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authorK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2018-05-12 20:34:35 -0700
committerK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2018-07-24 13:59:28 -0700
commit85670726fdf840da22d3ab1fe55de4162e9289df (patch)
tree8f7a4eb8e0b265c94f7295090a01e4db75c4152d /scene/gui/graph_edit.cpp
parent9377f8db55abffc0532e797a3ff6bb39aaac9228 (diff)
downloadredot-engine-85670726fdf840da22d3ab1fe55de4162e9289df.tar.gz
Improve VisualScript UX
* Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
Diffstat (limited to 'scene/gui/graph_edit.cpp')
-rw-r--r--scene/gui/graph_edit.cpp26
1 files changed, 14 insertions, 12 deletions
diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp
index e2c730a56e..d95ec9e495 100644
--- a/scene/gui/graph_edit.cpp
+++ b/scene/gui/graph_edit.cpp
@@ -268,6 +268,10 @@ void GraphEdit::remove_child_notify(Node *p_child) {
void GraphEdit::_notification(int p_what) {
+ if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
+ port_grab_distance_horizontal = get_constant("port_grab_distance_horizontal");
+ port_grab_distance_vertical = get_constant("port_grab_distance_vertical");
+ }
if (p_what == NOTIFICATION_READY) {
Size2 hmin = h_scroll->get_combined_minimum_size();
Size2 vmin = v_scroll->get_combined_minimum_size();
@@ -343,8 +347,6 @@ bool GraphEdit::_filter_input(const Point2 &p_point) {
Ref<Texture> port = get_icon("port", "GraphNode");
- float grab_r_extend = 2.0;
- float grab_r = port->get_width() * 0.5 * grab_r_extend;
for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
@@ -354,14 +356,14 @@ bool GraphEdit::_filter_input(const Point2 &p_point) {
for (int j = 0; j < gn->get_connection_output_count(); j++) {
Vector2 pos = gn->get_connection_output_position(j) + gn->get_position();
- if (pos.distance_to(p_point) < grab_r)
+ if (create_hot_zone(pos).has_point(p_point))
return true;
}
for (int j = 0; j < gn->get_connection_input_count(); j++) {
Vector2 pos = gn->get_connection_input_position(j) + gn->get_position();
- if (pos.distance_to(p_point) < grab_r) {
+ if (create_hot_zone(pos).has_point(p_point)) {
return true;
}
}
@@ -372,13 +374,11 @@ bool GraphEdit::_filter_input(const Point2 &p_point) {
void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) {
- float grab_r_extend = 2.0;
Ref<InputEventMouseButton> mb = p_ev;
if (mb.is_valid() && mb->get_button_index() == BUTTON_LEFT && mb->is_pressed()) {
Ref<Texture> port = get_icon("port", "GraphNode");
Vector2 mpos(mb->get_position().x, mb->get_position().y);
- float grab_r = port->get_width() * 0.5 * grab_r_extend;
for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
@@ -388,7 +388,7 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) {
for (int j = 0; j < gn->get_connection_output_count(); j++) {
Vector2 pos = gn->get_connection_output_position(j) + gn->get_position();
- if (pos.distance_to(mpos) < grab_r) {
+ if (create_hot_zone(pos).has_point(mpos)) {
if (valid_left_disconnect_types.has(gn->get_connection_output_type(j))) {
//check disconnect
@@ -435,8 +435,7 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) {
for (int j = 0; j < gn->get_connection_input_count(); j++) {
Vector2 pos = gn->get_connection_input_position(j) + gn->get_position();
-
- if (pos.distance_to(mpos) < grab_r) {
+ if (create_hot_zone(pos).has_point(mpos)) {
if (right_disconnects || valid_right_disconnect_types.has(gn->get_connection_input_type(j))) {
//check disconnect
@@ -492,7 +491,6 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) {
Ref<Texture> port = get_icon("port", "GraphNode");
Vector2 mpos = mm->get_position();
- float grab_r = port->get_width() * 0.5 * grab_r_extend;
for (int i = get_child_count() - 1; i >= 0; i--) {
GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
@@ -504,7 +502,7 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) {
Vector2 pos = gn->get_connection_output_position(j) + gn->get_position();
int type = gn->get_connection_output_type(j);
- if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && pos.distance_to(mpos) < grab_r) {
+ if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && create_hot_zone(pos).has_point(mpos)) {
connecting_target = true;
connecting_to = pos;
@@ -519,7 +517,7 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) {
Vector2 pos = gn->get_connection_input_position(j) + gn->get_position();
int type = gn->get_connection_input_type(j);
- if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && pos.distance_to(mpos) < grab_r) {
+ if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && create_hot_zone(pos).has_point(mpos)) {
connecting_target = true;
connecting_to = pos;
connecting_target_to = gn->get_name();
@@ -559,6 +557,10 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) {
}
}
+Rect2 GraphEdit::create_hot_zone(const Vector2 &pos) {
+ return Rect2(pos.x - port_grab_distance_horizontal, pos.y - port_grab_distance_vertical, port_grab_distance_horizontal * 2, port_grab_distance_vertical * 2);
+}
+
template <class Vector2>
static _FORCE_INLINE_ Vector2 _bezier_interp(real_t t, Vector2 start, Vector2 control_1, Vector2 control_2, Vector2 end) {
/* Formula from Wikipedia article on Bezier curves. */