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authorJuan Linietsky2014-02-09 22:10:30 -0300
committerJuan Linietsky2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /tools/editor/plugins/shader_graph_editor_plugin.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
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+/*************************************************************************/
+/* shader_graph_editor_plugin.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 SHADER_GRAPH_EDITOR_PLUGIN_H
+#define SHADER_GRAPH_EDITOR_PLUGIN_H
+
+#if 0
+#include "tools/editor/editor_plugin.h"
+#include "tools/editor/editor_node.h"
+#include "scene/resources/shader.h"
+#include "servers/visual/shader_graph.h"
+#include "scene/gui/tree.h"
+#include "scene/gui/button.h"
+#include "scene/gui/popup.h"
+#include "tools/editor/property_editor.h"
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+
+class ShaderEditor : public Control {
+
+ OBJ_TYPE(ShaderEditor, Control );
+
+ enum MenuAction {
+
+ GRAPH_ADD_NODE,
+ GRAPH_CLEAR,
+ NODE_DISCONNECT,
+ NODE_ERASE,
+
+ };
+
+ enum ClickType {
+ CLICK_NONE,
+ CLICK_NODE,
+ CLICK_INPUT_SLOT,
+ CLICK_OUTPUT_SLOT,
+ CLICK_PARAMETER
+ };
+
+ PopupMenu *node_popup;
+ Popup *add_popup;
+ PopupMenu *vertex_popup;
+ PopupMenu *fragment_popup;
+ PopupMenu *post_popup;
+ Tree *add_types;
+ Button *add_confirm;
+ HScrollBar *h_scroll;
+ VScrollBar *v_scroll;
+
+ Ref<Shader> shader;
+ List<int> order;
+ Set<int> active_nodes;
+ ShaderGraph shader_graph;
+ int last_x,last_y;
+ uint32_t last_id;
+
+ CustomPropertyEditor *property_editor;
+
+ Point2 offset;
+ ClickType click_type;
+ Point2 click_pos;
+ int click_node;
+ int click_slot;
+ Point2 click_motion;
+ ClickType rclick_type;
+ int rclick_node;
+ int rclick_slot;
+
+ Size2 _get_maximum_size();
+ Size2 get_node_size(int p_node) const;
+ void _draw_node(int p_node);
+
+ void _add_node_from_text(const String& p_text);
+ void _update_scrollbars();
+ void _scroll_moved();
+ void _node_param_changed();
+ void _node_add_callback();
+ void _node_add(VisualServer::ShaderNodeType p_type);
+ void _node_edit_property(int p_node);
+ void _node_menu_item(int p_item);
+ void _vertex_item(int p_item);
+ void _fragment_item(int p_item);
+ void _post_item(int p_item);
+
+ ClickType _locate_click(const Point2& p_click,int *p_node_id,int *p_slot_index) const;
+ Point2 _get_slot_pos(int p_node_id,bool p_input,int p_slot);
+
+ Error validate_graph();
+
+ void _read_shader_graph();
+ void _write_shader_graph();
+
+ virtual bool has_point(const Point2& p_point) const;
+protected:
+ void _notification(int p_what);
+ void _input_event(InputEvent p_event);
+ static void _bind_methods();
+public:
+
+ void edit(Ref<Shader> p_shader);
+ ShaderEditor();
+};
+
+class ShaderEditorPlugin : public EditorPlugin {
+
+ OBJ_TYPE( ShaderEditorPlugin, EditorPlugin );
+
+ ShaderEditor *shader_editor;
+ EditorNode *editor;
+
+public:
+
+ virtual String get_name() const { return "Shader"; }
+ bool has_main_screen() const { return false; }
+ virtual void edit(Object *p_node);
+ virtual bool handles(Object *p_node) const;
+ virtual void make_visible(bool p_visible);
+
+ ShaderEditorPlugin(EditorNode *p_node);
+ ~ShaderEditorPlugin();
+
+};
+#endif
+#endif // SHADER_GRAPH_EDITOR_PLUGIN_H