Merge pull request #42031 from Chaosus/vs_fix_ports
[VisualShader] Fixes default node's input port not hiding on connection
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commit
d2b1326562
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@ -142,42 +142,8 @@ void VisualShaderGraphPlugin::update_property_editor(VisualShader::Type p_type,
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if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
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return;
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}
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Control *custom_editor = links[p_node_id].custom_editor;
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if (custom_editor != nullptr) {
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links[p_node_id].graph_node->remove_child(custom_editor);
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memdelete(custom_editor);
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custom_editor = nullptr;
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}
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links[p_node_id].visual_node->set_meta("id", p_node_id);
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links[p_node_id].visual_node->set_meta("shader_type", (int)p_type);
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for (int i = 0; i < VisualShaderEditor::get_singleton()->plugins.size(); i++) {
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custom_editor = VisualShaderEditor::get_singleton()->plugins.write[i]->create_editor(visual_shader, links[p_node_id].visual_node);
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if (custom_editor) {
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break;
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}
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}
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links[p_node_id].visual_node->remove_meta("id");
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links[p_node_id].visual_node->remove_meta("shader_type");
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links[p_node_id].custom_editor = custom_editor;
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if (custom_editor) {
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links[p_node_id].graph_node->add_child(custom_editor);
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links[p_node_id].graph_node->move_child(custom_editor, links[p_node_id].editor_pos);
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Ref<VisualShaderNode> vsnode = Ref<VisualShaderNode>(links[p_node_id].visual_node);
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Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
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Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
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Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
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Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
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Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
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Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
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if (float_uniform.is_valid() || int_uniform.is_valid() || vec3_uniform.is_valid() || color_uniform.is_valid() || bool_uniform.is_valid() || transform_uniform.is_valid()) {
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custom_editor->call_deferred("_show_prop_names", true);
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}
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}
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links[p_node_id].graph_node->set_size(Vector2(-1, -1));
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remove_node(p_type, p_node_id);
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add_node(p_type, p_node_id);
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}
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void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
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@ -247,21 +213,13 @@ void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
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}
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void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
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links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr, nullptr, -1 });
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links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr });
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}
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void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
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links[p_node_id].output_ports.insert(p_port, { p_button });
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}
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void VisualShaderGraphPlugin::register_custom_editor(int p_node_id, Control *p_custom_editor) {
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links[p_node_id].custom_editor = p_custom_editor;
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}
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void VisualShaderGraphPlugin::register_editor_pos(int p_node_id, int p_pos) {
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links[p_node_id].editor_pos = p_pos;
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}
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void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
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if (p_type != visual_shader->get_shader_type()) {
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return;
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@ -379,10 +337,8 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
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if (custom_editor && !float_uniform.is_valid() && !int_uniform.is_valid() && !vec3_uniform.is_valid() && !bool_uniform.is_valid() && !transform_uniform.is_valid() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
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//will be embedded in first port
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} else if (custom_editor) {
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register_editor_pos(p_id, port_offset);
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port_offset++;
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node->add_child(custom_editor);
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register_custom_editor(p_id, custom_editor);
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if (color_uniform.is_valid()) {
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custom_editor->call_deferred("_show_prop_names", true);
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}
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@ -454,12 +410,14 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
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default_value = vsnode->get_input_port_default_value(i);
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}
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if (default_value.get_type() != Variant::NIL) { // only a label
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Button *button = memnew(Button);
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hb->add_child(button);
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button->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
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register_default_input_button(p_id, i, button);
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button->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
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if (default_value.get_type() != Variant::NIL) { // only a label
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set_input_port_default_value(p_type, p_id, i, default_value);
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} else {
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button->hide();
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}
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if (i == 0 && custom_editor) {
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@ -654,12 +612,19 @@ void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
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void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
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if (visual_shader->get_shader_type() == p_type) {
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VisualShaderEditor::get_singleton()->graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
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if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
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links[p_to_node].input_ports[p_to_port].default_input_button->hide();
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}
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}
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}
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void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
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if (visual_shader->get_shader_type() == p_type) {
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VisualShaderEditor::get_singleton()->graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
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if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
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links[p_to_node].input_ports[p_to_port].default_input_button->show();
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set_input_port_default_value(p_type, p_to_node, p_to_port, links[p_to_node].visual_node->get_input_port_default_value(p_to_port));
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}
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}
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}
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@ -71,8 +71,6 @@ private:
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Map<int, InputPort> input_ports;
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Map<int, Port> output_ports;
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VBoxContainer *preview_box;
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Control *custom_editor;
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int editor_pos;
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};
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Ref<VisualShader> visual_shader;
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@ -88,8 +86,6 @@ public:
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void set_connections(List<VisualShader::Connection> &p_connections);
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void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node);
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void register_output_port(int p_id, int p_port, TextureButton *p_button);
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void register_custom_editor(int p_node_id, Control *p_custom_editor);
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void register_editor_pos(int p_node_id, int p_pos);
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void clear_links();
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void set_shader_type(VisualShader::Type p_type);
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bool is_preview_visible(int p_id) const;
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