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
|
/*************************************************************************/
/* shader_graph_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 SHADER_GRAPH_EDITOR_PLUGIN_H
#define SHADER_GRAPH_EDITOR_PLUGIN_H
#if 0
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/resources/shader.h"
#include "servers/visual/shader_graph.h"
#include "scene/gui/tree.h"
#include "scene/gui/button.h"
#include "scene/gui/popup.h"
#include "tools/editor/property_editor.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ShaderEditor : public Control {
OBJ_TYPE(ShaderEditor, Control );
enum MenuAction {
GRAPH_ADD_NODE,
GRAPH_CLEAR,
NODE_DISCONNECT,
NODE_ERASE,
};
enum ClickType {
CLICK_NONE,
CLICK_NODE,
CLICK_INPUT_SLOT,
CLICK_OUTPUT_SLOT,
CLICK_PARAMETER
};
PopupMenu *node_popup;
Popup *add_popup;
PopupMenu *vertex_popup;
PopupMenu *fragment_popup;
PopupMenu *post_popup;
Tree *add_types;
Button *add_confirm;
HScrollBar *h_scroll;
VScrollBar *v_scroll;
Ref<Shader> shader;
List<int> order;
Set<int> active_nodes;
ShaderGraph shader_graph;
int last_x,last_y;
uint32_t last_id;
CustomPropertyEditor *property_editor;
Point2 offset;
ClickType click_type;
Point2 click_pos;
int click_node;
int click_slot;
Point2 click_motion;
ClickType rclick_type;
int rclick_node;
int rclick_slot;
Size2 _get_maximum_size();
Size2 get_node_size(int p_node) const;
void _draw_node(int p_node);
void _add_node_from_text(const String& p_text);
void _update_scrollbars();
void _scroll_moved();
void _node_param_changed();
void _node_add_callback();
void _node_add(VisualServer::ShaderNodeType p_type);
void _node_edit_property(int p_node);
void _node_menu_item(int p_item);
void _vertex_item(int p_item);
void _fragment_item(int p_item);
void _post_item(int p_item);
ClickType _locate_click(const Point2& p_click,int *p_node_id,int *p_slot_index) const;
Point2 _get_slot_pos(int p_node_id,bool p_input,int p_slot);
Error validate_graph();
void _read_shader_graph();
void _write_shader_graph();
virtual bool has_point(const Point2& p_point) const;
protected:
void _notification(int p_what);
void _input_event(InputEvent p_event);
static void _bind_methods();
public:
void edit(Ref<Shader> p_shader);
ShaderEditor();
};
class ShaderEditorPlugin : public EditorPlugin {
OBJ_TYPE( ShaderEditorPlugin, EditorPlugin );
ShaderEditor *shader_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Shader"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
ShaderEditorPlugin(EditorNode *p_node);
~ShaderEditorPlugin();
};
#endif
#endif // SHADER_GRAPH_EDITOR_PLUGIN_H
|