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Select and move multiple nodes at once

This commit is contained in:
Mariano Javier Suligoy
2015-07-19 01:48:46 -03:00
parent 5b71fc45b7
commit bdd12744fe
9 changed files with 2907 additions and 2783 deletions

View File

@@ -41,187 +41,189 @@
#include "tools/editor/property_editor.h"
#include "scene/resources/shader_graph.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
@author Juan Linietsky <reduzio@gmail.com>
*/
class GraphColorRampEdit : public Control {
OBJ_TYPE(GraphColorRampEdit,Control);
OBJ_TYPE(GraphColorRampEdit,Control);
struct Point {
struct Point {
float offset;
Color color;
bool operator<(const Point& p_ponit) const {
return offset<p_ponit.offset;
}
};
float offset;
Color color;
bool operator<(const Point& p_ponit) const {
return offset<p_ponit.offset;
}
};
PopupPanel *popup;
ColorPicker *picker;
PopupPanel *popup;
ColorPicker *picker;
bool grabbing;
int grabbed;
float grabbed_at;
Vector<Point> points;
bool grabbing;
int grabbed;
float grabbed_at;
Vector<Point> points;
void _color_changed(const Color& p_color);
void _color_changed(const Color& p_color);
protected:
void _input_event(const InputEvent& p_event);
void _notification(int p_what);
static void _bind_methods();
void _input_event(const InputEvent& p_event);
void _notification(int p_what);
static void _bind_methods();
public:
void set_ramp(const Vector<float>& p_offsets,const Vector<Color>& p_colors);
Vector<float> get_offsets() const;
Vector<Color> get_colors() const;
virtual Size2 get_minimum_size() const;
GraphColorRampEdit();
void set_ramp(const Vector<float>& p_offsets,const Vector<Color>& p_colors);
Vector<float> get_offsets() const;
Vector<Color> get_colors() const;
virtual Size2 get_minimum_size() const;
GraphColorRampEdit();
};
class GraphCurveMapEdit : public Control {
OBJ_TYPE(GraphCurveMapEdit,Control);
OBJ_TYPE(GraphCurveMapEdit,Control);
struct Point {
struct Point {
float offset;
float height;
bool operator<(const Point& p_ponit) const {
return offset<p_ponit.offset;
}
};
float offset;
float height;
bool operator<(const Point& p_ponit) const {
return offset<p_ponit.offset;
}
};
bool grabbing;
int grabbed;
Vector<Point> points;
bool grabbing;
int grabbed;
Vector<Point> points;
void _plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector2& p_c,const Vector2& p_d);
void _plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector2& p_c,const Vector2& p_d);
protected:
void _input_event(const InputEvent& p_event);
void _notification(int p_what);
static void _bind_methods();
void _input_event(const InputEvent& p_event);
void _notification(int p_what);
static void _bind_methods();
public:
void set_points(const Vector<Vector2>& p_points);
Vector<Vector2> get_points() const;
virtual Size2 get_minimum_size() const;
GraphCurveMapEdit();
void set_points(const Vector<Vector2>& p_points);
Vector<Vector2> get_points() const;
virtual Size2 get_minimum_size() const;
GraphCurveMapEdit();
};
class ShaderGraphView : public Node {
OBJ_TYPE(ShaderGraphView,Node);
OBJ_TYPE(ShaderGraphView,Node);
CustomPropertyEditor *ped_popup;
bool block_update;
CustomPropertyEditor *ped_popup;
bool block_update;
Label *status;
GraphEdit *graph_edit;
Ref<ShaderGraph> graph;
int edited_id;
Label *status;
GraphEdit *graph_edit;
Ref<ShaderGraph> graph;
int edited_id;
ShaderGraph::ShaderType type;
ShaderGraph::ShaderType type;
void _update_graph();
void _create_node(int p_id);
void _update_graph();
void _create_node(int p_id);
void _connection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _disconnection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _connection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _disconnection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _node_removed(int p_id);
void _node_moved(const Vector2& p_from, const Vector2& p_to,int p_id);
void _move_node(int p_id,const Vector2& p_to);
void _node_removed(int p_id);
void _begin_node_move();
void _node_moved(const Vector2& p_from, const Vector2& p_to,int p_id);
void _end_node_move();
void _move_node(int p_id,const Vector2& p_to);
void _scalar_const_changed(double p_value,int p_id);
void _vec_const_changed(double p_value, int p_id, Array p_arr);
void _rgb_const_changed(const Color& p_color, int p_id);
void _xform_const_changed(int p_id,Node* p_button);
void _scalar_op_changed(int p_op, int p_id);
void _vec_op_changed(int p_op, int p_id);
void _vec_scalar_op_changed(int p_op, int p_id);
void _rgb_op_changed(int p_op, int p_id);
void _xform_inv_rev_changed(bool p_enabled, int p_id);
void _scalar_func_changed(int p_func, int p_id);
void _vec_func_changed(int p_func, int p_id);
void _scalar_input_changed(double p_value,int p_id);
void _vec_input_changed(double p_value, int p_id, Array p_arr);
void _xform_input_changed(int p_id,Node* p_button);
void _rgb_input_changed(const Color& p_color, int p_id);
void _tex_input_change(int p_id,Node* p_button);
void _cube_input_change(int p_id);
void _input_name_changed(const String& p_name,int p_id,Node* p_line_edit);
void _tex_edited(int p_id,Node* p_button);
void _cube_edited(int p_id,Node* p_button);
void _variant_edited();
void _comment_edited(int p_id,Node* p_button);
void _color_ramp_changed(int p_id,Node* p_ramp);
void _curve_changed(int p_id,Node* p_curve);
void _sg_updated();
Map<int,GraphNode*> node_map;
void _scalar_const_changed(double p_value,int p_id);
void _vec_const_changed(double p_value, int p_id, Array p_arr);
void _rgb_const_changed(const Color& p_color, int p_id);
void _xform_const_changed(int p_id,Node* p_button);
void _scalar_op_changed(int p_op, int p_id);
void _vec_op_changed(int p_op, int p_id);
void _vec_scalar_op_changed(int p_op, int p_id);
void _rgb_op_changed(int p_op, int p_id);
void _xform_inv_rev_changed(bool p_enabled, int p_id);
void _scalar_func_changed(int p_func, int p_id);
void _vec_func_changed(int p_func, int p_id);
void _scalar_input_changed(double p_value,int p_id);
void _vec_input_changed(double p_value, int p_id, Array p_arr);
void _xform_input_changed(int p_id,Node* p_button);
void _rgb_input_changed(const Color& p_color, int p_id);
void _tex_input_change(int p_id,Node* p_button);
void _cube_input_change(int p_id);
void _input_name_changed(const String& p_name,int p_id,Node* p_line_edit);
void _tex_edited(int p_id,Node* p_button);
void _cube_edited(int p_id,Node* p_button);
void _variant_edited();
void _comment_edited(int p_id,Node* p_button);
void _color_ramp_changed(int p_id,Node* p_ramp);
void _curve_changed(int p_id,Node* p_curve);
void _sg_updated();
Map<int,GraphNode*> node_map;
protected:
void _notification(int p_what);
static void _bind_methods();
void _notification(int p_what);
static void _bind_methods();
public:
void add_node(int p_type, const Vector2 &location);
GraphEdit *get_graph_edit() { return graph_edit; }
void set_graph(Ref<ShaderGraph> p_graph);
GraphEdit *get_graph_edit() { return graph_edit; }
void set_graph(Ref<ShaderGraph> p_graph);
ShaderGraphView(ShaderGraph::ShaderType p_type=ShaderGraph::SHADER_TYPE_FRAGMENT);
ShaderGraphView(ShaderGraph::ShaderType p_type=ShaderGraph::SHADER_TYPE_FRAGMENT);
};
class ShaderGraphEditor : public VBoxContainer {
OBJ_TYPE(ShaderGraphEditor,VBoxContainer);
OBJ_TYPE(ShaderGraphEditor,VBoxContainer);
PopupMenu *popup;
TabContainer *tabs;
ShaderGraphView *graph_edits[ShaderGraph::SHADER_TYPE_MAX];
static const char* node_names[ShaderGraph::NODE_TYPE_MAX];
TabContainer *tabs;
ShaderGraphView *graph_edits[ShaderGraph::SHADER_TYPE_MAX];
static const char* node_names[ShaderGraph::NODE_TYPE_MAX];
Vector2 next_location;
bool _2d;
void _add_node(int p_type);
bool _2d;
void _add_node(int p_type);
void _popup_requested(const Vector2 &p_position);
protected:
void _notification(int p_what);
static void _bind_methods();
void _notification(int p_what);
static void _bind_methods();
public:
void edit(Ref<ShaderGraph> p_shader);
ShaderGraphEditor(bool p_2d);
void edit(Ref<ShaderGraph> p_shader);
ShaderGraphEditor(bool p_2d);
};
class ShaderGraphEditorPlugin : public EditorPlugin {
OBJ_TYPE( ShaderGraphEditorPlugin, EditorPlugin );
OBJ_TYPE( ShaderGraphEditorPlugin, EditorPlugin );
bool _2d;
ShaderGraphEditor *shader_editor;
EditorNode *editor;
bool _2d;
ShaderGraphEditor *shader_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "ShaderGraph"; }
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);
virtual String get_name() const { return "ShaderGraph"; }
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);
ShaderGraphEditorPlugin(EditorNode *p_node,bool p_2d);
~ShaderGraphEditorPlugin();
ShaderGraphEditorPlugin(EditorNode *p_node,bool p_2d);
~ShaderGraphEditorPlugin();
};
#endif