371 lines
12 KiB
C++
371 lines
12 KiB
C++
/*************************************************************************/
|
|
/* 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<Resource> &p_parent_resource, 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;
|
|
HSplitContainer *main_box;
|
|
GraphEdit *graph;
|
|
ToolButton *add_node;
|
|
ToolButton *preview_shader;
|
|
|
|
OptionButton *edit_type;
|
|
|
|
PanelContainer *error_panel;
|
|
Label *error_label;
|
|
|
|
bool pending_update_preview;
|
|
bool shader_error;
|
|
VBoxContainer *preview_vbox;
|
|
TextEdit *preview_text;
|
|
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;
|
|
|
|
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<Script> script;
|
|
int mode;
|
|
int return_type;
|
|
int func;
|
|
float value;
|
|
bool highend;
|
|
bool is_custom;
|
|
int temp_idx;
|
|
|
|
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) {
|
|
name = p_name;
|
|
type = p_type;
|
|
category = p_category + "/" + p_sub_category;
|
|
description = p_description;
|
|
sub_func = p_sub_func;
|
|
return_type = p_return_type;
|
|
mode = p_mode;
|
|
func = p_func;
|
|
value = p_value;
|
|
highend = p_highend;
|
|
is_custom = false;
|
|
}
|
|
|
|
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) {
|
|
name = p_name;
|
|
type = p_type;
|
|
category = p_category + "/" + p_sub_category;
|
|
description = p_description;
|
|
sub_func = 0;
|
|
sub_func_str = p_sub_func;
|
|
return_type = p_return_type;
|
|
mode = p_mode;
|
|
func = p_func;
|
|
value = p_value;
|
|
highend = p_highend;
|
|
is_custom = false;
|
|
}
|
|
};
|
|
struct _OptionComparator {
|
|
|
|
_FORCE_INLINE_ bool operator()(const AddOption &a, const AddOption &b) const {
|
|
return a.category.count("/") > b.category.count("/") || (a.category + "/" + a.name).naturalnocasecmp_to(b.category + "/" + b.name) < 0;
|
|
}
|
|
};
|
|
|
|
Vector<AddOption> add_options;
|
|
int texture_node_option_idx;
|
|
int custom_node_option_idx;
|
|
List<String> keyword_list;
|
|
|
|
void _draw_color_over_button(Object *obj, Color p_color);
|
|
|
|
void _add_custom_node(const String &p_path);
|
|
void _add_texture_node(const String &p_path);
|
|
VisualShaderNode *_add_node(int p_idx, int p_op_idx = -1);
|
|
void _update_options_menu();
|
|
|
|
void _show_preview_text();
|
|
void _update_preview();
|
|
String _get_description(int p_idx);
|
|
|
|
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 _delete_nodes();
|
|
|
|
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();
|
|
|
|
int to_node;
|
|
int to_slot;
|
|
int from_node;
|
|
int from_slot;
|
|
|
|
void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
|
|
void _connection_from_empty(const String &p_to, int p_to_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 _port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output);
|
|
|
|
void _dup_copy_nodes(int p_type, List<int> &r_nodes, Set<int> &r_excluded);
|
|
void _dup_update_excluded(int p_type, Set<int> &r_excluded);
|
|
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);
|
|
|
|
void _duplicate_nodes();
|
|
|
|
Vector2 selection_center;
|
|
int copy_type; // shader type
|
|
List<int> copy_nodes_buffer;
|
|
Set<int> copy_nodes_excluded_buffer;
|
|
|
|
void _clear_buffer();
|
|
void _copy_nodes();
|
|
void _paste_nodes(bool p_use_custom_position = false, const Vector2 &p_custom_position = Vector2());
|
|
|
|
Vector<Ref<VisualShaderNodePlugin> > plugins;
|
|
|
|
void _mode_selected(int p_id);
|
|
void _rebuild();
|
|
|
|
void _input_select_item(Ref<VisualShaderNodeInput> input, String name);
|
|
|
|
void _add_input_port(int p_node, int p_port, int p_port_type, const String &p_name);
|
|
void _remove_input_port(int p_node, int p_port);
|
|
void _change_input_port_type(int p_type, int p_node, int p_port);
|
|
void _change_input_port_name(const String &p_text, Object *line_edit, int p_node, int p_port);
|
|
|
|
void _add_output_port(int p_node, int p_port, int p_port_type, const String &p_name);
|
|
void _remove_output_port(int p_node, int p_port);
|
|
void _change_output_port_type(int p_type, int p_node, int p_port);
|
|
void _change_output_port_name(const String &p_text, Object *line_edit, int p_node, int p_port);
|
|
|
|
void _expression_focus_out(Object *text_edit, int p_node);
|
|
|
|
void _set_node_size(int p_type, int p_node, const Size2 &p_size);
|
|
void _node_resized(const Vector2 &p_new_size, int p_type, int p_node);
|
|
|
|
void _preview_select_port(int p_node, int p_port);
|
|
void _graph_gui_input(const Ref<InputEvent> &p_event);
|
|
|
|
void _member_filter_changed(const String &p_text);
|
|
void _sbox_input(const Ref<InputEvent> &p_ie);
|
|
void _member_selected();
|
|
void _member_unselected();
|
|
void _member_create();
|
|
void _member_cancel();
|
|
|
|
Vector2 menu_point;
|
|
void _node_menu_id_pressed(int p_idx);
|
|
|
|
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
|
|
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
|
|
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
|
|
|
|
bool _is_available(int p_mode);
|
|
void _update_created_node(GraphNode *node);
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void update_custom_nodes();
|
|
void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
|
|
void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
|
|
|
|
static VisualShaderEditor *get_singleton() { return singleton; }
|
|
|
|
void clear_custom_types();
|
|
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);
|
|
|
|
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<Resource> &p_parent_resource, 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();
|
|
};
|
|
|
|
class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
|
|
GDCLASS(VisualShaderConversionPlugin, EditorResourceConversionPlugin);
|
|
|
|
public:
|
|
virtual String converts_to() const;
|
|
virtual bool handles(const Ref<Resource> &p_resource) const;
|
|
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
|
|
};
|
|
|
|
#endif // VISUAL_SHADER_EDITOR_PLUGIN_H
|