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author | Yuri Sizov <yuris@humnom.net> | 2024-01-22 20:38:30 +0100 |
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committer | Yuri Sizov <yuris@humnom.net> | 2024-01-22 20:38:30 +0100 |
commit | feb1157276d448b321a2bc89f7efe8872127de66 (patch) | |
tree | 4be9bf3a682efc6e91d60aceb675f2a11736ebde /scene/resources/visual_shader.cpp | |
parent | c50b80228f3532918a805ed95814da8ddfc61026 (diff) | |
parent | f59419bfe067ac28cda1f91a6106fce1459d301b (diff) | |
download | redot-engine-feb1157276d448b321a2bc89f7efe8872127de66.tar.gz |
Merge pull request #83510 from Geometror/vs-connection-ops
Add connection related functionality to VisualShader (deleting, dropping/inserting a node)
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 8ff5b54fbe..41660767ab 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -246,6 +246,20 @@ void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) { connected_input_ports[p_port] = p_connected; } +bool VisualShaderNode::is_any_port_connected() const { + for (const KeyValue<int, bool> &E : connected_input_ports) { + if (E.value) { + return true; + } + } + for (const KeyValue<int, int> &E : connected_output_ports) { + if (E.value > 0) { + return true; + } + } + return false; +} + bool VisualShaderNode::is_generate_input_var(int p_port) const { return true; } |