point2 click_motion;
ClickType rclick_type;
int rclick_node;
int rclick_slot;
Size2 _get_maximum_size();
Size2 get_node_size(int p_node) const;
void _draw_node(int p_node);
void _add_node_from_text(const String& p_text);
void _update_scrollbars();
void _scroll_moved();
void _node_param_changed();
void _node_add_callback();
void _node_add(VisualServer::ShaderNodeType p_type);
void _node_edit_property(int p_node);
void _node_menu_item(int p_item);
void _vertex_item(int p_item);
void _fragment_item(int p_item);
void _post_item(int p_item);
ClickType _locate_click(const Point2& p_click,int *p_node_id,int *p_slot_index) const;
Point2 _get_slot_pos(int p_node_id,bool p_input,int p_slot);
Error validate_graph();
void _read_shader_graph();
void _write_shader_graph();
virtual bool has_point(const Point2& p_point) const;
protected:
void _notification(int p_what);
void _input_event(InputEvent p_event);
static void _bind_methods();
public:
void edit(Ref<Shader> p_shader);
ShaderEditor();
};
class ShaderEditorPlugin : public EditorPlugin {
OBJ_TYPE( ShaderEditorPlugin, EditorPlugin );
ShaderEditor *shader_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Shader"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
ShaderEditorPlugin(EditorNode *p_node);
~ShaderEditorPlugin();
};
#endif
#endif // SHADER_GRAPH_EDITOR_PLUGIN_H