d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
158 lines
4.8 KiB
C++
158 lines
4.8 KiB
C++
/*************************************************************************/
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/* graph_edit.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GRAPH_EDIT_H
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#define GRAPH_EDIT_H
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#include "scene/gui/graph_node.h"
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#include "scene/gui/scroll_bar.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/tool_button.h"
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#include "texture_frame.h"
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class GraphEdit;
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class GraphEditFilter : public Control {
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OBJ_TYPE(GraphEditFilter,Control);
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friend class GraphEdit;
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GraphEdit *ge;
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virtual bool has_point(const Point2& p_point) const;
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public:
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GraphEditFilter(GraphEdit *p_edit);
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};
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class GraphEdit : public Control {
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OBJ_TYPE(GraphEdit,Control);
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public:
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struct Connection {
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StringName from;
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StringName to;
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int from_port;
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int to_port;
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};
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private:
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ToolButton *zoom_minus;
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ToolButton *zoom_reset;
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ToolButton *zoom_plus;
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void _zoom_minus();
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void _zoom_reset();
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void _zoom_plus();
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HScrollBar* h_scroll;
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VScrollBar* v_scroll;
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bool connecting;
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String connecting_from;
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bool connecting_out;
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int connecting_index;
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int connecting_type;
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Color connecting_color;
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bool connecting_target;
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Vector2 connecting_to;
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String connecting_target_to;
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int connecting_target_index;
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bool dragging;
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bool just_selected;
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Vector2 drag_accum;
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Point2 drag_origin; // Workaround for GH-5907
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float zoom;
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bool box_selecting;
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bool box_selection_mode_aditive;
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Point2 box_selecting_from;
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Point2 box_selecting_to;
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Rect2 box_selecting_rect;
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List<GraphNode*> previus_selected;
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bool right_disconnects;
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bool updating;
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List<Connection> connections;
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void _draw_cos_line(const Vector2& p_from, const Vector2& p_to,const Color& p_color);
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void _graph_node_raised(Node* p_gn);
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void _graph_node_moved(Node *p_gn);
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void _update_scroll();
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void _scroll_moved(double);
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void _input_event(const InputEvent& p_ev);
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GraphEditFilter *top_layer;
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void _top_layer_input(const InputEvent& p_ev);
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void _top_layer_draw();
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void _update_scroll_offset();
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Array _get_connection_list() const;
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friend class GraphEditFilter;
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bool _filter_input(const Point2& p_point);
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protected:
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static void _bind_methods();
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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void _notification(int p_what);
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virtual bool clips_input() const;
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public:
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Error connect_node(const StringName& p_from, int p_from_port,const StringName& p_to,int p_to_port);
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bool is_node_connected(const StringName& p_from, int p_from_port,const StringName& p_to,int p_to_port);
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void disconnect_node(const StringName& p_from, int p_from_port,const StringName& p_to,int p_to_port);
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void clear_connections();
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void set_zoom(float p_zoom);
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float get_zoom() const;
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GraphEditFilter *get_top_layer() const { return top_layer; }
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void get_connection_list(List<Connection> *r_connections) const;
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void set_right_disconnects(bool p_enable);
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bool is_right_disconnects_enabled() const;
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Vector2 get_scroll_ofs() const;
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GraphEdit();
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};
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#endif // GRAPHEdit_H
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