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mirror of https://github.com/godotengine/godot.git synced 2025-11-13 13:31:48 +00:00

Re-organize UI in the shader editor

This commit is contained in:
Chaosus
2024-12-11 20:32:11 +03:00
parent 4b36c0491e
commit b983a05806
7 changed files with 153 additions and 18 deletions

View File

@@ -211,11 +211,15 @@ class VisualShaderEditor : public ShaderEditor {
String param_filter_name;
EditorProperty *current_prop = nullptr;
VBoxContainer *shader_preview_vbox = nullptr;
Button *site_search = nullptr;
Button *toggle_scripts_button = nullptr;
Control *toggle_scripts_list = nullptr;
GraphEdit *graph = nullptr;
Button *add_node = nullptr;
MenuButton *varying_button = nullptr;
Button *code_preview_button = nullptr;
Button *shader_preview_button = nullptr;
Control *toolbar = nullptr;
int last_to_node = -1;
int last_to_port = -1;
@@ -446,6 +450,8 @@ class VisualShaderEditor : public ShaderEditor {
void _show_shader_preview();
void _toggle_scripts_pressed();
Vector<int> nodes_link_to_frame_buffer; // Contains the nodes that are requested to be linked to a frame. This is used to perform one Undo/Redo operation for dragging nodes.
int frame_node_id_to_link_to = -1;
@@ -633,6 +639,8 @@ class VisualShaderEditor : public ShaderEditor {
void _param_selected();
void _param_unselected();
void _help_open();
protected:
void _notification(int p_what);
static void _bind_methods();
@@ -643,6 +651,7 @@ public:
virtual bool is_unsaved() const override;
virtual void save_external_data(const String &p_str = "") override;
virtual void validate_script() override;
virtual Control *get_top_bar() override;
void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
@@ -651,11 +660,13 @@ public:
void clear_custom_types();
void add_custom_type(const String &p_name, const String &p_type, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend);
void set_toggle_list_control(Control *p_control);
Dictionary get_custom_node_data(Ref<VisualShaderNodeCustom> &p_custom_node);
void update_custom_type(const Ref<Resource> &p_resource);
virtual Size2 get_minimum_size() const override;
void update_toggle_scripts_button();
Ref<VisualShader> get_visual_shader() const { return visual_shader; }