Improve performance of Undo:change node position in visual shader

This commit is contained in:
Yuri Roubinsky 2020-09-09 11:21:38 +03:00
parent 9568bcf166
commit ea49d8b9d5
3 changed files with 27 additions and 4 deletions

View File

@ -93,6 +93,7 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
edit_type = edit_type_standart;
particles_mode = false;
}
visual_shader->set_shader_type(get_current_shader_type());
} else {
if (visual_shader.is_valid()) {
if (visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) {
@ -540,6 +541,7 @@ void VisualShaderEditor::_update_graph() {
String expression = "";
GraphNode *node = memnew(GraphNode);
visual_shader->set_graph_node(type, nodes[n_i], node);
if (is_group) {
size = group_node->get_size();
@ -1518,14 +1520,10 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
VisualShader::Type type = get_current_shader_type();
updating = true;
undo_redo->create_action(TTR("Node Moved"));
undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
updating = false;
}
void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
@ -2055,6 +2053,7 @@ void VisualShaderEditor::_delete_nodes() {
}
void VisualShaderEditor::_mode_selected(int p_id) {
visual_shader->set_shader_type(VisualShader::Type(p_id));
_update_options_menu();
_update_graph();
}

View File

@ -317,6 +317,17 @@ VisualShaderNodeCustom::VisualShaderNodeCustom() {
/////////////////////////////////////////////////////////
void VisualShader::set_graph_node(Type p_type, int p_id, GraphNode *p_graph_node) {
ERR_FAIL_INDEX(p_type, TYPE_MAX);
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
g->nodes[p_id].graph_node = p_graph_node;
}
void VisualShader::set_shader_type(Type p_type) {
current_type = p_type;
}
void VisualShader::set_version(const String &p_version) {
version = p_version;
}
@ -400,6 +411,11 @@ void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_pos
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
g->nodes[p_id].position = p_position;
if (current_type == p_type) {
if (g->nodes[p_id].graph_node != nullptr) {
g->nodes[p_id].graph_node->set_offset(p_position);
}
}
}
Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {

View File

@ -33,6 +33,7 @@
#include "core/string_builder.h"
#include "scene/gui/control.h"
#include "scene/gui/graph_edit.h"
#include "scene/resources/shader.h"
class VisualShaderNodeUniform;
@ -69,10 +70,13 @@ public:
};
private:
Type current_type;
struct Node {
Ref<VisualShaderNode> node;
Vector2 position;
List<int> prev_connected_nodes;
GraphNode *graph_node;
};
struct Graph {
@ -124,6 +128,10 @@ protected:
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public: // internal methods
void set_graph_node(Type p_type, int p_id, GraphNode *p_graph_node);
void set_shader_type(Type p_type);
public:
void set_version(const String &p_version);
String get_version() const;