/*************************************************************************/ /* graph_edit.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 GRAPH_EDIT_H #define GRAPH_EDIT_H #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/graph_node.h" #include "scene/gui/scroll_bar.h" #include "scene/gui/slider.h" #include "scene/gui/spin_box.h" #include "scene/gui/texture_rect.h" class GraphEdit; class GraphEditFilter : public Control { GDCLASS(GraphEditFilter, Control); friend class GraphEdit; friend class GraphEditMinimap; GraphEdit *ge; virtual bool has_point(const Point2 &p_point) const override; public: GraphEditFilter(GraphEdit *p_edit); }; class GraphEditMinimap : public Control { GDCLASS(GraphEditMinimap, Control); friend class GraphEdit; friend class GraphEditFilter; GraphEdit *ge; protected: static void _bind_methods(); public: GraphEditMinimap(GraphEdit *p_edit); void update_minimap(); Rect2 get_camera_rect(); private: Vector2 minimap_padding; Vector2 minimap_offset; Vector2 graph_proportions; Vector2 graph_padding; Vector2 camera_position; Vector2 camera_size; bool is_pressing; bool is_resizing; Vector2 _get_render_size(); Vector2 _get_graph_offset(); Vector2 _get_graph_size(); Vector2 _convert_from_graph_position(const Vector2 &p_position); Vector2 _convert_to_graph_position(const Vector2 &p_position); void _gui_input(const Ref &p_ev); void _adjust_graph_scroll(const Vector2 &p_offset); }; class GraphEdit : public Control { GDCLASS(GraphEdit, Control); public: struct Connection { StringName from; StringName to; int from_port; int to_port; float activity; }; private: Button *zoom_minus; Button *zoom_reset; Button *zoom_plus; Button *snap_button; SpinBox *snap_amount; Button *minimap_button; void _zoom_minus(); void _zoom_reset(); void _zoom_plus(); HScrollBar *h_scroll; VScrollBar *v_scroll; float port_grab_distance_horizontal; float port_grab_distance_vertical; bool connecting; String connecting_from; bool connecting_out; int connecting_index; int connecting_type; Color connecting_color; bool connecting_target; Vector2 connecting_to; String connecting_target_to; int connecting_target_index; bool just_disconnected; bool connecting_valid; Vector2 click_pos; bool dragging; bool just_selected; bool moving_selection; Vector2 drag_accum; float zoom; bool box_selecting; bool box_selection_mode_additive; Point2 box_selecting_from; Point2 box_selecting_to; Rect2 box_selecting_rect; List previus_selected; bool setting_scroll_ofs; bool right_disconnects; bool updating; bool awaiting_scroll_offset_update; List connections; float lines_thickness = 2.0f; bool lines_antialiased = true; void _bake_segment2d(Vector &points, Vector &colors, float p_begin, float p_end, const Vector2 &p_a, const Vector2 &p_out, const Vector2 &p_b, const Vector2 &p_in, int p_depth, int p_min_depth, int p_max_depth, float p_tol, const Color &p_color, const Color &p_to_color, int &lines) const; void _draw_cos_line(CanvasItem *p_where, const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, const Color &p_to_color, float p_width, float p_bezier_ratio); void _graph_node_raised(Node *p_gn); void _graph_node_moved(Node *p_gn); void _update_scroll(); void _scroll_moved(double); void _gui_input(const Ref &p_ev); Control *connections_layer; GraphEditFilter *top_layer; GraphEditMinimap *minimap; void _top_layer_input(const Ref &p_ev); bool is_in_hot_zone(const Vector2 &pos, const Vector2 &p_mouse_pos); void _top_layer_draw(); void _connections_layer_draw(); void _minimap_draw(); void _update_scroll_offset(); Array _get_connection_list() const; bool lines_on_bg; struct ConnType { union { struct { uint32_t type_a; uint32_t type_b; }; uint64_t key; }; bool operator<(const ConnType &p_type) const { return key < p_type.key; } ConnType(uint32_t a = 0, uint32_t b = 0) { type_a = a; type_b = b; } }; Set valid_connection_types; Set valid_left_disconnect_types; Set valid_right_disconnect_types; HBoxContainer *zoom_hb; friend class GraphEditFilter; bool _filter_input(const Point2 &p_point); void _snap_toggled(); void _snap_value_changed(double); friend class GraphEditMinimap; void _minimap_toggled(); bool _check_clickable_control(Control *p_control, const Vector2 &pos); protected: static void _bind_methods(); virtual void add_child_notify(Node *p_child) override; virtual void remove_child_notify(Node *p_child) override; void _notification(int p_what); virtual bool clips_input() const override; public: Error connect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port); bool is_node_connected(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port); void disconnect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port); void clear_connections(); void set_connection_activity(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, float p_activity); void add_valid_connection_type(int p_type, int p_with_type); void remove_valid_connection_type(int p_type, int p_with_type); bool is_valid_connection_type(int p_type, int p_with_type) const; void set_zoom(float p_zoom); void set_zoom_custom(float p_zoom, const Vector2 &p_center); float get_zoom() const; void set_minimap_size(Vector2 p_size); Vector2 get_minimap_size() const; void set_minimap_opacity(float p_opacity); float get_minimap_opacity() const; void set_minimap_enabled(bool p_enable); bool is_minimap_enabled() const; GraphEditFilter *get_top_layer() const { return top_layer; } GraphEditMinimap *get_minimap() const { return minimap; } void get_connection_list(List *r_connections) const; void set_right_disconnects(bool p_enable); bool is_right_disconnects_enabled() const; void add_valid_right_disconnect_type(int p_type); void remove_valid_right_disconnect_type(int p_type); void add_valid_left_disconnect_type(int p_type); void remove_valid_left_disconnect_type(int p_type); void set_scroll_ofs(const Vector2 &p_ofs); Vector2 get_scroll_ofs() const; void set_selected(Node *p_child); void set_use_snap(bool p_enable); bool is_using_snap() const; int get_snap() const; void set_snap(int p_snap); void set_connection_lines_thickness(float p_thickness); float get_connection_lines_thickness() const; void set_connection_lines_antialiased(bool p_antialiased); bool is_connection_lines_antialiased() const; HBoxContainer *get_zoom_hbox(); GraphEdit(); }; #endif // GRAPHEdit_H