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-rw-r--r--editor/plugins/visual_shader_editor_plugin.h187
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diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h
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+#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