/*************************************************************************/ /* visual_shader_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 &p_parent_resource, const Ref &p_node); }; class VisualShaderGraphPlugin : public Reference { GDCLASS(VisualShaderGraphPlugin, Reference); private: struct InputPort { Button *default_input_button; }; struct Port { TextureButton *preview_button; }; struct Link { VisualShader::Type type; VisualShaderNode *visual_node; GraphNode *graph_node; bool preview_visible; int preview_pos; Map input_ports; Map output_ports; VBoxContainer *preview_box; Control *custom_editor; int editor_pos; }; Ref visual_shader; Map links; List connections; bool dirty = false; protected: static void _bind_methods(); public: void register_shader(VisualShader *p_visual_shader); void set_connections(List &p_connections); void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node); void register_output_port(int p_id, int p_port, TextureButton *p_button); void register_custom_editor(int p_node_id, Control *p_custom_editor); void register_editor_pos(int p_node_id, int p_pos); void clear_links(); void set_shader_type(VisualShader::Type p_type); bool is_preview_visible(int p_id) const; bool is_dirty() const; void make_dirty(bool p_enabled); void add_node(VisualShader::Type p_type, int p_id); void remove_node(VisualShader::Type p_type, int p_id); void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port); void disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port); void show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id); void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position); void set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size); void refresh_node_ports(VisualShader::Type p_type, int p_node); void update_property_editor(VisualShader::Type p_type, int p_node_id); void update_property_editor_deferred(VisualShader::Type p_type, int p_node_id); void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value); void register_default_input_button(int p_node_id, int p_port_id, Button *p_button); VisualShader::Type get_shader_type() const; VisualShaderGraphPlugin(); ~VisualShaderGraphPlugin(); }; class VisualShaderEditor : public VBoxContainer { GDCLASS(VisualShaderEditor, VBoxContainer); friend class VisualShaderGraphPlugin; CustomPropertyEditor *property_editor; int editing_node; int editing_port; Ref visual_shader; HSplitContainer *main_box; GraphEdit *graph; Button *add_node; Button *preview_shader; OptionButton *edit_type = nullptr; OptionButton *edit_type_standart; OptionButton *edit_type_particles; PanelContainer *error_panel; Label *error_label; bool pending_update_preview; bool shader_error; VBoxContainer *preview_vbox; CodeEdit *preview_text; Ref syntax_highlighter; Label *error_text; UndoRedo *undo_redo; Point2 saved_node_pos; bool saved_node_pos_dirty; ConfirmationDialog *members_dialog; PopupMenu *popup_menu; MenuButton *tools; bool preview_showed; bool particles_mode; enum TypeFlags { TYPE_FLAGS_VERTEX = 1, TYPE_FLAGS_FRAGMENT = 2, TYPE_FLAGS_LIGHT = 4, }; enum ParticlesTypeFlags { TYPE_FLAGS_EMIT = 1, TYPE_FLAGS_PROCESS = 2, TYPE_FLAGS_END = 4 }; enum ToolsMenuOptions { EXPAND_ALL, COLLAPSE_ALL }; enum NodeMenuOptions { ADD, SEPARATOR, // ignore COPY, PASTE, DELETE, DUPLICATE, }; Tree *members; AcceptDialog *alert; LineEdit *node_filter; RichTextLabel *node_desc; Label *highend_label; void _tools_menu_option(int p_idx); void _show_members_dialog(bool at_mouse_pos); void _update_graph(); struct AddOption { String name; String category; String type; String description; int sub_func; String sub_func_str; Ref