godot/scene/gui/graph_node.h

206 lines
6.7 KiB
C++

/*************************************************************************/
/* graph_node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GRAPH_NODE_H
#define GRAPH_NODE_H
#include "scene/gui/container.h"
#include "scene/resources/text_line.h"
class GraphNode : public Container {
GDCLASS(GraphNode, Container);
public:
enum Overlay {
OVERLAY_DISABLED,
OVERLAY_BREAKPOINT,
OVERLAY_POSITION
};
private:
struct Slot {
bool enable_left = false;
int type_left = 0;
Color color_left = Color(1, 1, 1, 1);
bool enable_right = false;
int type_right = 0;
Color color_right = Color(1, 1, 1, 1);
Ref<Texture2D> custom_slot_left;
Ref<Texture2D> custom_slot_right;
bool draw_stylebox = true;
};
String title;
Ref<TextLine> title_buf;
Dictionary opentype_features;
String language;
TextDirection text_direction = TEXT_DIRECTION_AUTO;
bool show_close = false;
Vector2 position_offset;
bool comment = false;
bool resizable = false;
bool resizing = false;
Vector2 resizing_from;
Vector2 resizing_from_size;
Rect2 close_rect;
Vector<int> cache_y;
struct ConnCache {
Vector2 pos;
int type = 0;
Color color;
int height;
};
Vector<ConnCache> conn_input_cache;
Vector<ConnCache> conn_output_cache;
HashMap<int, Slot> slot_info;
bool connpos_dirty = true;
void _connpos_update();
void _resort();
void _shape();
Vector2 drag_from;
bool selected = false;
Overlay overlay = OVERLAY_DISABLED;
#ifdef TOOLS_ENABLED
void _edit_set_position(const Point2 &p_position) override;
void _validate_property(PropertyInfo &property) const override;
#endif
protected:
virtual void gui_input(const Ref<InputEvent> &p_ev) override;
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
bool has_point(const Point2 &p_point) const override;
void set_slot(int p_idx, bool p_enable_left, int p_type_left, const Color &p_color_left, bool p_enable_right, int p_type_right, const Color &p_color_right, const Ref<Texture2D> &p_custom_left = Ref<Texture2D>(), const Ref<Texture2D> &p_custom_right = Ref<Texture2D>(), bool p_draw_stylebox = true);
void clear_slot(int p_idx);
void clear_all_slots();
bool is_slot_enabled_left(int p_idx) const;
void set_slot_enabled_left(int p_idx, bool p_enable_left);
void set_slot_type_left(int p_idx, int p_type_left);
int get_slot_type_left(int p_idx) const;
void set_slot_color_left(int p_idx, const Color &p_color_left);
Color get_slot_color_left(int p_idx) const;
bool is_slot_enabled_right(int p_idx) const;
void set_slot_enabled_right(int p_idx, bool p_enable_right);
void set_slot_type_right(int p_idx, int p_type_right);
int get_slot_type_right(int p_idx) const;
void set_slot_color_right(int p_idx, const Color &p_color_right);
Color get_slot_color_right(int p_idx) const;
bool is_slot_draw_stylebox(int p_idx) const;
void set_slot_draw_stylebox(int p_idx, bool p_enable);
void set_title(const String &p_title);
String get_title() const;
void set_text_direction(TextDirection p_text_direction);
TextDirection get_text_direction() const;
void set_opentype_feature(const String &p_name, int p_value);
int get_opentype_feature(const String &p_name) const;
void clear_opentype_features();
void set_language(const String &p_language);
String get_language() const;
void set_position_offset(const Vector2 &p_offset);
Vector2 get_position_offset() const;
void set_selected(bool p_selected);
bool is_selected();
void set_drag(bool p_drag);
Vector2 get_drag_from();
void set_show_close_button(bool p_enable);
bool is_close_button_visible() const;
int get_connection_input_count();
int get_connection_input_height(int p_idx);
Vector2 get_connection_input_position(int p_idx);
int get_connection_input_type(int p_idx);
Color get_connection_input_color(int p_idx);
int get_connection_output_count();
int get_connection_output_height(int p_idx);
Vector2 get_connection_output_position(int p_idx);
int get_connection_output_type(int p_idx);
Color get_connection_output_color(int p_idx);
void set_overlay(Overlay p_overlay);
Overlay get_overlay() const;
void set_comment(bool p_enable);
bool is_comment() const;
void set_resizable(bool p_enable);
bool is_resizable() const;
virtual Size2 get_minimum_size() const override;
virtual Vector<int> get_allowed_size_flags_horizontal() const override;
virtual Vector<int> get_allowed_size_flags_vertical() const override;
bool is_resizing() const {
return resizing;
}
GraphNode();
};
VARIANT_ENUM_CAST(GraphNode::Overlay)
#endif // GRAPH_NODE_H