/*************************************************************************/ /* visual_shader_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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. */ /*************************************************************************/ #include "visual_shader_editor_plugin.h" #include "core/io/resource_loader.h" #include "core/project_settings.h" #include "editor/editor_properties.h" #include "os/input.h" #include "os/keyboard.h" #include "scene/animation/animation_player.h" #include "scene/gui/menu_button.h" #include "scene/gui/panel.h" #include "scene/main/viewport.h" Control *VisualShaderNodePlugin::create_editor(const Ref &p_node) { if (get_script_instance()) { return get_script_instance()->call("create_editor", p_node); } return NULL; } void VisualShaderNodePlugin::_bind_methods() { BIND_VMETHOD(MethodInfo(Variant::OBJECT, "create_editor", PropertyInfo(Variant::OBJECT, "for_node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode"))); } /////////////////// void VisualShaderEditor::edit(VisualShader *p_visual_shader) { if (p_visual_shader) { visual_shader = Ref(p_visual_shader); } else { visual_shader.unref(); } if (visual_shader.is_null()) { hide(); } else { _update_graph(); } } void VisualShaderEditor::add_plugin(const Ref &p_plugin) { if (plugins.find(p_plugin) != -1) return; plugins.push_back(p_plugin); } void VisualShaderEditor::remove_plugin(const Ref &p_plugin) { plugins.erase(p_plugin); } void VisualShaderEditor::add_custom_type(const String &p_name, const String &p_category, const Ref