summaryrefslogtreecommitdiff
path: root/editor/plugins/visual_shader_editor_plugin.h
blob: d2b1e8bc45c46ec6288f6e4e91754a58c1962f04 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
/*************************************************************************/
/*  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<Resource> &p_parent_resource, 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;
	ToolButton *add_node;

	OptionButton *edit_type;

	PanelContainer *error_panel;
	Label *error_label;

	UndoRedo *undo_redo;
	Point2 saved_node_pos;
	bool saved_node_pos_dirty;

	ConfirmationDialog *members_dialog;
	MenuButton *tools;

	enum ToolsMenuOptions {
		EXPAND_ALL,
		COLLAPSE_ALL
	};

	Tree *members;
	AcceptDialog *alert;
	LineEdit *node_filter;
	RichTextLabel *node_desc;

	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 sub_category;
		String type;
		String description;
		int sub_func;
		String sub_func_str;
		Ref<Script> script;
		int mode;
		int return_type;
		int func;
		float value;
		bool highend;

		AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), int p_sub_func = -1, int p_return_type = -1, int p_mode = -1, int p_func = -1, float p_value = -1, bool p_highend = false) {
			name = p_name;
			type = p_type;
			category = p_category;
			sub_category = p_sub_category;
			description = p_description;
			sub_func = p_sub_func;
			return_type = p_return_type;
			mode = p_mode;
			func = p_func;
			value = p_value;
			highend = p_highend;
		}

		AddOption(const String &p_name, const String &p_category, const String &p_sub_category, const String &p_type, const String &p_description, const String &p_sub_func, int p_return_type = -1, int p_mode = -1, int p_func = -1, float p_value = -1, bool p_highend = false) {
			name = p_name;
			type = p_type;
			category = p_category;
			sub_category = p_sub_category;
			description = p_description;
			sub_func_str = p_sub_func;
			return_type = p_return_type;
			mode = p_mode;
			func = p_func;
			value = p_value;
			highend = p_highend;
		}
	};

	Vector<AddOption> add_options;
	List<String> keyword_list;

	void _draw_color_over_button(Object *obj, Color p_color);

	void _add_node(int p_idx, int p_op_idx = -1);
	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 _on_nodes_delete();

	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();

	int to_node;
	int to_slot;
	int from_node;
	int from_slot;

	void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
	void _connection_from_empty(const String &p_to, int p_to_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 _port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output);

	void _dup_copy_nodes(int p_type, List<int> &r_nodes, Set<int> &r_excluded);
	void _dup_update_excluded(int p_type, Set<int> &r_excluded);
	void _dup_paste_nodes(int p_type, int p_pasted_type, List<int> &r_nodes, Set<int> &r_excluded, const Vector2 &p_offset, bool p_select);

	void _duplicate_nodes();

	Vector2 selection_center;
	int copy_type; // shader type
	List<int> copy_nodes_buffer;
	Set<int> copy_nodes_excluded_buffer;

	void _clear_buffer();
	void _copy_nodes();
	void _paste_nodes();

	Vector<Ref<VisualShaderNodePlugin> > plugins;

	void _mode_selected(int p_id);
	void _rebuild();

	void _input_select_item(Ref<VisualShaderNodeInput> input, String name);

	void _add_input_port(int p_node, int p_port, int p_port_type, const String &p_name);
	void _remove_input_port(int p_node, int p_port);
	void _change_input_port_type(int p_type, int p_node, int p_port);
	void _change_input_port_name(const String &p_text, Object *line_edit, int p_node, int p_port);

	void _add_output_port(int p_node, int p_port, int p_port_type, const String &p_name);
	void _remove_output_port(int p_node, int p_port);
	void _change_output_port_type(int p_type, int p_node, int p_port);
	void _change_output_port_name(const String &p_text, Object *line_edit, int p_node, int p_port);

	void _expression_focus_out(Object *text_edit, int p_node);

	void _set_node_size(int p_type, int p_node, const Size2 &p_size);
	void _node_resized(const Vector2 &p_new_size, int p_type, int p_node);

	void _preview_select_port(int p_node, int p_port);
	void _graph_gui_input(const Ref<InputEvent> &p_event);

	void _member_filter_changed(const String &p_text);
	void _sbox_input(const Ref<InputEvent> &p_ie);
	void _member_selected();
	void _member_unselected();
	void _member_create();
	void _member_cancel();

	Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
	bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
	void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);

	bool _is_available(int p_mode);
	void _update_created_node(GraphNode *node);

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<Resource> &p_parent_resource, 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();
};

class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
	GDCLASS(VisualShaderConversionPlugin, EditorResourceConversionPlugin);

public:
	virtual String converts_to() const;
	virtual bool handles(const Ref<Resource> &p_resource) const;
	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
};

#endif // VISUAL_SHADER_EDITOR_PLUGIN_H