Merge pull request #36172 from Chaosus/vs_custom_highend

Added virtual method to VisualShaderNodeCustom to enable high-end mark
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Rémi Verschelde 2020-02-13 09:10:18 +01:00 committed by GitHub
commit d661ca5357
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 19 additions and 3 deletions

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@ -143,6 +143,14 @@
Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the root of the main category (see [method _get_category]).
</description>
</method>
<method name="_is_highend" qualifiers="virtual">
<return type="bool">
</return>
<description>
Override this method to enable high-end mark in the Visual Shader Editor's members dialog.
Defining this method is [b]optional[/b]. If not overridden, it's false.
</description>
</method>
</methods>
<constants>
</constants>

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@ -116,7 +116,7 @@ void VisualShaderEditor::clear_custom_types() {
}
}
void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory) {
void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory, bool p_highend) {
ERR_FAIL_COND(!p_name.is_valid_identifier());
ERR_FAIL_COND(!p_script.is_valid());
@ -135,6 +135,7 @@ void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script>
ao.description = p_description;
ao.category = p_category;
ao.sub_category = p_subcategory;
ao.highend = p_highend;
ao.is_custom = true;
bool begin = false;
@ -247,6 +248,11 @@ void VisualShaderEditor::update_custom_nodes() {
subcategory = (String)ref->call("_get_subcategory");
}
bool highend = false;
if (ref->has_method("_is_highend")) {
highend = (bool)ref->call("_is_highend");
}
Dictionary dict;
dict["name"] = name;
dict["script"] = script;
@ -254,6 +260,7 @@ void VisualShaderEditor::update_custom_nodes() {
dict["return_icon_type"] = return_icon_type;
dict["category"] = category;
dict["subcategory"] = subcategory;
dict["highend"] = highend;
String key;
key = category;
@ -277,7 +284,7 @@ void VisualShaderEditor::update_custom_nodes() {
const Dictionary &value = (Dictionary)added[key];
add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["subcategory"]);
add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["subcategory"], value["highend"]);
}
_update_options_menu();

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@ -265,7 +265,7 @@ public:
static VisualShaderEditor *get_singleton() { return singleton; }
void clear_custom_types();
void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory);
void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory, bool p_highend);
virtual Size2 get_minimum_size() const;
void edit(VisualShader *p_visual_shader);

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@ -276,6 +276,7 @@ void VisualShaderNodeCustom::_bind_methods() {
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
}
VisualShaderNodeCustom::VisualShaderNodeCustom() {