Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
487 lines
17 KiB
C++
487 lines
17 KiB
C++
/*************************************************************************/
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/* visual_shader_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_SHADER_EDITOR_PLUGIN_H
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#define VISUAL_SHADER_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/plugins/curve_editor_plugin.h"
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#include "editor/property_editor.h"
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#include "scene/gui/button.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/tree.h"
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#include "scene/resources/visual_shader.h"
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class VisualShaderNodePlugin : public Reference {
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GDCLASS(VisualShaderNodePlugin, Reference);
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protected:
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static void _bind_methods();
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public:
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virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
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};
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class VisualShaderGraphPlugin : public Reference {
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GDCLASS(VisualShaderGraphPlugin, Reference);
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private:
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struct InputPort {
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Button *default_input_button = nullptr;
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};
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struct Port {
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TextureButton *preview_button = nullptr;
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};
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struct Link {
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VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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VisualShaderNode *visual_node = nullptr;
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GraphNode *graph_node = nullptr;
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bool preview_visible = 0;
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int preview_pos = 0;
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Map<int, InputPort> input_ports;
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Map<int, Port> output_ports;
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VBoxContainer *preview_box = nullptr;
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LineEdit *uniform_name = nullptr;
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OptionButton *const_op = nullptr;
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CodeEdit *expression_edit = nullptr;
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CurveEditor *curve_editor = nullptr;
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};
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Ref<VisualShader> visual_shader;
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Map<int, Link> links;
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List<VisualShader::Connection> connections;
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bool dirty = false;
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protected:
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static void _bind_methods();
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public:
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void register_shader(VisualShader *p_visual_shader);
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void set_connections(List<VisualShader::Connection> &p_connections);
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void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node);
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void register_output_port(int p_id, int p_port, TextureButton *p_button);
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void register_uniform_name(int p_id, LineEdit *p_uniform_name);
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void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
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void register_constant_option_btn(int p_node_id, OptionButton *p_button);
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void register_expression_edit(int p_node_id, CodeEdit *p_expression_edit);
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void register_curve_editor(int p_node_id, CurveEditor *p_curve_editor);
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void clear_links();
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void set_shader_type(VisualShader::Type p_type);
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bool is_preview_visible(int p_id) const;
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bool is_dirty() const;
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void make_dirty(bool p_enabled);
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void update_node(VisualShader::Type p_type, int p_id);
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void update_node_deferred(VisualShader::Type p_type, int p_node_id);
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void add_node(VisualShader::Type p_type, int p_id);
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void remove_node(VisualShader::Type p_type, int p_id);
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void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
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void disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
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void show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id);
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void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position);
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void set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size);
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void refresh_node_ports(VisualShader::Type p_type, int p_node);
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void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value);
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void update_uniform_refs();
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void set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name);
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void update_curve(int p_node_id);
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void update_constant(VisualShader::Type p_type, int p_node_id);
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void set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression);
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int get_constant_index(float p_constant) const;
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void update_node_size(int p_node_id);
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VisualShader::Type get_shader_type() const;
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VisualShaderGraphPlugin();
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~VisualShaderGraphPlugin();
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};
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class VisualShaderEditor : public VBoxContainer {
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GDCLASS(VisualShaderEditor, VBoxContainer);
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friend class VisualShaderGraphPlugin;
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CustomPropertyEditor *property_editor;
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int editing_node;
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int editing_port;
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Ref<VisualShader> visual_shader;
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HSplitContainer *main_box;
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GraphEdit *graph;
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Button *add_node;
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Button *preview_shader;
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OptionButton *edit_type = nullptr;
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OptionButton *edit_type_standart;
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OptionButton *edit_type_particles;
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PanelContainer *error_panel;
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Label *error_label;
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bool pending_update_preview;
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bool shader_error;
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VBoxContainer *preview_vbox;
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CodeEdit *preview_text;
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Ref<CodeHighlighter> syntax_highlighter;
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Label *error_text;
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UndoRedo *undo_redo;
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Point2 saved_node_pos;
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bool saved_node_pos_dirty;
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ConfirmationDialog *members_dialog;
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PopupMenu *popup_menu;
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MenuButton *tools;
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bool preview_showed;
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bool particles_mode;
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enum TypeFlags {
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TYPE_FLAGS_VERTEX = 1,
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TYPE_FLAGS_FRAGMENT = 2,
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TYPE_FLAGS_LIGHT = 4,
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};
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enum ParticlesTypeFlags {
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TYPE_FLAGS_EMIT = 1,
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TYPE_FLAGS_PROCESS = 2,
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TYPE_FLAGS_END = 4
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};
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enum ToolsMenuOptions {
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EXPAND_ALL,
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COLLAPSE_ALL
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};
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enum NodeMenuOptions {
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ADD,
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SEPARATOR, // ignore
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COPY,
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PASTE,
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DELETE,
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DUPLICATE,
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};
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Tree *members;
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AcceptDialog *alert;
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LineEdit *node_filter;
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RichTextLabel *node_desc;
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Label *highend_label;
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void _tools_menu_option(int p_idx);
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void _show_members_dialog(bool at_mouse_pos);
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void _update_graph();
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struct AddOption {
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String name;
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String category;
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String type;
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String description;
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int sub_func = 0;
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String sub_func_str;
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Ref<Script> script;
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int mode = 0;
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int return_type = 0;
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int func = 0;
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float value = 0;
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bool highend = false;
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bool is_custom = false;
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int temp_idx = 0;
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AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), int p_sub_func = -1, int p_return_type = -1, int p_mode = -1, int p_func = -1, float p_value = -1, bool p_highend = false) {
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name = p_name;
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type = p_type;
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category = p_category + "/" + p_sub_category;
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description = p_description;
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sub_func = p_sub_func;
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return_type = p_return_type;
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mode = p_mode;
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func = p_func;
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value = p_value;
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highend = p_highend;
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is_custom = false;
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}
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AddOption(const String &p_name, const String &p_category, const String &p_sub_category, const String &p_type, const String &p_description, const String &p_sub_func, int p_return_type = -1, int p_mode = -1, int p_func = -1, float p_value = -1, bool p_highend = false) {
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name = p_name;
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type = p_type;
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category = p_category + "/" + p_sub_category;
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description = p_description;
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sub_func = 0;
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sub_func_str = p_sub_func;
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return_type = p_return_type;
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mode = p_mode;
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func = p_func;
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value = p_value;
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highend = p_highend;
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is_custom = false;
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}
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};
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struct _OptionComparator {
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_FORCE_INLINE_ bool operator()(const AddOption &a, const AddOption &b) const {
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return a.category.count("/") > b.category.count("/") || (a.category + "/" + a.name).naturalnocasecmp_to(b.category + "/" + b.name) < 0;
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}
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};
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Vector<AddOption> add_options;
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int cubemap_node_option_idx;
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int texture2d_node_option_idx;
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int texture2d_array_node_option_idx;
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int texture3d_node_option_idx;
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int custom_node_option_idx;
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int curve_node_option_idx;
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List<String> keyword_list;
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List<VisualShaderNodeUniformRef> uniform_refs;
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void _draw_color_over_button(Object *obj, Color p_color);
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void _add_custom_node(const String &p_path);
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void _add_cubemap_node(const String &p_path);
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void _add_texture2d_node(const String &p_path);
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void _add_texture2d_array_node(const String &p_path);
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void _add_texture3d_node(const String &p_path);
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void _add_curve_node(const String &p_path);
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VisualShaderNode *_add_node(int p_idx, int p_op_idx = -1);
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void _update_options_menu();
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void _set_mode(int p_which);
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void _show_preview_text();
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void _update_preview();
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String _get_description(int p_idx);
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static VisualShaderEditor *singleton;
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struct DragOp {
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VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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int node = 0;
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Vector2 from;
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Vector2 to;
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};
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List<DragOp> drag_buffer;
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bool drag_dirty = false;
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void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node);
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void _nodes_dragged();
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bool updating;
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void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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void _scroll_changed(const Vector2 &p_scroll);
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void _node_selected(Object *p_node);
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void _delete_nodes(int p_type, const List<int> &p_nodes);
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void _delete_node_request(int p_type, int p_node);
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void _delete_nodes_request();
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void _removed_from_graph();
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void _node_changed(int p_id);
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void _edit_port_default_input(Object *p_button, int p_node, int p_port);
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void _port_edited();
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int to_node;
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int to_slot;
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int from_node;
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int from_slot;
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void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
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void _connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position);
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void _uniform_line_edit_changed(const String &p_text, int p_node_id);
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void _uniform_line_edit_focus_out(Object *line_edit, int p_node_id);
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void _port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output);
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void _dup_copy_nodes(int p_type, List<int> &r_nodes, Set<int> &r_excluded);
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void _dup_update_excluded(int p_type, Set<int> &r_excluded);
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void _dup_paste_nodes(int p_type, int p_pasted_type, List<int> &r_nodes, Set<int> &r_excluded, const Vector2 &p_offset, bool p_select);
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void _duplicate_nodes();
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Vector2 selection_center;
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int copy_type; // shader type
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List<int> copy_nodes_buffer;
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Set<int> copy_nodes_excluded_buffer;
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void _clear_buffer();
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void _copy_nodes();
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void _paste_nodes(bool p_use_custom_position = false, const Vector2 &p_custom_position = Vector2());
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Vector<Ref<VisualShaderNodePlugin>> plugins;
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Ref<VisualShaderGraphPlugin> graph_plugin;
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void _mode_selected(int p_id);
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void _input_select_item(Ref<VisualShaderNodeInput> input, String name);
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void _uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform, String p_name);
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void _float_constant_selected(int p_index, int p_node);
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VisualShader::Type get_current_shader_type() const;
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void _add_input_port(int p_node, int p_port, int p_port_type, const String &p_name);
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void _remove_input_port(int p_node, int p_port);
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void _change_input_port_type(int p_type, int p_node, int p_port);
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void _change_input_port_name(const String &p_text, Object *p_line_edit, int p_node, int p_port);
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void _add_output_port(int p_node, int p_port, int p_port_type, const String &p_name);
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void _remove_output_port(int p_node, int p_port);
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void _change_output_port_type(int p_type, int p_node, int p_port);
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void _change_output_port_name(const String &p_text, Object *p_line_edit, int p_node, int p_port);
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void _expression_focus_out(Object *code_edit, int p_node);
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void _set_node_size(int p_type, int p_node, const Size2 &p_size);
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void _node_resized(const Vector2 &p_new_size, int p_type, int p_node);
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void _preview_select_port(int p_node, int p_port);
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void _graph_gui_input(const Ref<InputEvent> &p_event);
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void _member_filter_changed(const String &p_text);
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void _sbox_input(const Ref<InputEvent> &p_ie);
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void _member_selected();
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void _member_unselected();
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void _member_create();
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void _member_cancel();
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Vector2 menu_point;
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void _node_menu_id_pressed(int p_idx);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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bool _is_available(int p_mode);
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void _update_created_node(GraphNode *node);
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void _update_uniforms(bool p_update_refs);
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void _update_uniform_refs(Set<String> &p_names);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void update_custom_nodes();
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void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
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void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
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static VisualShaderEditor *get_singleton() { return singleton; }
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VisualShaderGraphPlugin *get_graph_plugin() { return graph_plugin.ptr(); }
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void clear_custom_types();
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void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend);
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virtual Size2 get_minimum_size() const override;
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void edit(VisualShader *p_visual_shader);
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VisualShaderEditor();
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};
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class VisualShaderEditorPlugin : public EditorPlugin {
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GDCLASS(VisualShaderEditorPlugin, EditorPlugin);
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VisualShaderEditor *visual_shader_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const override { return "VisualShader"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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VisualShaderEditorPlugin(EditorNode *p_node);
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~VisualShaderEditorPlugin();
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};
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class VisualShaderNodePluginDefault : public VisualShaderNodePlugin {
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GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin);
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public:
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virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) override;
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};
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class EditorPropertyShaderMode : public EditorProperty {
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GDCLASS(EditorPropertyShaderMode, EditorProperty);
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OptionButton *options;
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void _option_selected(int p_which);
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protected:
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static void _bind_methods();
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public:
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void setup(const Vector<String> &p_options);
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virtual void update_property() override;
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void set_option_button_clip(bool p_enable);
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EditorPropertyShaderMode();
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};
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class EditorInspectorShaderModePlugin : public EditorInspectorPlugin {
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GDCLASS(EditorInspectorShaderModePlugin, EditorInspectorPlugin);
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public:
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virtual bool can_handle(Object *p_object) override;
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virtual void parse_begin(Object *p_object) override;
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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, bool p_wide = false) override;
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virtual void parse_end() override;
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};
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class VisualShaderNodePortPreview : public Control {
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GDCLASS(VisualShaderNodePortPreview, Control);
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Ref<VisualShader> shader;
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VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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int node = 0;
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int port = 0;
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void _shader_changed(); //must regen
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual Size2 get_minimum_size() const override;
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void setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port);
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};
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class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(VisualShaderConversionPlugin, EditorResourceConversionPlugin);
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public:
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virtual String converts_to() const override;
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virtual bool handles(const Ref<Resource> &p_resource) const override;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
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};
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#endif // VISUAL_SHADER_EDITOR_PLUGIN_H
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