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			598 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			598 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  visual_shader_editor_plugin.h                                         */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 VISUAL_SHADER_EDITOR_PLUGIN_H
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#define VISUAL_SHADER_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "editor/editor_properties.h"
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#include "editor/plugins/editor_resource_conversion_plugin.h"
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#include "scene/resources/syntax_highlighter.h"
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#include "scene/resources/visual_shader.h"
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class CodeEdit;
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class CurveEditor;
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class GraphEdit;
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class GraphNode;
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class MenuButton;
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class PopupPanel;
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class RichTextLabel;
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class Tree;
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class VisualShaderEditor;
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class VisualShaderNodePlugin : public RefCounted {
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	GDCLASS(VisualShaderNodePlugin, RefCounted);
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protected:
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	VisualShaderEditor *vseditor = nullptr;
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protected:
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	static void _bind_methods();
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	GDVIRTUAL2RC(Object *, _create_editor, Ref<Resource>, Ref<VisualShaderNode>)
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public:
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	void set_editor(VisualShaderEditor *p_editor);
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	virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
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};
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class VisualShaderGraphPlugin : public RefCounted {
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	GDCLASS(VisualShaderGraphPlugin, RefCounted);
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private:
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	VisualShaderEditor *editor = nullptr;
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	struct InputPort {
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		Button *default_input_button = nullptr;
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	};
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	struct Port {
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		TextureButton *preview_button = nullptr;
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	};
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	struct Link {
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		VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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		VisualShaderNode *visual_node = nullptr;
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		GraphNode *graph_node = nullptr;
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		bool preview_visible = false;
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		int preview_pos = 0;
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		HashMap<int, InputPort> input_ports;
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		HashMap<int, Port> output_ports;
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		VBoxContainer *preview_box = nullptr;
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		LineEdit *parameter_name = nullptr;
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		CodeEdit *expression_edit = nullptr;
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		CurveEditor *curve_editors[3] = { nullptr, nullptr, nullptr };
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	};
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	Ref<VisualShader> visual_shader;
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	HashMap<int, Link> links;
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	List<VisualShader::Connection> connections;
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	Color vector_expanded_color[4];
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protected:
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	static void _bind_methods();
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public:
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	void set_editor(VisualShaderEditor *p_editor);
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	void register_shader(VisualShader *p_visual_shader);
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	void set_connections(const List<VisualShader::Connection> &p_connections);
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	void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node);
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	void register_output_port(int p_id, int p_port, TextureButton *p_button);
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	void register_parameter_name(int p_id, LineEdit *p_parameter_name);
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	void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
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	void register_expression_edit(int p_node_id, CodeEdit *p_expression_edit);
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	void register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor);
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	void clear_links();
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	void set_shader_type(VisualShader::Type p_type);
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	bool is_preview_visible(int p_id) const;
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	void update_node(VisualShader::Type p_type, int p_id);
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	void update_node_deferred(VisualShader::Type p_type, int p_node_id);
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	void add_node(VisualShader::Type p_type, int p_id, bool p_just_update);
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	void remove_node(VisualShader::Type p_type, int p_id, bool p_just_update);
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	void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
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	void disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
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	void show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id, bool p_is_valid);
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	void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position);
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	void refresh_node_ports(VisualShader::Type p_type, int p_node);
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	void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value);
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	void update_parameter_refs();
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	void set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name);
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	void update_curve(int p_node_id);
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	void update_curve_xyz(int p_node_id);
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	void set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression);
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	int get_constant_index(float p_constant) const;
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	Ref<Script> get_node_script(int p_node_id) const;
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	void update_node_size(int p_node_id);
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	void update_theme();
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	bool is_node_has_parameter_instances_relatively(VisualShader::Type p_type, int p_node) const;
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	VisualShader::Type get_shader_type() const;
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	VisualShaderGraphPlugin();
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	~VisualShaderGraphPlugin();
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};
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class VisualShaderEditedProperty : public RefCounted {
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	GDCLASS(VisualShaderEditedProperty, RefCounted);
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private:
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	Variant edited_property;
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protected:
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	static void _bind_methods();
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public:
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	void set_edited_property(Variant p_variant);
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	Variant get_edited_property() const;
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	VisualShaderEditedProperty() {}
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};
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class VisualShaderEditor : public VBoxContainer {
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	GDCLASS(VisualShaderEditor, VBoxContainer);
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	friend class VisualShaderGraphPlugin;
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	PopupPanel *property_editor_popup = nullptr;
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	EditorProperty *property_editor = nullptr;
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	int editing_node = -1;
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	int editing_port = -1;
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	Ref<VisualShaderEditedProperty> edited_property_holder;
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	Ref<VisualShader> visual_shader;
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	GraphEdit *graph = nullptr;
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	Button *add_node = nullptr;
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	MenuButton *varying_button = nullptr;
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	Button *preview_shader = nullptr;
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	OptionButton *edit_type = nullptr;
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	OptionButton *edit_type_standard = nullptr;
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	OptionButton *edit_type_particles = nullptr;
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	OptionButton *edit_type_sky = nullptr;
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	OptionButton *edit_type_fog = nullptr;
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	CheckBox *custom_mode_box = nullptr;
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	bool custom_mode_enabled = false;
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	bool pending_update_preview = false;
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	bool shader_error = false;
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	Window *preview_window = nullptr;
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	VBoxContainer *preview_vbox = nullptr;
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	CodeEdit *preview_text = nullptr;
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	Ref<CodeHighlighter> syntax_highlighter = nullptr;
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	PanelContainer *error_panel = nullptr;
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	Label *error_label = nullptr;
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	bool pending_custom_scripts_to_delete = false;
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	List<Ref<Script>> custom_scripts_to_delete;
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	bool _block_update_options_menu = false;
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	bool _block_rebuild_shader = false;
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	Point2 saved_node_pos;
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	bool saved_node_pos_dirty = false;
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	ConfirmationDialog *members_dialog = nullptr;
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	VisualShaderNode::PortType members_input_port_type = VisualShaderNode::PORT_TYPE_MAX;
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	VisualShaderNode::PortType members_output_port_type = VisualShaderNode::PORT_TYPE_MAX;
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	PopupMenu *popup_menu = nullptr;
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	PopupMenu *constants_submenu = nullptr;
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	MenuButton *tools = nullptr;
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	ConfirmationDialog *add_varying_dialog = nullptr;
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	OptionButton *varying_type = nullptr;
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	LineEdit *varying_name = nullptr;
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	OptionButton *varying_mode = nullptr;
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	Label *varying_error_label = nullptr;
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	ConfirmationDialog *remove_varying_dialog = nullptr;
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	Tree *varyings = nullptr;
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	PopupPanel *comment_title_change_popup = nullptr;
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	LineEdit *comment_title_change_edit = nullptr;
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	PopupPanel *comment_desc_change_popup = nullptr;
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	TextEdit *comment_desc_change_edit = nullptr;
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	bool preview_first = true;
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	bool preview_showed = false;
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	enum ShaderModeFlags {
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		MODE_FLAGS_SPATIAL_CANVASITEM = 1,
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		MODE_FLAGS_SKY = 2,
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		MODE_FLAGS_PARTICLES = 4,
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		MODE_FLAGS_FOG = 8,
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	};
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	int mode = MODE_FLAGS_SPATIAL_CANVASITEM;
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	enum TypeFlags {
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		TYPE_FLAGS_VERTEX = 1,
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		TYPE_FLAGS_FRAGMENT = 2,
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		TYPE_FLAGS_LIGHT = 4,
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	};
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	enum ParticlesTypeFlags {
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		TYPE_FLAGS_EMIT = 1,
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		TYPE_FLAGS_PROCESS = 2,
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		TYPE_FLAGS_COLLIDE = 4,
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		TYPE_FLAGS_EMIT_CUSTOM = 8,
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		TYPE_FLAGS_PROCESS_CUSTOM = 16,
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	};
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	enum SkyTypeFlags {
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		TYPE_FLAGS_SKY = 1,
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	};
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	enum FogTypeFlags {
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		TYPE_FLAGS_FOG = 1,
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	};
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	enum ToolsMenuOptions {
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		EXPAND_ALL,
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		COLLAPSE_ALL
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	};
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	enum NodeMenuOptions {
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		ADD,
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		SEPARATOR, // ignore
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		CUT,
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		COPY,
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		PASTE,
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		DELETE,
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		DUPLICATE,
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		CLEAR_COPY_BUFFER,
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		SEPARATOR2, // ignore
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		FLOAT_CONSTANTS,
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		CONVERT_CONSTANTS_TO_PARAMETERS,
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		CONVERT_PARAMETERS_TO_CONSTANTS,
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		SEPARATOR3, // ignore
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		SET_COMMENT_TITLE,
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		SET_COMMENT_DESCRIPTION,
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	};
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	enum class VaryingMenuOptions {
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		ADD,
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		REMOVE,
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	};
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	Tree *members = nullptr;
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	AcceptDialog *alert = nullptr;
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	LineEdit *node_filter = nullptr;
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	RichTextLabel *node_desc = nullptr;
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	Label *highend_label = nullptr;
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	void _tools_menu_option(int p_idx);
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	void _show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type = VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PortType p_output_port_type = VisualShaderNode::PORT_TYPE_MAX);
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	void _varying_menu_id_pressed(int p_idx);
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	void _show_add_varying_dialog();
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	void _show_remove_varying_dialog();
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	void _update_nodes();
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	void _update_graph();
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	struct AddOption {
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		String name;
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		String category;
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		String type;
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		String description;
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		Vector<Variant> ops;
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		Ref<Script> script;
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		int mode = 0;
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		int return_type = 0;
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		int func = 0;
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		bool highend = false;
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		bool is_custom = false;
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		bool is_native = false;
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		int temp_idx = 0;
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		AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_type = String(), const String &p_description = String(), const Vector<Variant> &p_ops = Vector<Variant>(), int p_return_type = -1, int p_mode = -1, int p_func = -1, bool p_highend = false) {
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			name = p_name;
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			type = p_type;
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			category = p_category;
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			description = p_description;
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			ops = p_ops;
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			return_type = p_return_type;
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			mode = p_mode;
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			func = p_func;
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			highend = p_highend;
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		}
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	};
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	struct _OptionComparator {
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		_FORCE_INLINE_ bool operator()(const AddOption &a, const AddOption &b) const {
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			return a.category.count("/") > b.category.count("/") || (a.category + "/" + a.name).naturalnocasecmp_to(b.category + "/" + b.name) < 0;
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		}
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	};
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	Vector<AddOption> add_options;
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	int cubemap_node_option_idx;
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	int texture2d_node_option_idx;
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	int texture2d_array_node_option_idx;
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	int texture3d_node_option_idx;
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	int custom_node_option_idx;
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	int curve_node_option_idx;
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	int curve_xyz_node_option_idx;
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	List<String> keyword_list;
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	List<VisualShaderNodeParameterRef> uniform_refs;
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	void _draw_color_over_button(Object *obj, Color p_color);
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	void _setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops);
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	void _add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path = "", int p_node_idx = -1);
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	void _add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type);
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	void _remove_varying(const String &p_name);
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	void _update_options_menu();
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	void _set_mode(int p_which);
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	void _show_preview_text();
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	void _preview_close_requested();
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	void _preview_size_changed();
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	void _update_preview();
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	void _update_next_previews(int p_node_id);
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	void _get_next_nodes_recursively(VisualShader::Type p_type, int p_node_id, LocalVector<int> &r_nodes) const;
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	String _get_description(int p_idx);
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	struct DragOp {
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		VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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		int node = 0;
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		Vector2 from;
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		Vector2 to;
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	};
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	List<DragOp> drag_buffer;
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	bool drag_dirty = false;
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	void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node);
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	void _nodes_dragged();
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	bool updating = false;
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	void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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	void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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	void _scroll_changed(const Vector2 &p_scroll);
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	void _node_selected(Object *p_node);
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	void _delete_nodes(int p_type, const List<int> &p_nodes);
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	void _delete_node_request(int p_type, int p_node);
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	void _delete_nodes_request(const TypedArray<StringName> &p_nodes);
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	void _node_changed(int p_id);
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	void _edit_port_default_input(Object *p_button, int p_node, int p_port);
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	void _port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing);
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	int to_node = -1;
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	int to_slot = -1;
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	int from_node = -1;
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	int from_slot = -1;
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	HashSet<int> selected_constants;
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	HashSet<int> selected_parameters;
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	int selected_comment = -1;
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	int selected_float_constant = -1;
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	void _convert_constants_to_parameters(bool p_vice_versa);
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	void _replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to);
 | 
						|
	void _update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port);
 | 
						|
	void _update_parameter(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port);
 | 
						|
 | 
						|
	void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
 | 
						|
	void _connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position);
 | 
						|
 | 
						|
	void _comment_title_popup_show(const Point2 &p_position, int p_node_id);
 | 
						|
	void _comment_title_popup_hide();
 | 
						|
	void _comment_title_popup_focus_out();
 | 
						|
	void _comment_title_text_changed(const String &p_new_text);
 | 
						|
	void _comment_title_text_submitted(const String &p_new_text);
 | 
						|
 | 
						|
	void _comment_desc_popup_show(const Point2 &p_position, int p_node_id);
 | 
						|
	void _comment_desc_popup_hide();
 | 
						|
	void _comment_desc_confirm();
 | 
						|
	void _comment_desc_text_changed();
 | 
						|
 | 
						|
	void _parameter_line_edit_changed(const String &p_text, int p_node_id);
 | 
						|
	void _parameter_line_edit_focus_out(Object *line_edit, int p_node_id);
 | 
						|
 | 
						|
	void _port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output);
 | 
						|
 | 
						|
	struct CopyItem {
 | 
						|
		int id;
 | 
						|
		Ref<VisualShaderNode> node;
 | 
						|
		Vector2 position;
 | 
						|
		Vector2 size;
 | 
						|
		String group_inputs;
 | 
						|
		String group_outputs;
 | 
						|
		String expression;
 | 
						|
		bool disabled = false;
 | 
						|
	};
 | 
						|
 | 
						|
	void _dup_copy_nodes(int p_type, List<CopyItem> &r_nodes, List<VisualShader::Connection> &r_connections);
 | 
						|
	void _dup_paste_nodes(int p_type, List<CopyItem> &r_items, const List<VisualShader::Connection> &p_connections, const Vector2 &p_offset, bool p_duplicate);
 | 
						|
 | 
						|
	void _duplicate_nodes();
 | 
						|
 | 
						|
	static Vector2 selection_center;
 | 
						|
	static List<CopyItem> copy_items_buffer;
 | 
						|
	static List<VisualShader::Connection> copy_connections_buffer;
 | 
						|
 | 
						|
	void _clear_copy_buffer();
 | 
						|
	void _copy_nodes(bool p_cut);
 | 
						|
	void _paste_nodes(bool p_use_custom_position = false, const Vector2 &p_custom_position = Vector2());
 | 
						|
 | 
						|
	Vector<Ref<VisualShaderNodePlugin>> plugins;
 | 
						|
	Ref<VisualShaderGraphPlugin> graph_plugin;
 | 
						|
 | 
						|
	void _mode_selected(int p_id);
 | 
						|
	void _custom_mode_toggled(bool p_enabled);
 | 
						|
 | 
						|
	void _input_select_item(Ref<VisualShaderNodeInput> input, String name);
 | 
						|
	void _parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, String p_name);
 | 
						|
	void _varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name);
 | 
						|
 | 
						|
	void _float_constant_selected(int p_which);
 | 
						|
 | 
						|
	VisualShader::Type get_current_shader_type() const;
 | 
						|
 | 
						|
	void _add_input_port(int p_node, int p_port, int p_port_type, const String &p_name);
 | 
						|
	void _remove_input_port(int p_node, int p_port);
 | 
						|
	void _change_input_port_type(int p_type, int p_node, int p_port);
 | 
						|
	void _change_input_port_name(const String &p_text, Object *p_line_edit, int p_node, int p_port);
 | 
						|
 | 
						|
	void _add_output_port(int p_node, int p_port, int p_port_type, const String &p_name);
 | 
						|
	void _remove_output_port(int p_node, int p_port);
 | 
						|
	void _change_output_port_type(int p_type, int p_node, int p_port);
 | 
						|
	void _change_output_port_name(const String &p_text, Object *p_line_edit, int p_node, int p_port);
 | 
						|
	void _expand_output_port(int p_node, int p_port, bool p_expand);
 | 
						|
 | 
						|
	void _expression_focus_out(Object *code_edit, int p_node);
 | 
						|
 | 
						|
	void _set_node_size(int p_type, int p_node, const Size2 &p_size);
 | 
						|
	void _node_resized(const Vector2 &p_new_size, int p_type, int p_node);
 | 
						|
 | 
						|
	void _preview_select_port(int p_node, int p_port);
 | 
						|
	void _graph_gui_input(const Ref<InputEvent> &p_event);
 | 
						|
 | 
						|
	void _member_filter_changed(const String &p_text);
 | 
						|
	void _sbox_input(const Ref<InputEvent> &p_ie);
 | 
						|
	void _member_selected();
 | 
						|
	void _member_unselected();
 | 
						|
	void _member_create();
 | 
						|
	void _member_cancel();
 | 
						|
 | 
						|
	void _varying_create();
 | 
						|
	void _varying_name_changed(const String &p_text);
 | 
						|
	void _varying_deleted();
 | 
						|
	void _varying_selected();
 | 
						|
	void _varying_unselected();
 | 
						|
	void _update_varying_tree();
 | 
						|
 | 
						|
	Vector2 menu_point;
 | 
						|
	void _node_menu_id_pressed(int p_idx);
 | 
						|
 | 
						|
	Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
 | 
						|
	bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
 | 
						|
	void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
 | 
						|
 | 
						|
	bool _is_available(int p_mode);
 | 
						|
	void _update_created_node(GraphNode *node);
 | 
						|
	void _update_parameters(bool p_update_refs);
 | 
						|
	void _update_parameter_refs(HashSet<String> &p_names);
 | 
						|
	void _update_varyings();
 | 
						|
 | 
						|
	void _update_options_menu_deferred();
 | 
						|
	void _rebuild_shader_deferred();
 | 
						|
 | 
						|
	void _visibility_changed();
 | 
						|
 | 
						|
	void _get_current_mode_limits(int &r_begin_type, int &r_end_type) const;
 | 
						|
	void _update_custom_script(const Ref<Script> &p_script);
 | 
						|
	void _script_created(const Ref<Script> &p_script);
 | 
						|
	void _resource_saved(const Ref<Resource> &p_resource);
 | 
						|
	void _resource_removed(const Ref<Resource> &p_resource);
 | 
						|
	void _resources_removed();
 | 
						|
 | 
						|
protected:
 | 
						|
	void _notification(int p_what);
 | 
						|
	static void _bind_methods();
 | 
						|
 | 
						|
public:
 | 
						|
	void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
 | 
						|
	void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
 | 
						|
 | 
						|
	VisualShaderGraphPlugin *get_graph_plugin() { return graph_plugin.ptr(); }
 | 
						|
 | 
						|
	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);
 | 
						|
 | 
						|
	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 edit(VisualShader *p_visual_shader);
 | 
						|
	VisualShaderEditor();
 | 
						|
};
 | 
						|
 | 
						|
class VisualShaderNodePluginDefault : public VisualShaderNodePlugin {
 | 
						|
	GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin);
 | 
						|
 | 
						|
public:
 | 
						|
	virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) override;
 | 
						|
};
 | 
						|
 | 
						|
class EditorPropertyVisualShaderMode : public EditorProperty {
 | 
						|
	GDCLASS(EditorPropertyVisualShaderMode, EditorProperty);
 | 
						|
	OptionButton *options = nullptr;
 | 
						|
 | 
						|
	void _option_selected(int p_which);
 | 
						|
 | 
						|
protected:
 | 
						|
	static void _bind_methods();
 | 
						|
 | 
						|
public:
 | 
						|
	void setup(const Vector<String> &p_options);
 | 
						|
	virtual void update_property() override;
 | 
						|
	void set_option_button_clip(bool p_enable);
 | 
						|
	EditorPropertyVisualShaderMode();
 | 
						|
};
 | 
						|
 | 
						|
class EditorInspectorVisualShaderModePlugin : public EditorInspectorPlugin {
 | 
						|
	GDCLASS(EditorInspectorVisualShaderModePlugin, EditorInspectorPlugin);
 | 
						|
 | 
						|
public:
 | 
						|
	virtual bool can_handle(Object *p_object) override;
 | 
						|
	virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide = false) override;
 | 
						|
};
 | 
						|
 | 
						|
class VisualShaderNodePortPreview : public Control {
 | 
						|
	GDCLASS(VisualShaderNodePortPreview, Control);
 | 
						|
	Ref<VisualShader> shader;
 | 
						|
	VisualShader::Type type = VisualShader::Type::TYPE_MAX;
 | 
						|
	int node = 0;
 | 
						|
	int port = 0;
 | 
						|
	bool is_valid = false;
 | 
						|
	void _shader_changed(); //must regen
 | 
						|
protected:
 | 
						|
	void _notification(int p_what);
 | 
						|
	static void _bind_methods();
 | 
						|
 | 
						|
public:
 | 
						|
	virtual Size2 get_minimum_size() const override;
 | 
						|
	void setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid);
 | 
						|
};
 | 
						|
 | 
						|
class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
 | 
						|
	GDCLASS(VisualShaderConversionPlugin, EditorResourceConversionPlugin);
 | 
						|
 | 
						|
public:
 | 
						|
	virtual String converts_to() const override;
 | 
						|
	virtual bool handles(const Ref<Resource> &p_resource) const override;
 | 
						|
	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
 | 
						|
};
 | 
						|
 | 
						|
#endif // VISUAL_SHADER_EDITOR_PLUGIN_H
 |