godot/editor/plugins/visual_shader_editor_plugin.h

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/**************************************************************************/
/* visual_shader_editor_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
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#ifndef VISUAL_SHADER_EDITOR_PLUGIN_H
#define VISUAL_SHADER_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "editor/editor_properties.h"
#include "editor/plugins/editor_resource_conversion_plugin.h"
#include "scene/gui/graph_edit.h"
#include "scene/resources/syntax_highlighter.h"
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#include "scene/resources/visual_shader.h"
class CodeEdit;
class ColorPicker;
class CurveEditor;
class GraphElement;
class GraphFrame;
class MenuButton;
class PopupPanel;
class RichTextLabel;
class Tree;
class VisualShaderEditor;
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class VisualShaderNodePlugin : public RefCounted {
GDCLASS(VisualShaderNodePlugin, RefCounted);
protected:
VisualShaderEditor *vseditor = nullptr;
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protected:
static void _bind_methods();
GDVIRTUAL2RC(Object *, _create_editor, Ref<Resource>, Ref<VisualShaderNode>)
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public:
void set_editor(VisualShaderEditor *p_editor);
virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
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};
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class VisualShaderGraphPlugin : public RefCounted {
GDCLASS(VisualShaderGraphPlugin, RefCounted);
private:
VisualShaderEditor *editor = nullptr;
struct InputPort {
Button *default_input_button = nullptr;
};
struct Port {
TextureButton *preview_button = nullptr;
};
struct Link {
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
VisualShaderNode *visual_node = nullptr;
GraphElement *graph_element = nullptr;
bool preview_visible = false;
int preview_pos = 0;
HashMap<int, InputPort> input_ports;
HashMap<int, Port> output_ports;
VBoxContainer *preview_box = nullptr;
LineEdit *parameter_name = nullptr;
CodeEdit *expression_edit = nullptr;
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CurveEditor *curve_editors[3] = { nullptr, nullptr, nullptr };
};
Ref<VisualShader> visual_shader;
HashMap<int, Link> links;
List<VisualShader::Connection> connections;
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Color vector_expanded_color[4];
// Visual shader specific theme for using MSDF fonts (on GraphNodes) which reduce aliasing at higher zoom levels.
Ref<Theme> vs_msdf_fonts_theme;
protected:
static void _bind_methods();
public:
void set_editor(VisualShaderEditor *p_editor);
void register_shader(VisualShader *p_visual_shader);
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void set_connections(const List<VisualShader::Connection> &p_connections);
void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphElement *p_graph_element);
void register_output_port(int p_id, int p_port, TextureButton *p_button);
void register_parameter_name(int p_id, LineEdit *p_parameter_name);
void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
void register_expression_edit(int p_node_id, CodeEdit *p_expression_edit);
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void register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor);
void clear_links();
void set_shader_type(VisualShader::Type p_type);
bool is_preview_visible(int p_id) const;
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void update_node(VisualShader::Type p_type, int p_id);
void update_node_deferred(VisualShader::Type p_type, int p_node_id);
void add_node(VisualShader::Type p_type, int p_id, bool p_just_update, bool p_update_frames);
void remove_node(VisualShader::Type p_type, int p_id, bool p_just_update);
void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id, bool p_is_valid);
void update_frames(VisualShader::Type p_type, int p_node);
void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position);
void refresh_node_ports(VisualShader::Type p_type, int p_node);
void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, const Variant &p_value);
void update_parameter_refs();
void set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name);
void update_curve(int p_node_id);
void update_curve_xyz(int p_node_id);
void set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression);
void attach_node_to_frame(VisualShader::Type p_type, int p_node_id, int p_frame_id);
void detach_node_from_frame(VisualShader::Type p_type, int p_node_id);
void set_frame_color_enabled(VisualShader::Type p_type, int p_node_id, bool p_enable);
void set_frame_color(VisualShader::Type p_type, int p_node_id, const Color &p_color);
void set_frame_autoshrink_enabled(VisualShader::Type p_type, int p_node_id, bool p_enable);
int get_constant_index(float p_constant) const;
Ref<Script> get_node_script(int p_node_id) const;
void update_theme();
bool is_node_has_parameter_instances_relatively(VisualShader::Type p_type, int p_node) const;
VisualShader::Type get_shader_type() const;
VisualShaderGraphPlugin();
~VisualShaderGraphPlugin();
};
class VisualShaderEditedProperty : public RefCounted {
GDCLASS(VisualShaderEditedProperty, RefCounted);
private:
Variant edited_property;
protected:
static void _bind_methods();
public:
void set_edited_property(const Variant &p_variant);
Variant get_edited_property() const;
VisualShaderEditedProperty() {}
};
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class VisualShaderEditor : public VBoxContainer {
GDCLASS(VisualShaderEditor, VBoxContainer);
friend class VisualShaderGraphPlugin;
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PopupPanel *property_editor_popup = nullptr;
EditorProperty *property_editor = nullptr;
int editing_node = -1;
int editing_port = -1;
Ref<VisualShaderEditedProperty> edited_property_holder;
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Ref<VisualShader> visual_shader;
GraphEdit *graph = nullptr;
Button *add_node = nullptr;
MenuButton *varying_button = nullptr;
Button *preview_shader = nullptr;
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OptionButton *edit_type = nullptr;
OptionButton *edit_type_standard = nullptr;
OptionButton *edit_type_particles = nullptr;
OptionButton *edit_type_sky = nullptr;
OptionButton *edit_type_fog = nullptr;
CheckBox *custom_mode_box = nullptr;
bool custom_mode_enabled = false;
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bool pending_update_preview = false;
bool shader_error = false;
Window *preview_window = nullptr;
VBoxContainer *preview_vbox = nullptr;
CodeEdit *preview_text = nullptr;
Ref<CodeHighlighter> syntax_highlighter = nullptr;
PanelContainer *error_panel = nullptr;
Label *error_label = nullptr;
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bool pending_custom_scripts_to_delete = false;
List<Ref<Script>> custom_scripts_to_delete;
bool _block_update_options_menu = false;
bool _block_rebuild_shader = false;
Point2 saved_node_pos;
bool saved_node_pos_dirty = false;
ConfirmationDialog *members_dialog = nullptr;
VisualShaderNode::PortType members_input_port_type = VisualShaderNode::PORT_TYPE_MAX;
VisualShaderNode::PortType members_output_port_type = VisualShaderNode::PORT_TYPE_MAX;
PopupMenu *popup_menu = nullptr;
PopupMenu *connection_popup_menu = nullptr;
PopupMenu *constants_submenu = nullptr;
MenuButton *tools = nullptr;
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ConfirmationDialog *add_varying_dialog = nullptr;
OptionButton *varying_type = nullptr;
LineEdit *varying_name = nullptr;
OptionButton *varying_mode = nullptr;
Label *varying_error_label = nullptr;
ConfirmationDialog *remove_varying_dialog = nullptr;
Tree *varyings = nullptr;
PopupPanel *frame_title_change_popup = nullptr;
LineEdit *frame_title_change_edit = nullptr;
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PopupPanel *frame_tint_color_pick_popup = nullptr;
ColorPicker *frame_tint_color_picker = nullptr;
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bool preview_first = true;
bool preview_showed = false;
enum ShaderModeFlags {
MODE_FLAGS_SPATIAL_CANVASITEM = 1,
MODE_FLAGS_SKY = 2,
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MODE_FLAGS_PARTICLES = 4,
MODE_FLAGS_FOG = 8,
};
int mode = MODE_FLAGS_SPATIAL_CANVASITEM;
enum TypeFlags {
TYPE_FLAGS_VERTEX = 1,
TYPE_FLAGS_FRAGMENT = 2,
TYPE_FLAGS_LIGHT = 4,
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};
enum ParticlesTypeFlags {
TYPE_FLAGS_EMIT = 1,
TYPE_FLAGS_PROCESS = 2,
TYPE_FLAGS_COLLIDE = 4,
TYPE_FLAGS_EMIT_CUSTOM = 8,
TYPE_FLAGS_PROCESS_CUSTOM = 16,
};
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enum SkyTypeFlags {
TYPE_FLAGS_SKY = 1,
};
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enum FogTypeFlags {
TYPE_FLAGS_FOG = 1,
};
enum ToolsMenuOptions {
EXPAND_ALL,
COLLAPSE_ALL
};
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#ifdef MINGW_ENABLED
#undef DELETE
#endif
enum NodeMenuOptions {
ADD,
SEPARATOR, // ignore
CUT,
COPY,
PASTE,
DELETE,
DUPLICATE,
CLEAR_COPY_BUFFER,
SEPARATOR2, // ignore
FLOAT_CONSTANTS,
CONVERT_CONSTANTS_TO_PARAMETERS,
CONVERT_PARAMETERS_TO_CONSTANTS,
UNLINK_FROM_PARENT_FRAME,
SEPARATOR3, // ignore
SET_FRAME_TITLE,
ENABLE_FRAME_COLOR,
SET_FRAME_COLOR,
ENABLE_FRAME_AUTOSHRINK,
};
enum ConnectionMenuOptions {
INSERT_NEW_NODE,
DISCONNECT,
};
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enum class VaryingMenuOptions {
ADD,
REMOVE,
};
Tree *members = nullptr;
AcceptDialog *alert = nullptr;
LineEdit *node_filter = nullptr;
RichTextLabel *node_desc = nullptr;
Label *highend_label = nullptr;
void _tools_menu_option(int p_idx);
void _show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type = VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PortType p_output_port_type = VisualShaderNode::PORT_TYPE_MAX);
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void _varying_menu_id_pressed(int p_idx);
void _show_add_varying_dialog();
void _show_remove_varying_dialog();
void _update_nodes();
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void _update_graph();
struct AddOption {
String name;
String category;
String type;
String description;
Vector<Variant> ops;
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Ref<Script> script;
int mode = 0;
int return_type = 0;
int func = 0;
bool highend = false;
bool is_custom = false;
bool is_native = false;
int temp_idx = 0;
AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_type = String(), const String &p_description = String(), const Vector<Variant> &p_ops = Vector<Variant>(), int p_return_type = -1, int p_mode = -1, int p_func = -1, bool p_highend = false) {
name = p_name;
type = p_type;
category = p_category;
description = p_description;
ops = p_ops;
return_type = p_return_type;
mode = p_mode;
func = p_func;
highend = p_highend;
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}
};
struct _OptionComparator {
_FORCE_INLINE_ bool operator()(const AddOption &a, const AddOption &b) const {
return a.category.count("/") > b.category.count("/") || (a.category + "/" + a.name).naturalnocasecmp_to(b.category + "/" + b.name) < 0;
}
};
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Vector<AddOption> add_options;
int cubemap_node_option_idx;
int texture2d_node_option_idx;
int texture2d_array_node_option_idx;
int texture3d_node_option_idx;
int custom_node_option_idx;
int curve_node_option_idx;
int curve_xyz_node_option_idx;
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List<String> keyword_list;
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List<VisualShaderNodeParameterRef> uniform_refs;
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void _draw_color_over_button(Object *p_obj, Color p_color);
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void _setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops);
void _add_node(int p_idx, const Vector<Variant> &p_ops, const String &p_resource_path = "", int p_node_idx = -1);
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void _add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type);
void _remove_varying(const String &p_name);
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void _update_options_menu();
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void _set_mode(int p_which);
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void _show_preview_text();
void _preview_close_requested();
void _preview_size_changed();
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void _update_preview();
void _update_next_previews(int p_node_id);
void _get_next_nodes_recursively(VisualShader::Type p_type, int p_node_id, LocalVector<int> &r_nodes) const;
String _get_description(int p_idx);
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Vector<int> nodes_link_to_frame_buffer; // Contains the nodes that are requested to be linked to a frame. This is used to perform one Undo/Redo operation for dragging nodes.
int frame_node_id_to_link_to = -1;
struct DragOp {
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
int node = 0;
Vector2 from;
Vector2 to;
};
List<DragOp> drag_buffer;
bool drag_dirty = false;
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void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node);
void _nodes_dragged();
bool updating = false;
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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_nodes(int p_type, const List<int> &p_nodes);
void _delete_node_request(int p_type, int p_node);
void _delete_nodes_request(const TypedArray<StringName> &p_nodes);
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void _node_changed(int p_id);
void _nodes_linked_to_frame_request(const TypedArray<StringName> &p_nodes, const StringName &p_frame);
void _frame_rect_changed(const GraphFrame *p_frame, const Rect2 &p_new_rect);
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void _edit_port_default_input(Object *p_button, int p_node, int p_port);
void _port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing);
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int to_node = -1;
int to_slot = -1;
int from_node = -1;
int from_slot = -1;
Ref<GraphEdit::Connection> clicked_connection;
bool connection_node_insert_requested = false;
HashSet<int> selected_constants;
HashSet<int> selected_parameters;
int selected_frame = -1;
int selected_float_constant = -1;
void _convert_constants_to_parameters(bool p_vice_versa);
void _detach_nodes_from_frame_request();
void _detach_nodes_from_frame(int p_type, const List<int> &p_nodes);
void _replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to);
void _update_constant(VisualShader::Type p_type_id, int p_node_id, const Variant &p_var, int p_preview_port);
void _update_parameter(VisualShader::Type p_type_id, int p_node_id, const Variant &p_var, int p_preview_port);
void _unlink_node_from_parent_frame(int p_node_id);
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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);
bool _check_node_drop_on_connection(const Vector2 &p_position, Ref<GraphEdit::Connection> *r_closest_connection, int *r_node_id = nullptr, int *r_to_port = nullptr);
void _handle_node_drop_on_connection();
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void _frame_title_popup_show(const Point2 &p_position, int p_node_id);
void _frame_title_popup_hide();
void _frame_title_popup_focus_out();
void _frame_title_text_changed(const String &p_new_text);
void _frame_title_text_submitted(const String &p_new_text);
void _frame_color_enabled_changed(int p_node_id);
void _frame_color_popup_show(const Point2 &p_position, int p_node_id);
void _frame_color_popup_hide();
void _frame_color_confirm();
void _frame_color_changed(const Color &p_color);
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void _frame_autoshrink_enabled_changed(int p_node_id);
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void _parameter_line_edit_changed(const String &p_text, int p_node_id);
void _parameter_line_edit_focus_out(Object *p_line_edit, int p_node_id);
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void _port_name_focus_out(Object *p_line_edit, int p_node_id, int p_port_id, bool p_output);
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struct CopyItem {
int id;
Ref<VisualShaderNode> node;
Vector2 position;
Vector2 size;
String group_inputs;
String group_outputs;
String expression;
bool disabled = false;
};
void _dup_copy_nodes(int p_type, List<CopyItem> &r_nodes, List<VisualShader::Connection> &r_connections);
void _dup_paste_nodes(int p_type, List<CopyItem> &r_items, const List<VisualShader::Connection> &p_connections, const Vector2 &p_offset, bool p_duplicate);
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void _duplicate_nodes();
static Vector2 selection_center;
static List<CopyItem> copy_items_buffer;
static List<VisualShader::Connection> copy_connections_buffer;
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void _clear_copy_buffer();
void _copy_nodes(bool p_cut);
void _paste_nodes(bool p_use_custom_position = false, const Vector2 &p_custom_position = Vector2());
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Vector<Ref<VisualShaderNodePlugin>> plugins;
Ref<VisualShaderGraphPlugin> graph_plugin;
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void _mode_selected(int p_id);
void _custom_mode_toggled(bool p_enabled);
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void _input_select_item(Ref<VisualShaderNodeInput> p_input, const String &p_name);
void _parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, const String &p_name);
void _varying_select_item(Ref<VisualShaderNodeVarying> p_varying, const String &p_name);
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void _float_constant_selected(int p_which);
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VisualShader::Type get_current_shader_type() const;
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void _add_input_port(int p_node, int p_port, int p_port_type, const String &p_name);
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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 *p_line_edit, int p_node, int p_port);
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void _add_output_port(int p_node, int p_port, int p_port_type, const String &p_name);
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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 *p_line_edit, int p_node, int p_port);
void _expand_output_port(int p_node, int p_port, bool p_expand);
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void _expression_focus_out(Object *p_code_edit, int p_node);
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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);
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void _preview_select_port(int p_node, int p_port);
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void _graph_gui_input(const Ref<InputEvent> &p_event);
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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();
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void _varying_create();
void _varying_name_changed(const String &p_name);
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void _varying_deleted();
void _varying_selected();
void _varying_unselected();
void _update_varying_tree();
void _set_custom_node_option(int p_index, int p_node, int p_op);
Vector2 menu_point;
void _node_menu_id_pressed(int p_idx);
void _connection_menu_id_pressed(int p_idx);
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);
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bool _is_available(int p_mode);
void _update_parameters(bool p_update_refs);
void _update_parameter_refs(HashSet<String> &p_names);
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void _update_varyings();
void _update_options_menu_deferred();
void _rebuild_shader_deferred();
void _visibility_changed();
void _get_current_mode_limits(int &r_begin_type, int &r_end_type) const;
void _update_custom_script(const Ref<Script> &p_script);
void _script_created(const Ref<Script> &p_script);
void _resource_saved(const Ref<Resource> &p_resource);
void _resource_removed(const Ref<Resource> &p_resource);
void _resources_removed();
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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);
VisualShaderGraphPlugin *get_graph_plugin() { return graph_plugin.ptr(); }
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void clear_custom_types();
void add_custom_type(const String &p_name, const String &p_type, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend);
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Dictionary get_custom_node_data(Ref<VisualShaderNodeCustom> &p_custom_node);
void update_custom_type(const Ref<Resource> &p_resource);
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virtual Size2 get_minimum_size() const override;
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void edit(VisualShader *p_visual_shader);
VisualShaderEditor();
};
class VisualShaderNodePluginDefault : public VisualShaderNodePlugin {
GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin);
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public:
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virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) override;
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};
class EditorPropertyVisualShaderMode : public EditorProperty {
GDCLASS(EditorPropertyVisualShaderMode, EditorProperty);
OptionButton *options = nullptr;
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void _option_selected(int p_which);
protected:
static void _bind_methods();
public:
void setup(const Vector<String> &p_options);
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virtual void update_property() override;
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void set_option_button_clip(bool p_enable);
EditorPropertyVisualShaderMode();
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};
class EditorInspectorVisualShaderModePlugin : public EditorInspectorPlugin {
GDCLASS(EditorInspectorVisualShaderModePlugin, EditorInspectorPlugin);
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public:
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virtual bool can_handle(Object *p_object) override;
virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide = false) override;
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};
class VisualShaderNodePortPreview : public Control {
GDCLASS(VisualShaderNodePortPreview, Control);
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Ref<VisualShader> shader;
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
int node = 0;
int port = 0;
bool is_valid = false;
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void _shader_changed(); //must regen
protected:
void _notification(int p_what);
static void _bind_methods();
public:
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virtual Size2 get_minimum_size() const override;
void setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid);
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};
class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(VisualShaderConversionPlugin, EditorResourceConversionPlugin);
public:
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virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
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#endif // VISUAL_SHADER_EDITOR_PLUGIN_H