/*************************************************************************/ /* visual_shader_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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<VisualShaderNode> &p_node); }; class VisualShaderEditor : public VBoxContainer { GDCLASS(VisualShaderEditor, VBoxContainer); CustomPropertyEditor *property_editor; int editing_node; int editing_port; Ref<VisualShader> visual_shader; GraphEdit *graph; MenuButton *add_node; OptionButton *edit_type; PanelContainer *error_panel; Label *error_label; UndoRedo *undo_redo; void _update_graph(); struct AddOption { String name; String category; String type; Ref<Script> script; AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_type = String()) { name = p_name; type = p_type; category = p_category; } }; Vector<AddOption> add_options; void _draw_color_over_button(Object *obj, Color p_color); void _add_node(int p_idx); void _update_options_menu(); static VisualShaderEditor *singleton; void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node); bool updating; void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index); void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index); void _scroll_changed(const Vector2 &p_scroll); void _node_selected(Object *p_node); void _delete_request(int); void _removed_from_graph(); void _node_changed(int p_id); void _edit_port_default_input(Object *p_button, int p_node, int p_port); void _port_edited(); void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position); void _line_edit_changed(const String &p_text, Object *line_edit, int p_node_id); void _line_edit_focus_out(Object *line_edit, int p_node_id); void _duplicate_nodes(); Vector<Ref<VisualShaderNodePlugin> > plugins; void _mode_selected(int p_id); void _input_select_item(Ref<VisualShaderNodeInput> input, String name); void _preview_select_port(int p_node, int p_port); void _input(const Ref<InputEvent> p_event); protected: void _notification(int p_what); static void _bind_methods(); public: void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin); void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin); static VisualShaderEditor *get_singleton() { return singleton; } void add_custom_type(const String &p_name, const String &p_category, const Ref<Script> &p_script); void remove_custom_type(const Ref<Script> &p_script); virtual Size2 get_minimum_size() const; void edit(VisualShader *p_visual_shader); VisualShaderEditor(); }; class VisualShaderEditorPlugin : public EditorPlugin { GDCLASS(VisualShaderEditorPlugin, EditorPlugin); VisualShaderEditor *visual_shader_editor; EditorNode *editor; Button *button; public: virtual String get_name() const { return "VisualShader"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); VisualShaderEditorPlugin(EditorNode *p_node); ~VisualShaderEditorPlugin(); }; class VisualShaderNodePluginDefault : public VisualShaderNodePlugin { GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin) public: virtual Control *create_editor(const Ref<VisualShaderNode> &p_node); }; class EditorPropertyShaderMode : public EditorProperty { GDCLASS(EditorPropertyShaderMode, EditorProperty) OptionButton *options; void _option_selected(int p_which); protected: static void _bind_methods(); public: void setup(const Vector<String> &p_options); virtual void update_property(); void set_option_button_clip(bool p_enable); EditorPropertyShaderMode(); }; class EditorInspectorShaderModePlugin : public EditorInspectorPlugin { GDCLASS(EditorInspectorShaderModePlugin, EditorInspectorPlugin) public: virtual bool can_handle(Object *p_object); virtual void parse_begin(Object *p_object); virtual bool parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage); virtual void parse_end(); }; class VisualShaderNodePortPreview : public Control { GDCLASS(VisualShaderNodePortPreview, Control) Ref<VisualShader> shader; VisualShader::Type type; int node; int port; void _shader_changed(); //must regen protected: void _notification(int p_what); static void _bind_methods(); public: virtual Size2 get_minimum_size() const; void setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port); VisualShaderNodePortPreview(); }; #endif // VISUAL_SHADER_EDITOR_PLUGIN_H