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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-02-13 09:10:18 +0100
committerGitHub <noreply@github.com>2020-02-13 09:10:18 +0100
commitd661ca53575142582254f56afd5f92563db6dd9f (patch)
tree7e758134e420b0fe1073364af460fb2341698264
parent57dca8b8cc03265de7b8288620f095cb04d8c611 (diff)
parentbc647393ba043239ac18f4a7414f138a3117bd00 (diff)
Merge pull request #36172 from Chaosus/vs_custom_highend
Added virtual method to VisualShaderNodeCustom to enable high-end mark
-rw-r--r--doc/classes/VisualShaderNodeCustom.xml8
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp11
-rw-r--r--editor/plugins/visual_shader_editor_plugin.h2
-rw-r--r--scene/resources/visual_shader.cpp1
4 files changed, 19 insertions, 3 deletions
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index 9ccdf0d3c4..0d1bcc754f 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -143,6 +143,14 @@
Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the root of the main category (see [method _get_category]).
</description>
</method>
+ <method name="_is_highend" qualifiers="virtual">
+ <return type="bool">
+ </return>
+ <description>
+ Override this method to enable high-end mark in the Visual Shader Editor's members dialog.
+ Defining this method is [b]optional[/b]. If not overridden, it's false.
+ </description>
+ </method>
</methods>
<constants>
</constants>
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 438c640bab..ebd7b4edf6 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -116,7 +116,7 @@ void VisualShaderEditor::clear_custom_types() {
}
}
-void VisualShaderEditor::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) {
+void VisualShaderEditor::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, bool p_highend) {
ERR_FAIL_COND(!p_name.is_valid_identifier());
ERR_FAIL_COND(!p_script.is_valid());
@@ -135,6 +135,7 @@ void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script>
ao.description = p_description;
ao.category = p_category;
ao.sub_category = p_subcategory;
+ ao.highend = p_highend;
ao.is_custom = true;
bool begin = false;
@@ -247,6 +248,11 @@ void VisualShaderEditor::update_custom_nodes() {
subcategory = (String)ref->call("_get_subcategory");
}
+ bool highend = false;
+ if (ref->has_method("_is_highend")) {
+ highend = (bool)ref->call("_is_highend");
+ }
+
Dictionary dict;
dict["name"] = name;
dict["script"] = script;
@@ -254,6 +260,7 @@ void VisualShaderEditor::update_custom_nodes() {
dict["return_icon_type"] = return_icon_type;
dict["category"] = category;
dict["subcategory"] = subcategory;
+ dict["highend"] = highend;
String key;
key = category;
@@ -277,7 +284,7 @@ void VisualShaderEditor::update_custom_nodes() {
const Dictionary &value = (Dictionary)added[key];
- add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["subcategory"]);
+ add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["subcategory"], value["highend"]);
}
_update_options_menu();
diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h
index f4971ae36d..150cf16167 100644
--- a/editor/plugins/visual_shader_editor_plugin.h
+++ b/editor/plugins/visual_shader_editor_plugin.h
@@ -265,7 +265,7 @@ public:
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, const String &p_subcategory);
+ 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, bool p_highend);
virtual Size2 get_minimum_size() const;
void edit(VisualShader *p_visual_shader);
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index b3a72ea7b6..f80fe9f791 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -276,6 +276,7 @@ void VisualShaderNodeCustom::_bind_methods() {
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
+ BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
}
VisualShaderNodeCustom::VisualShaderNodeCustom() {