/*************************************************************************/ /* visual_shader_editor_plugin.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "visual_shader_editor_plugin.h" #include "core/io/resource_loader.h" #include "core/math/math_defs.h" #include "core/os/input.h" #include "core/os/keyboard.h" #include "core/project_settings.h" #include "core/version.h" #include "editor/editor_log.h" #include "editor/editor_properties.h" #include "editor/editor_scale.h" #include "scene/animation/animation_player.h" #include "scene/gui/menu_button.h" #include "scene/gui/panel.h" #include "scene/main/viewport.h" #include "scene/resources/visual_shader_nodes.h" #include "servers/visual/shader_types.h" Control *VisualShaderNodePlugin::create_editor(const Ref &p_parent_resource, const Ref &p_node) { if (get_script_instance()) { return get_script_instance()->call("create_editor", p_parent_resource, p_node); } return NULL; } void VisualShaderNodePlugin::_bind_methods() { BIND_VMETHOD(MethodInfo(Variant::OBJECT, "create_editor", PropertyInfo(Variant::OBJECT, "parent_resource", PROPERTY_HINT_RESOURCE_TYPE, "Resource"), PropertyInfo(Variant::OBJECT, "for_node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode"))); } /////////////////// 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(p_visual_shader); if (!visual_shader->is_connected_compat("changed", this, "_update_preview")) { visual_shader->connect_compat("changed", this, "_update_preview"); } #ifndef DISABLE_DEPRECATED String version = VERSION_BRANCH; if (visual_shader->get_version() != version) { visual_shader->update_version(version); } #endif visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE); } else { if (visual_shader.is_valid()) { if (visual_shader->is_connected_compat("changed", this, "")) { visual_shader->disconnect_compat("changed", this, "_update_preview"); } } visual_shader.unref(); } if (visual_shader.is_null()) { hide(); } else { if (changed) { // to avoid tree collapse _clear_buffer(); _update_options_menu(); _update_preview(); } _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::clear_custom_types() { for (int i = 0; i < add_options.size(); i++) { if (add_options[i].is_custom) { add_options.remove(i); i--; } } } void VisualShaderEditor::add_custom_type(const String &p_name, const Ref