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1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
358 lines
12 KiB
C++
358 lines
12 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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/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 VisualShaderEditor : public VBoxContainer {
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GDCLASS(VisualShaderEditor, VBoxContainer);
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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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ToolButton *add_node;
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ToolButton *preview_shader;
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OptionButton *edit_type;
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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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TextEdit *preview_text;
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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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MenuButton *tools;
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bool preview_showed;
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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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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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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 sub_category;
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String type;
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String description;
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int sub_func;
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String sub_func_str;
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Ref<Script> script;
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int mode;
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int return_type;
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int func;
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float value;
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bool highend;
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bool is_custom;
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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;
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sub_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;
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sub_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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Vector<AddOption> add_options;
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int texture_node_option_idx;
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int custom_node_option_idx;
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List<String> keyword_list;
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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_texture_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 _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;
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int node;
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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_request(int);
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void _on_nodes_delete(const Array &p_nodes);
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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 _line_edit_changed(const String &p_text, Object *line_edit, int p_node_id);
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void _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();
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Vector<Ref<VisualShaderNodePlugin>> plugins;
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void _mode_selected(int p_id);
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void _rebuild();
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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 _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 *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 *line_edit, int p_node, int p_port);
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void _expression_focus_out(Object *text_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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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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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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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, const String &p_subcategory);
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virtual Size2 get_minimum_size() const;
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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 { return "VisualShader"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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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);
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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();
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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);
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virtual void parse_begin(Object *p_object);
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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);
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virtual void parse_end();
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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;
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int node;
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int port;
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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;
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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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VisualShaderNodePortPreview();
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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;
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virtual bool handles(const Ref<Resource> &p_resource) const;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
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};
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#endif // VISUAL_SHADER_EDITOR_PLUGIN_H
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