c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
171 lines
5.2 KiB
C++
171 lines
5.2 KiB
C++
/*************************************************************************/
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/* graph_node.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GRAPH_NODE_H
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#define GRAPH_NODE_H
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#include "scene/gui/container.h"
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class GraphNode : public Container {
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OBJ_TYPE(GraphNode,Container);
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public:
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enum Overlay {
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OVERLAY_DISABLED,
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OVERLAY_BREAKPOINT,
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OVERLAY_POSITION
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};
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private:
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struct Slot {
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bool enable_left;
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int type_left;
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Color color_left;
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bool enable_right;
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int type_right;
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Color color_right;
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Ref<Texture> custom_slot_left;
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Ref<Texture> custom_slot_right;
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Slot() { enable_left=false; type_left=0; color_left=Color(1,1,1,1); enable_right=false; type_right=0; color_right=Color(1,1,1,1); }
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};
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String title;
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bool show_close;
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Vector2 offset;
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bool comment;
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bool resizeable;
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bool resizing;
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Vector2 resizing_from;
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Vector2 resizing_from_size;
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Rect2 close_rect;
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Vector<int> cache_y;
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struct ConnCache {
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Vector2 pos;
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int type;
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Color color;
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};
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Vector<ConnCache> conn_input_cache;
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Vector<ConnCache> conn_output_cache;
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Map<int,Slot> slot_info;
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bool connpos_dirty;
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void _connpos_update();
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void _resort();
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Vector2 drag_from;
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bool selected;
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Overlay overlay;
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Color modulate;
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bool has_point(const Point2& p_point) const;
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protected:
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void _input_event(const InputEvent& p_ev);
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void _notification(int p_what);
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static void _bind_methods();
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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public:
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void set_slot(int p_idx,bool p_enable_left,int p_type_left,const Color& p_color_left, bool p_enable_right,int p_type_right,const Color& p_color_right,const Ref<Texture>& p_custom_left=Ref<Texture>(),const Ref<Texture>& p_custom_right=Ref<Texture>());
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void clear_slot(int p_idx);
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void clear_all_slots();
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bool is_slot_enabled_left(int p_idx) const;
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int get_slot_type_left(int p_idx) const;
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Color get_slot_color_left(int p_idx) const;
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bool is_slot_enabled_right(int p_idx) const;
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int get_slot_type_right(int p_idx) const;
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Color get_slot_color_right(int p_idx) const;
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void set_title(const String& p_title);
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String get_title() const;
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void set_offset(const Vector2& p_offset);
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Vector2 get_offset() const;
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void set_selected(bool p_selected);
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bool is_selected();
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void set_drag(bool p_drag);
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Vector2 get_drag_from();
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void set_show_close_button(bool p_enable);
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bool is_close_button_visible() const;
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int get_connection_input_count() ;
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int get_connection_output_count() ;
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Vector2 get_connection_input_pos(int p_idx);
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int get_connection_input_type(int p_idx);
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Color get_connection_input_color(int p_idx);
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Vector2 get_connection_output_pos(int p_idx);
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int get_connection_output_type(int p_idx);
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Color get_connection_output_color(int p_idx);
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void set_modulate(const Color& p_color);
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Color get_modulate() const;
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void set_overlay(Overlay p_overlay);
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Overlay get_overlay() const;
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void set_comment(bool p_enable);
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bool is_comment() const;
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void set_resizeable(bool p_enable);
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bool is_resizeable() const;
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virtual Size2 get_minimum_size() const;
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bool is_resizing() const { return resizing; }
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GraphNode();
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};
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VARIANT_ENUM_CAST( GraphNode::Overlay )
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#endif // GRAPH_NODE_H
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