/*************************************************************************/ /* graph_node.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 GRAPH_NODE_H #define GRAPH_NODE_H #include "scene/gui/container.h" #include "scene/resources/text_line.h" class GraphNode : public Container { GDCLASS(GraphNode, Container); public: enum Overlay { OVERLAY_DISABLED, OVERLAY_BREAKPOINT, OVERLAY_POSITION }; private: struct Slot { bool enable_left = false; int type_left = 0; Color color_left = Color(1, 1, 1, 1); bool enable_right = false; int type_right = 0; Color color_right = Color(1, 1, 1, 1); Ref<Texture2D> custom_slot_left; Ref<Texture2D> custom_slot_right; bool draw_stylebox = true; }; String title; Ref<TextLine> title_buf; String language; TextDirection text_direction = TEXT_DIRECTION_AUTO; bool show_close = false; Vector2 position_offset; bool comment = false; bool resizable = false; bool draggable = true; bool selectable = true; bool resizing = false; Vector2 resizing_from; Vector2 resizing_from_size; Rect2 close_rect; Vector<int> cache_y; struct PortCache { Vector2 position; int height; int slot_idx; int type = 0; Color color; }; Vector<PortCache> left_port_cache; Vector<PortCache> right_port_cache; HashMap<int, Slot> slot_info; bool connpos_dirty = true; void _connpos_update(); void _resort(); void _shape(); Vector2 drag_from; bool selected = false; Overlay overlay = OVERLAY_DISABLED; #ifdef TOOLS_ENABLED void _edit_set_position(const Point2 &p_position) override; #endif protected: virtual void gui_input(const Ref<InputEvent> &p_ev) override; void _notification(int p_what); static void _bind_methods(); bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; void _validate_property(PropertyInfo &p_property) const; public: bool has_point(const Point2 &p_point) const override; void set_slot(int p_idx, bool p_enable_left, int p_type_left, const Color &p_color_left, bool p_enable_right, int p_type_right, const Color &p_color_right, const Ref<Texture2D> &p_custom_left = Ref<Texture2D>(), const Ref<Texture2D> &p_custom_right = Ref<Texture2D>(), bool p_draw_stylebox = true); void clear_slot(int p_idx); void clear_all_slots(); bool is_slot_enabled_left(int p_idx) const; void set_slot_enabled_left(int p_idx, bool p_enable_left); void set_slot_type_left(int p_idx, int p_type_left); int get_slot_type_left(int p_idx) const; void set_slot_color_left(int p_idx, const Color &p_color_left); Color get_slot_color_left(int p_idx) const; bool is_slot_enabled_right(int p_idx) const; void set_slot_enabled_right(int p_idx, bool p_enable_right); void set_slot_type_right(int p_idx, int p_type_right); int get_slot_type_right(int p_idx) const; void set_slot_color_right(int p_idx, const Color &p_color_right); Color get_slot_color_right(int p_idx) const; bool is_slot_draw_stylebox(int p_idx) const; void set_slot_draw_stylebox(int p_idx, bool p_enable); void set_title(const String &p_title); String get_title() const; void set_text_direction(TextDirection p_text_direction); TextDirection get_text_direction() const; void set_language(const String &p_language); String get_language() const; void set_position_offset(const Vector2 &p_offset); Vector2 get_position_offset() const; void set_selected(bool p_selected); bool is_selected(); void set_drag(bool p_drag); Vector2 get_drag_from(); void set_show_close_button(bool p_enable); bool is_close_button_visible() const; int get_connection_input_count(); int get_connection_input_height(int p_port); Vector2 get_connection_input_position(int p_port); int get_connection_input_type(int p_port); Color get_connection_input_color(int p_port); int get_connection_input_slot(int p_port); int get_connection_output_count(); int get_connection_output_height(int p_port); Vector2 get_connection_output_position(int p_port); int get_connection_output_type(int p_port); Color get_connection_output_color(int p_port); int get_connection_output_slot(int p_port); void set_overlay(Overlay p_overlay); Overlay get_overlay() const; void set_comment(bool p_enable); bool is_comment() const; void set_resizable(bool p_enable); bool is_resizable() const; void set_draggable(bool p_draggable); bool is_draggable(); void set_selectable(bool p_selectable); bool is_selectable(); virtual Size2 get_minimum_size() const override; virtual Vector<int> get_allowed_size_flags_horizontal() const override; virtual Vector<int> get_allowed_size_flags_vertical() const override; bool is_resizing() const { return resizing; } GraphNode(); }; VARIANT_ENUM_CAST(GraphNode::Overlay) #endif // GRAPH_NODE_H