godot/editor/plugins/visual_shader_editor_plugin.h
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00

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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