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https://github.com/godotengine/godot.git
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3f335ce3d4
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
168 lines
5.2 KiB
C++
168 lines
5.2 KiB
C++
/*************************************************************************/
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/* graph_node.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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_NODE_H
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#define GRAPH_NODE_H
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#include "scene/gui/container.h"
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class GraphNode : public Container {
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GDCLASS(GraphNode, Container);
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public:
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enum Overlay {
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OVERLAY_DISABLED,
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OVERLAY_BREAKPOINT,
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OVERLAY_POSITION
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};
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private:
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struct Slot {
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bool enable_left;
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int type_left;
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Color color_left;
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bool enable_right;
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int type_right;
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Color color_right;
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Ref<Texture2D> custom_slot_left;
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Ref<Texture2D> custom_slot_right;
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Slot() {
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enable_left = false;
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type_left = 0;
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color_left = Color(1, 1, 1, 1);
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enable_right = false;
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type_right = 0;
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color_right = Color(1, 1, 1, 1);
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}
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};
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String title;
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bool show_close;
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Vector2 offset;
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bool comment;
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bool resizable;
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bool resizing;
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Vector2 resizing_from;
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Vector2 resizing_from_size;
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Rect2 close_rect;
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Vector<int> cache_y;
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struct ConnCache {
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Vector2 pos;
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int type;
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Color color;
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};
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Vector<ConnCache> conn_input_cache;
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Vector<ConnCache> conn_output_cache;
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Map<int, Slot> slot_info;
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bool connpos_dirty;
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void _connpos_update();
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void _resort();
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Vector2 drag_from;
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bool selected;
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Overlay overlay;
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protected:
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void _gui_input(const Ref<InputEvent> &p_ev);
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void _notification(int p_what);
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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bool has_point(const Point2 &p_point) const;
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void set_slot(int p_idx, bool p_enable_left, int p_type_left, const Color &p_color_left, bool p_enable_right, int p_type_right, const Color &p_color_right, const Ref<Texture2D> &p_custom_left = Ref<Texture2D>(), const Ref<Texture2D> &p_custom_right = Ref<Texture2D>());
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void clear_slot(int p_idx);
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void clear_all_slots();
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bool is_slot_enabled_left(int p_idx) const;
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int get_slot_type_left(int p_idx) const;
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Color get_slot_color_left(int p_idx) const;
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bool is_slot_enabled_right(int p_idx) const;
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int get_slot_type_right(int p_idx) const;
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Color get_slot_color_right(int p_idx) const;
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void set_title(const String &p_title);
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String get_title() const;
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void set_offset(const Vector2 &p_offset);
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Vector2 get_offset() const;
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void set_selected(bool p_selected);
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bool is_selected();
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void set_drag(bool p_drag);
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Vector2 get_drag_from();
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void set_show_close_button(bool p_enable);
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bool is_close_button_visible() const;
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int get_connection_input_count();
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int get_connection_output_count();
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Vector2 get_connection_input_position(int p_idx);
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int get_connection_input_type(int p_idx);
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Color get_connection_input_color(int p_idx);
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Vector2 get_connection_output_position(int p_idx);
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int get_connection_output_type(int p_idx);
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Color get_connection_output_color(int p_idx);
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void set_overlay(Overlay p_overlay);
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Overlay get_overlay() const;
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void set_comment(bool p_enable);
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bool is_comment() const;
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void set_resizable(bool p_enable);
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bool is_resizable() const;
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virtual Size2 get_minimum_size() const;
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bool is_resizing() const { return resizing; }
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GraphNode();
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};
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VARIANT_ENUM_CAST(GraphNode::Overlay)
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#endif // GRAPH_NODE_H
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