Update shader graph if mode is changed
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4566db2a16
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@ -690,19 +690,7 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
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}
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#endif
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visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
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if (visual_shader->get_mode() == VisualShader::MODE_PARTICLES) {
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edit_type_standart->set_visible(false);
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edit_type_particles->set_visible(true);
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edit_type = edit_type_particles;
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particles_mode = true;
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} else {
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edit_type_particles->set_visible(false);
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edit_type_standart->set_visible(true);
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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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_set_mode(visual_shader->get_mode());
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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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@ -1010,6 +998,21 @@ void VisualShaderEditor::_update_options_menu() {
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}
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}
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void VisualShaderEditor::_set_mode(int p_which) {
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if (p_which == VisualShader::MODE_PARTICLES) {
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edit_type_standart->set_visible(false);
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edit_type_particles->set_visible(true);
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edit_type = edit_type_particles;
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particles_mode = true;
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} else {
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edit_type_particles->set_visible(false);
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edit_type_standart->set_visible(true);
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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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}
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Size2 VisualShaderEditor::get_minimum_size() const {
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return Size2(10, 200);
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}
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@ -2308,7 +2311,7 @@ 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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visual_shader->set_shader_type(particles_mode ? VisualShader::Type(p_id + 3) : 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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@ -2611,6 +2614,7 @@ void VisualShaderEditor::_bind_methods() {
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ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
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ClassDB::bind_method("_clear_buffer", &VisualShaderEditor::_clear_buffer);
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ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
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ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
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ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
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ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
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@ -3628,6 +3632,10 @@ void EditorPropertyShaderMode::_option_selected(int p_which) {
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//do is easy
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undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
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undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
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undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_set_mode", p_which);
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undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_set_mode", visual_shader->get_mode());
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//now undo is hell
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//1. restore connections to output
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@ -251,6 +251,7 @@ class VisualShaderEditor : public VBoxContainer {
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void _add_texture_node(const String &p_path);
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VisualShaderNode *_add_node(int p_idx, int p_op_idx = -1);
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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();
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void _update_preview();
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