Fix auto-connection from output node to input (VisualShaders)

This commit is contained in:
Yuri Roubinsky 2021-06-17 18:03:07 +03:00
parent f030b0c83d
commit 46cd36f009
3 changed files with 19 additions and 0 deletions

View file

@ -2315,6 +2315,13 @@ void VisualShaderEditor::_add_node(int p_idx, int p_op_idx, String p_resource_pa
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
} else {
// Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
if (input) {
input->set_shader_mode(visual_shader->get_mode());
input->set_shader_type(visual_shader->get_shader_type());
}
// Attempting to connect to the first correct port.
for (int i = 0; i < vsnode->get_output_port_count(); i++) {
if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {

View file

@ -2533,6 +2533,14 @@ Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
return props;
}
void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
shader_type = p_shader_type;
}
void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
shader_mode = p_shader_mode;
}
void VisualShaderNodeInput::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);

View file

@ -350,6 +350,10 @@ class VisualShaderNodeInput : public VisualShaderNode {
String input_name = "[None]";
public:
void set_shader_type(VisualShader::Type p_shader_type);
void set_shader_mode(Shader::Mode p_shader_mode);
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const override;