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- /*************************************************************************/
- /* visual_shader_editor_plugin.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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 VISUAL_SHADER_EDITOR_PLUGIN_H
- #define VISUAL_SHADER_EDITOR_PLUGIN_H
- #include "editor/editor_node.h"
- #include "editor/editor_plugin.h"
- #include "editor/property_editor.h"
- #include "scene/gui/button.h"
- #include "scene/gui/graph_edit.h"
- #include "scene/gui/popup.h"
- #include "scene/gui/tree.h"
- #include "scene/resources/visual_shader.h"
- class VisualShaderNodePlugin : public Reference {
- GDCLASS(VisualShaderNodePlugin, Reference)
- protected:
- static void _bind_methods();
- public:
- virtual Control *create_editor(const Ref<VisualShaderNode> &p_node);
- };
- class VisualShaderEditor : public VBoxContainer {
- GDCLASS(VisualShaderEditor, VBoxContainer);
- CustomPropertyEditor *property_editor;
- int editing_node;
- int editing_port;
- Ref<VisualShader> visual_shader;
- GraphEdit *graph;
- MenuButton *add_node;
- OptionButton *edit_type;
- PanelContainer *error_panel;
- Label *error_label;
- UndoRedo *undo_redo;
- void _update_graph();
- struct AddOption {
- String name;
- String category;
- String type;
- Ref<Script> script;
- AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_type = String()) {
- name = p_name;
- type = p_type;
- category = p_category;
- }
- };
- Vector<AddOption> add_options;
- void _draw_color_over_button(Object *obj, Color p_color);
- void _add_node(int p_idx);
- void _update_options_menu();
- static VisualShaderEditor *singleton;
- void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node);
- bool updating;
- void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
- void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
- void _scroll_changed(const Vector2 &p_scroll);
- void _node_selected(Object *p_node);
- void _delete_request(int);
- void _removed_from_graph();
- void _node_changed(int p_id);
- void _edit_port_default_input(Object *p_button, int p_node, int p_port);
- void _port_edited();
- void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
- void _line_edit_changed(const String &p_text, Object *line_edit, int p_node_id);
- void _line_edit_focus_out(Object *line_edit, int p_node_id);
- void _duplicate_nodes();
- Vector<Ref<VisualShaderNodePlugin> > plugins;
- void _mode_selected(int p_id);
- void _input_select_item(Ref<VisualShaderNodeInput> input, String name);
- void _preview_select_port(int p_node, int p_port);
- void _input(const Ref<InputEvent> p_event);
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
- void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
- static VisualShaderEditor *get_singleton() { return singleton; }
- void add_custom_type(const String &p_name, const String &p_category, const Ref<Script> &p_script);
- void remove_custom_type(const Ref<Script> &p_script);
- virtual Size2 get_minimum_size() const;
- void edit(VisualShader *p_visual_shader);
- VisualShaderEditor();
- };
- class VisualShaderEditorPlugin : public EditorPlugin {
- GDCLASS(VisualShaderEditorPlugin, EditorPlugin);
- VisualShaderEditor *visual_shader_editor;
- EditorNode *editor;
- Button *button;
- public:
- virtual String get_name() const { return "VisualShader"; }
- bool has_main_screen() const { return false; }
- virtual void edit(Object *p_object);
- virtual bool handles(Object *p_object) const;
- virtual void make_visible(bool p_visible);
- VisualShaderEditorPlugin(EditorNode *p_node);
- ~VisualShaderEditorPlugin();
- };
- class VisualShaderNodePluginDefault : public VisualShaderNodePlugin {
- GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin)
- public:
- virtual Control *create_editor(const Ref<VisualShaderNode> &p_node);
- };
- class EditorPropertyShaderMode : public EditorProperty {
- GDCLASS(EditorPropertyShaderMode, EditorProperty)
- OptionButton *options;
- void _option_selected(int p_which);
- protected:
- static void _bind_methods();
- public:
- void setup(const Vector<String> &p_options);
- virtual void update_property();
- void set_option_button_clip(bool p_enable);
- EditorPropertyShaderMode();
- };
- class EditorInspectorShaderModePlugin : public EditorInspectorPlugin {
- GDCLASS(EditorInspectorShaderModePlugin, EditorInspectorPlugin)
- public:
- virtual bool can_handle(Object *p_object);
- virtual void parse_begin(Object *p_object);
- virtual bool parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage);
- virtual void parse_end();
- };
- class VisualShaderNodePortPreview : public Control {
- GDCLASS(VisualShaderNodePortPreview, Control)
- Ref<VisualShader> shader;
- VisualShader::Type type;
- int node;
- int port;
- void _shader_changed(); //must regen
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- virtual Size2 get_minimum_size() const;
- void setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port);
- VisualShaderNodePortPreview();
- };
- #endif // VISUAL_SHADER_EDITOR_PLUGIN_H
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