Merge pull request #41898 from Chaosus/vs_performance_fix
Improve performance of Undo:change node position in visual shader
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4d34677623
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@ -93,6 +93,7 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
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edit_type = edit_type_standart;
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particles_mode = false;
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}
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visual_shader->set_shader_type(get_current_shader_type());
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} else {
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if (visual_shader.is_valid()) {
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if (visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) {
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@ -540,6 +541,7 @@ void VisualShaderEditor::_update_graph() {
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String expression = "";
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GraphNode *node = memnew(GraphNode);
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visual_shader->set_graph_node(type, nodes[n_i], node);
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if (is_group) {
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size = group_node->get_size();
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@ -1518,14 +1520,10 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
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void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
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VisualShader::Type type = get_current_shader_type();
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updating = true;
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undo_redo->create_action(TTR("Node Moved"));
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undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
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undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
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undo_redo->add_do_method(this, "_update_graph");
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undo_redo->add_undo_method(this, "_update_graph");
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undo_redo->commit_action();
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updating = false;
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}
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void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
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@ -2055,6 +2053,7 @@ void VisualShaderEditor::_delete_nodes() {
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}
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void VisualShaderEditor::_mode_selected(int p_id) {
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visual_shader->set_shader_type(VisualShader::Type(p_id));
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_update_options_menu();
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_update_graph();
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}
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@ -317,6 +317,17 @@ VisualShaderNodeCustom::VisualShaderNodeCustom() {
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/////////////////////////////////////////////////////////
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void VisualShader::set_graph_node(Type p_type, int p_id, GraphNode *p_graph_node) {
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ERR_FAIL_INDEX(p_type, TYPE_MAX);
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Graph *g = &graph[p_type];
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ERR_FAIL_COND(!g->nodes.has(p_id));
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g->nodes[p_id].graph_node = p_graph_node;
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}
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void VisualShader::set_shader_type(Type p_type) {
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current_type = p_type;
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}
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void VisualShader::set_version(const String &p_version) {
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version = p_version;
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}
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@ -400,6 +411,11 @@ void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_pos
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Graph *g = &graph[p_type];
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ERR_FAIL_COND(!g->nodes.has(p_id));
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g->nodes[p_id].position = p_position;
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if (current_type == p_type) {
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if (g->nodes[p_id].graph_node != nullptr) {
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g->nodes[p_id].graph_node->set_offset(p_position);
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}
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}
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}
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Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
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@ -33,6 +33,7 @@
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#include "core/string_builder.h"
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#include "scene/gui/control.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/resources/shader.h"
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class VisualShaderNodeUniform;
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@ -69,10 +70,13 @@ public:
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};
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private:
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Type current_type;
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struct Node {
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Ref<VisualShaderNode> node;
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Vector2 position;
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List<int> prev_connected_nodes;
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GraphNode *graph_node;
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};
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struct Graph {
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@ -124,6 +128,10 @@ protected:
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public: // internal methods
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void set_graph_node(Type p_type, int p_id, GraphNode *p_graph_node);
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void set_shader_type(Type p_type);
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public:
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void set_version(const String &p_version);
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String get_version() const;
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