/*************************************************************************/ /* visual_shader_editor_plugin.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef VISUAL_SHADER_EDITOR_PLUGIN_H #define VISUAL_SHADER_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "editor/property_editor.h" #include "scene/gui/button.h" #include "scene/gui/graph_edit.h" #include "scene/gui/popup.h" #include "scene/gui/tree.h" #include "scene/resources/visual_shader.h" class VisualShaderNodePlugin : public Reference { GDCLASS(VisualShaderNodePlugin, Reference); protected: static void _bind_methods(); public: virtual Control *create_editor(const Ref &p_parent_resource, const Ref &p_node); }; class VisualShaderEditor : public VBoxContainer { GDCLASS(VisualShaderEditor, VBoxContainer); CustomPropertyEditor *property_editor; int editing_node; int editing_port; Ref visual_shader; HSplitContainer *main_box; GraphEdit *graph; Button *add_node; Button *preview_shader; OptionButton *edit_type; PanelContainer *error_panel; Label *error_label; bool pending_update_preview; bool shader_error; VBoxContainer *preview_vbox; TextEdit *preview_text; Ref syntax_highlighter; Label *error_text; UndoRedo *undo_redo; Point2 saved_node_pos; bool saved_node_pos_dirty; ConfirmationDialog *members_dialog; PopupMenu *popup_menu; MenuButton *tools; bool preview_showed; enum TypeFlags { TYPE_FLAGS_VERTEX = 1, TYPE_FLAGS_FRAGMENT = 2, TYPE_FLAGS_LIGHT = 4, TYPE_FLAGS_COMPUTE = 8, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT = TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, }; enum ToolsMenuOptions { EXPAND_ALL, COLLAPSE_ALL }; enum NodeMenuOptions { ADD, SEPARATOR, // ignore COPY, PASTE, DELETE, DUPLICATE, }; Tree *members; AcceptDialog *alert; LineEdit *node_filter; RichTextLabel *node_desc; Label *highend_label; void _tools_menu_option(int p_idx); void _show_members_dialog(bool at_mouse_pos); void _update_graph(); struct AddOption { String name; String category; String type; String description; int sub_func; String sub_func_str; Ref