diff options
Diffstat (limited to 'editor/plugins')
-rw-r--r-- | editor/plugins/animation_blend_space_2d_editor.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/animation_blend_tree_editor_plugin.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/animation_player_editor_plugin.cpp | 12 | ||||
-rw-r--r-- | editor/plugins/canvas_item_editor_plugin.cpp | 32 | ||||
-rw-r--r-- | editor/plugins/curve_editor_plugin.cpp | 18 | ||||
-rw-r--r-- | editor/plugins/physical_bone_plugin.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/script_editor_plugin.cpp | 23 | ||||
-rw-r--r-- | editor/plugins/script_editor_plugin.h | 1 | ||||
-rw-r--r-- | editor/plugins/tile_map_editor_plugin.cpp | 83 | ||||
-rw-r--r-- | editor/plugins/tile_map_editor_plugin.h | 4 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 164 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.h | 7 |
12 files changed, 236 insertions, 114 deletions
diff --git a/editor/plugins/animation_blend_space_2d_editor.cpp b/editor/plugins/animation_blend_space_2d_editor.cpp index 918f3a2149..5e8fb8e059 100644 --- a/editor/plugins/animation_blend_space_2d_editor.cpp +++ b/editor/plugins/animation_blend_space_2d_editor.cpp @@ -195,7 +195,7 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_gui_input(const Ref<InputEven //add triangle! if (blend_space->has_triangle(making_triangle[0], making_triangle[1], making_triangle[2])) { making_triangle.clear(); - EditorNode::get_singleton()->show_warning(TTR("Triangle already exists")); + EditorNode::get_singleton()->show_warning(TTR("Triangle already exists.")); return; } diff --git a/editor/plugins/animation_blend_tree_editor_plugin.cpp b/editor/plugins/animation_blend_tree_editor_plugin.cpp index f13c2170ea..bfee76492b 100644 --- a/editor/plugins/animation_blend_tree_editor_plugin.cpp +++ b/editor/plugins/animation_blend_tree_editor_plugin.cpp @@ -949,7 +949,7 @@ AnimationNodeBlendTreeEditor::AnimationNodeBlendTreeEditor() { filter_dialog->add_child(filter_vbox); filter_enabled = memnew(CheckBox); - filter_enabled->set_text(TTR("Enable filtering")); + filter_enabled->set_text(TTR("Enable Filtering")); filter_enabled->connect("pressed", this, "_filter_toggled"); filter_vbox->add_child(filter_enabled); diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp index 41f35c3bed..7c075b5635 100644 --- a/editor/plugins/animation_player_editor_plugin.cpp +++ b/editor/plugins/animation_player_editor_plugin.cpp @@ -846,6 +846,12 @@ void AnimationPlayerEditor::_update_player() { onion_skinning->set_disabled(player == NULL); pin->set_disabled(player == NULL); + if (!player) { + AnimationPlayerEditor::singleton->get_track_editor()->update_keying(); + EditorNode::get_singleton()->update_keying(); + return; + } + int active_idx = -1; for (List<StringName>::Element *E = animlist.front(); E; E = E->next()) { @@ -858,12 +864,6 @@ void AnimationPlayerEditor::_update_player() { active_idx = animation->get_item_count() - 1; } - if (!player) { - AnimationPlayerEditor::singleton->get_track_editor()->update_keying(); - EditorNode::get_singleton()->update_keying(); - return; - } - updating = false; if (active_idx != -1) { animation->select(active_idx); diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp index ab5ff7dee4..c0f2410636 100644 --- a/editor/plugins/canvas_item_editor_plugin.cpp +++ b/editor/plugins/canvas_item_editor_plugin.cpp @@ -1471,10 +1471,14 @@ bool CanvasItemEditor::_gui_input_anchors(const Ref<InputEvent> &p_event) { if (!use_single_axis || use_y) control->set_anchor(MARGIN_BOTTOM, new_anchor.y, false, false); break; case DRAG_ANCHOR_ALL: - if (!use_single_axis || !use_y) control->set_anchor(MARGIN_LEFT, new_anchor.x, false, true); - if (!use_single_axis || !use_y) control->set_anchor(MARGIN_RIGHT, new_anchor.x, false, true); - if (!use_single_axis || use_y) control->set_anchor(MARGIN_TOP, new_anchor.y, false, true); - if (!use_single_axis || use_y) control->set_anchor(MARGIN_BOTTOM, new_anchor.y, false, true); + if (!use_single_axis || !use_y) { + control->set_anchor(MARGIN_LEFT, new_anchor.x, false, true); + control->set_anchor(MARGIN_RIGHT, new_anchor.x, false, true); + } + if (!use_single_axis || use_y) { + control->set_anchor(MARGIN_TOP, new_anchor.y, false, true); + control->set_anchor(MARGIN_BOTTOM, new_anchor.y, false, true); + } break; default: break; @@ -3433,7 +3437,7 @@ void CanvasItemEditor::_notification(int p_what) { p->add_separator(); p->add_icon_item(get_icon("ControlAlignWide", "EditorIcons"), "Full Rect", ANCHORS_AND_MARGINS_PRESET_WIDE); p->add_separator(); - p->add_submenu_item(TTR("Anchors only"), "Anchors"); + p->add_submenu_item(TTR("Anchors Only"), "Anchors"); p->set_item_icon(20, get_icon("Anchor", "EditorIcons")); anchors_popup->clear(); @@ -4811,24 +4815,24 @@ CanvasItemEditor::CanvasItemEditor(EditorNode *p_editor) { PopupMenu *p = snap_config_menu->get_popup(); p->connect("id_pressed", this, "_popup_callback"); p->set_hide_on_checkable_item_selection(false); - p->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_grid", TTR("Snap to grid")), SNAP_USE_GRID); + p->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_grid", TTR("Snap to Grid")), SNAP_USE_GRID); p->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/use_rotation_snap", TTR("Use Rotation Snap")), SNAP_USE_ROTATION); p->add_shortcut(ED_SHORTCUT("canvas_item_editor/configure_snap", TTR("Configure Snap...")), SNAP_CONFIGURE); p->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_relative", TTR("Snap Relative")), SNAP_RELATIVE); p->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/use_pixel_snap", TTR("Use Pixel Snap")), SNAP_USE_PIXEL); - p->add_submenu_item(TTR("Smart snapping"), "SmartSnapping"); + p->add_submenu_item(TTR("Smart Snapping"), "SmartSnapping"); smartsnap_config_popup = memnew(PopupMenu); p->add_child(smartsnap_config_popup); smartsnap_config_popup->set_name("SmartSnapping"); smartsnap_config_popup->connect("id_pressed", this, "_popup_callback"); smartsnap_config_popup->set_hide_on_checkable_item_selection(false); - smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_node_parent", TTR("Snap to parent")), SNAP_USE_NODE_PARENT); - smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_node_anchors", TTR("Snap to node anchor")), SNAP_USE_NODE_ANCHORS); - smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_node_sides", TTR("Snap to node sides")), SNAP_USE_NODE_SIDES); - smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_node_center", TTR("Snap to node center")), SNAP_USE_NODE_CENTER); - smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_other_nodes", TTR("Snap to other nodes")), SNAP_USE_OTHER_NODES); - smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_guides", TTR("Snap to guides")), SNAP_USE_GUIDES); + smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_node_parent", TTR("Snap to Parent")), SNAP_USE_NODE_PARENT); + smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_node_anchors", TTR("Snap to Node Anchor")), SNAP_USE_NODE_ANCHORS); + smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_node_sides", TTR("Snap to Node Sides")), SNAP_USE_NODE_SIDES); + smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_node_center", TTR("Snap to Node Center")), SNAP_USE_NODE_CENTER); + smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_other_nodes", TTR("Snap to Other Nodes")), SNAP_USE_OTHER_NODES); + smartsnap_config_popup->add_check_shortcut(ED_SHORTCUT("canvas_item_editor/snap_guides", TTR("Snap to Guides")), SNAP_USE_GUIDES); hb->add_child(memnew(VSeparator)); @@ -5466,7 +5470,7 @@ CanvasItemEditorViewport::CanvasItemEditorViewport(EditorNode *p_node, CanvasIte selector = memnew(AcceptDialog); editor->get_gui_base()->add_child(selector); - selector->set_title(TTR("Change default type")); + selector->set_title(TTR("Change Default Type")); selector->connect("confirmed", this, "_on_change_type_confirmed"); selector->connect("popup_hide", this, "_on_change_type_closed"); diff --git a/editor/plugins/curve_editor_plugin.cpp b/editor/plugins/curve_editor_plugin.cpp index 2c0dd5f1db..55feb40c2c 100644 --- a/editor/plugins/curve_editor_plugin.cpp +++ b/editor/plugins/curve_editor_plugin.cpp @@ -53,11 +53,11 @@ CurveEditor::CurveEditor() { _presets_menu = memnew(PopupMenu); _presets_menu->set_name("_presets_menu"); - _presets_menu->add_item(TTR("Flat0"), PRESET_FLAT0); - _presets_menu->add_item(TTR("Flat1"), PRESET_FLAT1); + _presets_menu->add_item(TTR("Flat 0"), PRESET_FLAT0); + _presets_menu->add_item(TTR("Flat 1"), PRESET_FLAT1); _presets_menu->add_item(TTR("Linear"), PRESET_LINEAR); - _presets_menu->add_item(TTR("Ease in"), PRESET_EASE_IN); - _presets_menu->add_item(TTR("Ease out"), PRESET_EASE_OUT); + _presets_menu->add_item(TTR("Ease In"), PRESET_EASE_IN); + _presets_menu->add_item(TTR("Ease Out"), PRESET_EASE_OUT); _presets_menu->add_item(TTR("Smoothstep"), PRESET_SMOOTHSTEP); _presets_menu->connect("id_pressed", this, "_on_preset_item_selected"); _context_menu->add_child(_presets_menu); @@ -330,10 +330,10 @@ void CurveEditor::open_context_menu(Vector2 pos) { _context_menu->clear(); if (_curve_ref.is_valid()) { - _context_menu->add_item(TTR("Add point"), CONTEXT_ADD_POINT); + _context_menu->add_item(TTR("Add Point"), CONTEXT_ADD_POINT); if (_selected_point >= 0) { - _context_menu->add_item(TTR("Remove point"), CONTEXT_REMOVE_POINT); + _context_menu->add_item(TTR("Remove Point"), CONTEXT_REMOVE_POINT); if (_selected_tangent != TANGENT_NONE) { _context_menu->add_separator(); @@ -351,12 +351,12 @@ void CurveEditor::open_context_menu(Vector2 pos) { _context_menu->add_separator(); if (_selected_point > 0) { - _context_menu->add_check_item(TTR("Left linear"), CONTEXT_LEFT_LINEAR); + _context_menu->add_check_item(TTR("Left Linear"), CONTEXT_LEFT_LINEAR); _context_menu->set_item_checked(_context_menu->get_item_index(CONTEXT_LEFT_LINEAR), _curve_ref->get_point_left_mode(_selected_point) == Curve::TANGENT_LINEAR); } if (_selected_point + 1 < _curve_ref->get_point_count()) { - _context_menu->add_check_item(TTR("Right linear"), CONTEXT_RIGHT_LINEAR); + _context_menu->add_check_item(TTR("Right Linear"), CONTEXT_RIGHT_LINEAR); _context_menu->set_item_checked(_context_menu->get_item_index(CONTEXT_RIGHT_LINEAR), _curve_ref->get_point_right_mode(_selected_point) == Curve::TANGENT_LINEAR); } @@ -366,7 +366,7 @@ void CurveEditor::open_context_menu(Vector2 pos) { _context_menu->add_separator(); } - _context_menu->add_submenu_item(TTR("Load preset"), _presets_menu->get_name()); + _context_menu->add_submenu_item(TTR("Load Preset"), _presets_menu->get_name()); _context_menu->set_size(Size2(0, 0)); _context_menu->popup(); diff --git a/editor/plugins/physical_bone_plugin.cpp b/editor/plugins/physical_bone_plugin.cpp index 9ea37aceb9..96681a105f 100644 --- a/editor/plugins/physical_bone_plugin.cpp +++ b/editor/plugins/physical_bone_plugin.cpp @@ -61,7 +61,7 @@ PhysicalBoneEditor::PhysicalBoneEditor(EditorNode *p_editor) : button_transform_joint = memnew(ToolButton); spatial_editor_hb->add_child(button_transform_joint); - button_transform_joint->set_text(TTR("Move joint")); + button_transform_joint->set_text(TTR("Move Joint")); button_transform_joint->set_icon(SpatialEditor::get_singleton()->get_icon("PhysicalBone", "EditorIcons")); button_transform_joint->set_toggle_mode(true); button_transform_joint->connect("toggled", this, "_on_toggle_button_transform_joint"); diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp index d84a5a1e48..92579e5cef 100644 --- a/editor/plugins/script_editor_plugin.cpp +++ b/editor/plugins/script_editor_plugin.cpp @@ -603,6 +603,8 @@ void ScriptEditor::_close_tab(int p_idx, bool p_save, bool p_history_back) { idx = history[history_pos].control->get_index(); } tab_container->set_current_tab(idx); + } else { + _update_selected_editor_menu(); } _update_history_arrows(); @@ -1002,6 +1004,9 @@ void ScriptEditor::_menu_option(int p_option) { save_all_scripts(); } break; + case SEARCH_IN_FILES: { + _on_find_in_files_requested(""); + } break; case SEARCH_HELP: { help_search_dialog->popup_dialog(); @@ -2694,10 +2699,22 @@ void ScriptEditor::_update_selected_editor_menu() { } EditorHelp *eh = Object::cast_to<EditorHelp>(tab_container->get_current_tab_control()); + script_search_menu->get_popup()->clear(); if (eh) { + + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find..."), KEY_MASK_CMD | KEY_F), HELP_SEARCH_FIND); + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), HELP_SEARCH_FIND_NEXT); + script_search_menu->get_popup()->add_separator(); + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_F), SEARCH_IN_FILES); script_search_menu->show(); } else { - script_search_menu->hide(); + + if (tab_container->get_child_count() == 0) { + script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_in_files", TTR("Find in Files"), KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_F), SEARCH_IN_FILES); + script_search_menu->show(); + } else { + script_search_menu->hide(); + } } } @@ -2950,6 +2967,7 @@ void ScriptEditor::_bind_methods() { ClassDB::bind_method(D_METHOD("can_drop_data_fw", "point", "data", "from"), &ScriptEditor::can_drop_data_fw); ClassDB::bind_method(D_METHOD("drop_data_fw", "point", "data", "from"), &ScriptEditor::drop_data_fw); + ClassDB::bind_method(D_METHOD("goto_line", "line_number"), &ScriptEditor::_goto_script_line2); ClassDB::bind_method(D_METHOD("get_current_script"), &ScriptEditor::_get_current_script); ClassDB::bind_method(D_METHOD("get_open_scripts"), &ScriptEditor::_get_open_scripts); ClassDB::bind_method(D_METHOD("open_script_create_dialog", "base_name", "base_path"), &ScriptEditor::open_script_create_dialog); @@ -3108,10 +3126,7 @@ ScriptEditor::ScriptEditor(EditorNode *p_editor) { script_search_menu->set_text(TTR("Search")); script_search_menu->set_switch_on_hover(true); script_search_menu->get_popup()->set_hide_on_window_lose_focus(true); - script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find..."), KEY_MASK_CMD | KEY_F), HELP_SEARCH_FIND); - script_search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), HELP_SEARCH_FIND_NEXT); script_search_menu->get_popup()->connect("id_pressed", this, "_menu_option"); - script_search_menu->hide(); debug_menu = memnew(MenuButton); menu_hb->add_child(debug_menu); diff --git a/editor/plugins/script_editor_plugin.h b/editor/plugins/script_editor_plugin.h index a17fed1e06..683fa881f8 100644 --- a/editor/plugins/script_editor_plugin.h +++ b/editor/plugins/script_editor_plugin.h @@ -157,6 +157,7 @@ class ScriptEditor : public PanelContainer { DEBUG_SHOW, DEBUG_SHOW_KEEP_OPEN, DEBUG_WITH_EXTERNAL_EDITOR, + SEARCH_IN_FILES, SEARCH_HELP, SEARCH_WEBSITE, REQUEST_DOCS, diff --git a/editor/plugins/tile_map_editor_plugin.cpp b/editor/plugins/tile_map_editor_plugin.cpp index abb52f8359..29a54f815d 100644 --- a/editor/plugins/tile_map_editor_plugin.cpp +++ b/editor/plugins/tile_map_editor_plugin.cpp @@ -115,6 +115,9 @@ void TileMapEditor::_update_button_tool() { default: break; } + + if (tool != TOOL_PICKING) + last_tool = tool; } void TileMapEditor::_button_tool_select(int p_tool) { @@ -237,22 +240,23 @@ void TileMapEditor::set_selected_tiles(Vector<int> p_tiles) { palette->ensure_current_is_visible(); } -void TileMapEditor::_create_set_cell_undo(const Vector2 &p_vec, const CellOp &p_cell_old, const CellOp &p_cell_new) { +Dictionary TileMapEditor::_create_cell_dictionary(int tile, bool flip_x, bool flip_y, bool transpose, Vector2 autotile_coord) { + + Dictionary cell; - Dictionary cell_old; - Dictionary cell_new; + cell["id"] = tile; + cell["flip_h"] = flip_x; + cell["flip_y"] = flip_y; + cell["transpose"] = transpose; + cell["auto_coord"] = autotile_coord; - cell_old["id"] = p_cell_old.idx; - cell_old["flip_h"] = p_cell_old.xf; - cell_old["flip_y"] = p_cell_old.yf; - cell_old["transpose"] = p_cell_old.tr; - cell_old["auto_coord"] = p_cell_old.ac; + return cell; +} - cell_new["id"] = p_cell_new.idx; - cell_new["flip_h"] = p_cell_new.xf; - cell_new["flip_y"] = p_cell_new.yf; - cell_new["transpose"] = p_cell_new.tr; - cell_new["auto_coord"] = p_cell_new.ac; +void TileMapEditor::_create_set_cell_undo_redo(const Vector2 &p_vec, const CellOp &p_cell_old, const CellOp &p_cell_new) { + + Dictionary cell_old = _create_cell_dictionary(p_cell_old.idx, p_cell_old.xf, p_cell_old.yf, p_cell_old.tr, p_cell_old.ac); + Dictionary cell_new = _create_cell_dictionary(p_cell_new.idx, p_cell_new.xf, p_cell_new.yf, p_cell_new.tr, p_cell_new.ac); undo_redo->add_undo_method(node, "_set_celld", p_vec, cell_old); undo_redo->add_do_method(node, "_set_celld", p_vec, cell_new); @@ -268,7 +272,7 @@ void TileMapEditor::_finish_undo() { if (undo_data.size()) { for (Map<Point2i, CellOp>::Element *E = undo_data.front(); E; E = E->next()) { - _create_set_cell_undo(E->key(), E->get(), _get_op_from_cell(E->key())); + _create_set_cell_undo_redo(E->key(), E->get(), _get_op_from_cell(E->key())); } undo_data.clear(); @@ -316,10 +320,7 @@ void TileMapEditor::_set_cell(const Point2i &p_pos, Vector<int> p_values, bool p } } - Variant v_pos_x = p_pos.x, v_pos_y = p_pos.y, v_tile = p_value, v_flip_h = p_flip_h, v_flip_v = p_flip_v, v_transpose = p_transpose, v_autotile_coord = Vector2(p_autotile_coord.x, p_autotile_coord.y); - const Variant *args[7] = { &v_pos_x, &v_pos_y, &v_tile, &v_flip_h, &v_flip_v, &v_transpose, &v_autotile_coord }; - Variant::CallError ce; - node->call("set_cell", args, 7, ce); + node->_set_celld(p_pos, _create_cell_dictionary(p_value, p_flip_h, p_flip_v, p_transpose, p_autotile_coord)); if (manual_autotile || (p_value != -1 && node->get_tileset()->tile_get_tile_mode(p_value) == TileSet::ATLAS_TILE)) { if (current != -1) { @@ -949,11 +950,7 @@ bool TileMapEditor::forward_gui_input(const Ref<InputEvent> &p_event) { if (mb->get_shift()) { -#ifdef APPLE_STYLE_KEYS if (mb->get_command()) -#else - if (mb->get_control()) -#endif tool = TOOL_RECTANGLE_PAINT; else tool = TOOL_LINE_PAINT; @@ -964,11 +961,8 @@ bool TileMapEditor::forward_gui_input(const Ref<InputEvent> &p_event) { _update_button_tool(); return true; } -#ifdef APPLE_STYLE_KEYS + if (mb->get_command()) { -#else - if (mb->get_control()) { -#endif tool = TOOL_PICKING; _pick_tile(over_tile); _update_button_tool(); @@ -1136,11 +1130,7 @@ bool TileMapEditor::forward_gui_input(const Ref<InputEvent> &p_event) { _start_undo(TTR("Erase TileMap")); if (mb->get_shift()) { -#ifdef APPLE_STYLE_KEYS if (mb->get_command()) -#else - if (mb->get_control()) -#endif tool = TOOL_RECTANGLE_ERASE; else tool = TOOL_LINE_ERASE; @@ -1344,6 +1334,14 @@ bool TileMapEditor::forward_gui_input(const Ref<InputEvent> &p_event) { if (k.is_valid() && k->is_pressed()) { + if (last_tool == TOOL_NONE && tool == TOOL_PICKING && k->get_scancode() == KEY_SHIFT && k->get_command()) { + // trying to draw a rectangle with the painting tool, so change to the correct tool + tool = last_tool; + + CanvasItemEditor::get_singleton()->update_viewport(); + _update_button_tool(); + } + if (k->get_scancode() == KEY_ESCAPE) { if (tool == TOOL_PASTING) @@ -1448,8 +1446,30 @@ bool TileMapEditor::forward_gui_input(const Ref<InputEvent> &p_event) { CanvasItemEditor::get_singleton()->update_viewport(); return true; } - } + } else if (k.is_valid()) { // release event + + if (tool == TOOL_NONE) { + + if (k->get_scancode() == KEY_SHIFT && k->get_command()) { + tool = TOOL_PICKING; + _update_button_tool(); + } + } else if (tool == TOOL_PICKING) { + +#ifdef APPLE_STYLE_KEYS + if (k->get_scancode() == KEY_META) { +#else + if (k->get_scancode() == KEY_CONTROL) { +#endif + // go back to that last tool if KEY_CONTROL was released + tool = last_tool; + + CanvasItemEditor::get_singleton()->update_viewport(); + _update_button_tool(); + } + } + } return false; } @@ -1923,6 +1943,7 @@ TileMapEditor::TileMapEditor(EditorNode *p_editor) { // Tools paint_button = memnew(ToolButton); paint_button->set_shortcut(ED_SHORTCUT("tile_map_editor/paint_tile", TTR("Paint Tile"), KEY_P)); + paint_button->set_tooltip(TTR("Shift+RMB: Line Draw\nShift+Ctrl+RMB: Rectangle Paint")); paint_button->connect("pressed", this, "_button_tool_select", make_binds(TOOL_NONE)); paint_button->set_toggle_mode(true); toolbar->add_child(paint_button); diff --git a/editor/plugins/tile_map_editor_plugin.h b/editor/plugins/tile_map_editor_plugin.h index 3bc10861f0..fcdada1111 100644 --- a/editor/plugins/tile_map_editor_plugin.h +++ b/editor/plugins/tile_map_editor_plugin.h @@ -105,6 +105,7 @@ class TileMapEditor : public VBoxContainer { CheckBox *manual_button; Tool tool; + Tool last_tool; bool selection_active; bool mouse_over; @@ -192,9 +193,10 @@ class TileMapEditor : public VBoxContainer { void _palette_selected(int index); void _palette_multi_selected(int index, bool selected); + Dictionary _create_cell_dictionary(int tile, bool flip_x, bool flip_y, bool transpose, Vector2 autotile_coord); void _start_undo(const String &p_action); void _finish_undo(); - void _create_set_cell_undo(const Vector2 &p_vec, const CellOp &p_cell_old, const CellOp &p_cell_new); + void _create_set_cell_undo_redo(const Vector2 &p_vec, const CellOp &p_cell_old, const CellOp &p_cell_new); void _set_cell(const Point2i &p_pos, Vector<int> p_values, bool p_flip_h = false, bool p_flip_v = false, bool p_transpose = false, const Point2i p_autotile_coord = Point2()); void _canvas_mouse_enter(); diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 964303ba22..f3eb5d1483 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -58,7 +58,15 @@ void VisualShaderNodePlugin::_bind_methods() { void VisualShaderEditor::edit(VisualShader *p_visual_shader) { + bool changed = false; if (p_visual_shader) { + if (visual_shader.is_null()) { + changed = true; + } else { + if (visual_shader.ptr() != p_visual_shader) { + changed = true; + } + } visual_shader = Ref<VisualShader>(p_visual_shader); } else { visual_shader.unref(); @@ -67,6 +75,9 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) { if (visual_shader.is_null()) { hide(); } else { + if (changed) { // to avoid tree collapse + _update_options_menu(); + } _update_graph(); } } @@ -174,6 +185,12 @@ void VisualShaderEditor::_update_options_menu() { int item_count2 = 0; bool is_first_item = true; + int current_func = -1; + + if (!visual_shader.is_null()) { + current_func = visual_shader->get_mode(); + } + for (int i = 0; i < add_options.size() + 1; i++) { if (i == add_options.size()) { @@ -220,7 +237,7 @@ void VisualShaderEditor::_update_options_menu() { } } if (sub_category != NULL) { - if (_is_available(add_options[i].mode)) { + if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) { ++item_count2; TreeItem *item = members->create_item(sub_category); item->set_text(0, add_options[i].name); @@ -252,7 +269,7 @@ void VisualShaderEditor::_update_options_menu() { } } else { if (category != NULL) { - if (_is_available(add_options[i].mode)) { + if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) { ++item_count; TreeItem *item = members->create_item(category); item->set_text(0, add_options[i].name); @@ -1250,8 +1267,8 @@ void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da } void VisualShaderEditor::_bind_methods() { - ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph); + ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu); ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node); ClassDB::bind_method("_node_dragged", &VisualShaderEditor::_node_dragged); ClassDB::bind_method("_connection_request", &VisualShaderEditor::_connection_request); @@ -1441,50 +1458,106 @@ VisualShaderEditor::VisualShaderEditor() { // INPUT - add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR)); - add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM)); - add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR)); - add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR)); - add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM)); + // SPATIAL-FOR-ALL + + add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); + + // CANVASITEM-FOR-ALL + + add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", TTR("'alpha' input parameter for all shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", TTR("'color' input parameter for all shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", TTR("'texture_pixel_size' input parameter for all shader modes."), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", TTR("'uv' input parameter for all shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM)); + + ///////////////// add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter."))); - add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for fragment shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for fragment shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for fragment shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for fragment shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for fragment shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for fragment shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT)); - - add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for light shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for light shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT)); - - add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); - add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX)); + // SPATIAL INPUTS + + add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader modes."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + + add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + + add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + + // CANVASITEM INPUTS + + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_pixel_size' input parameter for fragment shader mode."), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", TTR("'light_alpha' input parameter for light shader mode."), "light_alpha", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", TTR("'light_height' input parameter for light shader mode."), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", TTR("'light_uv' input parameter for light shader mode."), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", TTR("'light_vec' input parameter for light shader mode."), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", TTR("'normal' input parameter for light shader mode."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", TTR("'shadow_color' input parameter for light shader mode."), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", TTR("'extra' input parameter for vertex shader mode."), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", TTR("'projection' input parameter for vertex shader mode."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", TTR("'world' input parameter for vertex shader mode."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + + // PARTICLES INPUTS + + add_options.push_back(AddOption("Active", "Input", "Vertex", "VisualShaderNodeInput", TTR("'active' input parameter for vertex shader mode."), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Custom", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom' input parameter for vertex shader mode."), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("CustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom_alpha' input parameter for vertex shader mode."), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Delta", "Input", "Vertex", "VisualShaderNodeInput", TTR("'delta' input parameter for vertex shader mode."), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("EmissionTransform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'emission_transform' input parameter for vertex shader mode."), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Index", "Input", "Vertex", "VisualShaderNodeInput", TTR("'index' input parameter for vertex shader mode."), "index", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("LifeTime", "Input", "Vertex", "VisualShaderNodeInput", TTR("'lifetime' input parameter for vertex shader mode."), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Restart", "Input", "Vertex", "VisualShaderNodeInput", TTR("'restart' input parameter for vertex shader mode."), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Time", "Input", "Vertex", "VisualShaderNodeInput", TTR("'time' input parameter for vertex shader mode."), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'transform' input parameter for vertex shader mode."), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", TTR("'velocity' input parameter for vertex shader mode."), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES)); // SCALAR @@ -1933,6 +2006,9 @@ void EditorPropertyShaderMode::_option_selected(int p_which) { } } + undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_options_menu"); + undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_options_menu"); + //update graph undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph"); undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph"); diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h index 35041da2bd..eb0dee7594 100644 --- a/editor/plugins/visual_shader_editor_plugin.h +++ b/editor/plugins/visual_shader_editor_plugin.h @@ -100,8 +100,9 @@ class VisualShaderEditor : public VBoxContainer { Ref<Script> script; int mode; int return_type; + int func; - 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) { + 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) { name = p_name; type = p_type; category = p_category; @@ -110,9 +111,10 @@ class VisualShaderEditor : public VBoxContainer { sub_func = p_sub_func; return_type = p_return_type; mode = p_mode; + func = p_func; } - 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) { + 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) { name = p_name; type = p_type; category = p_category; @@ -121,6 +123,7 @@ class VisualShaderEditor : public VBoxContainer { sub_func_str = p_sub_func; return_type = p_return_type; mode = p_mode; + func = p_func; } }; |