Torque3D/Engine/source/gui/shaderEditor/guiShaderEditor.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/shaderEditor/guiShaderEditor.h"
#include "gui/shaderEditor/nodes/materialOutputNode.h"
#include "gui/shaderEditor/nodes/mathNode.h"
#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
#include "core/stream/memStream.h"
#include "console/consoleTypes.h"
#include "gui/core/guiCanvas.h"
#include "console/engineAPI.h"
#include "console/script.h"
#include "console/typeValidators.h"
#include "gfx/primBuilder.h"
IMPLEMENT_CONOBJECT(GuiShaderEditor);
ConsoleDocClass(GuiShaderEditor,
"@brief Implementation of a shader node editor.\n\n"
"Editor use only.\n\n"
"@internal"
);
GuiShaderEditor::GuiShaderEditor()
: mDragBeginPoint(-1, -1),
mViewOffset(0,0),
mZoomScale(1.0f),
mFullBoxSelection(false),
mDragAddSelection(false),
mDragMoveUndo(false)
{
VECTOR_SET_ASSOCIATION(mCurrNodes);
VECTOR_SET_ASSOCIATION(mSelectedNodes);
VECTOR_SET_ASSOCIATION(mDragBeginPoints);
VECTOR_SET_ASSOCIATION(mCurrConnections);
mActive = true;
mMouseDownMode = GuiShaderEditor::Selecting;
mTrash = NULL;
mTempConnection = NULL;
mNodeSize = 10;
// test
addNode(new BRDFOutputNode());
addNode(new MathAddNode());
addNode(new GuiShaderNode());
}
bool GuiShaderEditor::onWake()
{
if (!Parent::onWake())
return false;
return true;
}
void GuiShaderEditor::onSleep()
{
Parent::onSleep();
}
// anything smaller than 4 is way too small....
IRangeValidator nodeSizeRange(4, 30);
void GuiShaderEditor::initPersistFields()
{
docsURL;
addGroup("Node Settings");
addFieldV("nodeSize", TypeS32, Offset(mNodeSize, GuiShaderEditor),&nodeSizeRange,
"Size of nodes.");
endGroup("Node Settings");
addGroup("Selection");
addField("fullBoxSelection", TypeBool, Offset(mFullBoxSelection, GuiShaderEditor),
"If true, rectangle selection will only select controls fully inside the drag rectangle.");
endGroup("Selection");
Parent::initPersistFields();
}
bool GuiShaderEditor::onAdd()
{
if (!Parent::onAdd())
return false;
mTrash = new SimGroup();
if (!mTrash->registerObject())
return false;
return true;
}
void GuiShaderEditor::onRemove()
{
Parent::onRemove();
mTrash->deleteObject();
mTrash = NULL;
/* for (GuiShaderNode* node : mCurrNodes)
{
SAFE_DELETE(node);
}*/
for (GuiShaderNode* node : mSelectedNodes)
{
SAFE_DELETE(node);
}
}
void GuiShaderEditor::onPreRender()
{
setUpdate();
}
void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
{
// Save the current clip rect
// so we can restore it at the end of this method.
RectI savedClipRect = GFX->getClipRect();
// offset is the upper-left corner of this control in screen coordinates
// updateRect is the intersection rectangle in screen coords of the control
// hierarchy. This can be set as the clip rectangle in most cases.
RectI clipRect = updateRect;
clipRect.inset(2, 2);
GFXDrawUtil* drawer = GFX->getDrawUtil();
// render nodes in reverse order.
for (ShaderNodeVector::iterator i = mCurrNodes.end(); i-- != mCurrNodes.begin(); )
{
GuiShaderNode* node = *i;
// this is useful for sub node graphs.
if (node->isVisible())
{
Point2I childPos = offset + node->getPosition();
RectI childClip(childPos, node->getExtent() );
if (selectionContains(node))
{
node->mSelected = true;
}
else
{
node->mSelected = false;
}
if (childClip.intersect(clipRect))
{
GFX->setClipRect(childClip);
GFX->setStateBlock(mDefaultGuiSB);
node->renderNode(childPos, childClip, mNodeSize);
}
GFX->setClipRect(clipRect);
GFX->setStateBlock(mDefaultGuiSB);
for (NodeInput* input : node->mInputNodes)
{
Point2I pos = node->localToGlobalCoord(input->pos) + offset;
ColorI border = input->col;
ColorI fill = mProfile->mFillColor;
if (hasConnection(input))
{
fill = input->col;
}
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 1.0f, border);
}
for (NodeOutput* output : node->mOutputNodes)
{
Point2I pos = node->localToGlobalCoord(output->pos) + offset;
ColorI border = output->col;
ColorI fill = mProfile->mFillColor;
if (hasConnection(output))
{
fill = output->col;
}
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 1.0f, border);
}
}
}
// Restore the clip rect to what it was at the start
// of this method.
GFX->setClipRect(savedClipRect);
}
void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
{
// Save the current clip rect
// so we can restore it at the end of this method.
RectI savedClipRect = GFX->getClipRect();
// offset is the upper-left corner of this control in screen coordinates
// updateRect is the intersection rectangle in screen coords of the control
// hierarchy. This can be set as the clip rectangle in most cases.
RectI clipRect = updateRect;
clipRect.inset(2, 2);
GFXDrawUtil* drawer = GFX->getDrawUtil();
for (NodeConnection* conn : mCurrConnections)
{
// for temp connetion, nodeA is always the first node selected.
Point2I start(Point2I::Zero);
Point2I end(Point2I::Zero);
start = conn->nodeA->localToGlobalCoord(conn->inSocket->pos) + offset;
end = conn->nodeB->localToGlobalCoord(conn->outSocket->pos) + offset;
start += Point2I(mNodeSize / 2, mNodeSize / 2);
end += Point2I(mNodeSize / 2, mNodeSize / 2);
drawer->drawThickLine(start, end,ColorI(255,255,255,255), 2.0f);
}
// Restore the clip rect to what it was at the start
// of this method.
GFX->setClipRect(savedClipRect);
}
void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
{
offset += mViewOffset;
GFXDrawUtil* drawer = GFX->getDrawUtil();
// render our nodes.
renderConnections(offset, updateRect);
renderNodes(offset, updateRect);
if (mActive)
{
if (mMouseDownMode == DragConnection)
{
// something went wrong.... fix it fix it fix it.
if (mTempConnection == NULL)
return;
else
{
// for temp connetion, nodeA is always the first node selected.
Point2I start(Point2I::Zero);
ColorI color(ColorI::WHITE);
if (mTempConnection->inSocket != NULL)
{
start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->inSocket->pos) + offset;
color = mTempConnection->inSocket->col;
}
else if (mTempConnection->outSocket != NULL)
{
start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->outSocket->pos) + offset;
color = mTempConnection->outSocket->col;
}
RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
start += Point2I(mNodeSize / 2, mNodeSize / 2);
drawer->drawThickLine(start, mLastMousePos + offset, color, 2.0f);
// draw socket overlay over the top of the line.
drawer->drawCircleFill(sockActive, color, mNodeSize / 2);
}
}
// Draw selection rectangle last so it is rendered on top.
if (mMouseDownMode == DragSelecting)
{
RectI b;
getDragRect(b);
b.point += offset;
// Draw outline.
drawer->drawRect(b, ColorI(100, 100, 100, 128));
// Draw fill.
b.inset(1, 1);
drawer->drawRectFill(b, ColorI(150, 150, 150, 128));
}
}
}
bool GuiShaderEditor::onKeyDown(const GuiEvent& event)
{
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if (!mActive)
return Parent::onKeyDown(event);
if (!(event.modifier & SI_PRIMARY_CTRL))
{
switch (event.keyCode)
{
case KEY_BACKSPACE:
case KEY_DELETE:
deleteSelection();
return true;
default:
break;
}
}
return false;
}
void GuiShaderEditor::onMouseDown(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMouseDown(event);
return;
}
setFirstResponder();
// lock mouse
mouseLock();
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
GuiShaderNode* hitNode = findHitNode(mLastMousePos);
if(findHitSocket(mLastMousePos))
{
// handled in hit socket.
return;
}
else
{
if (event.modifier & SI_SHIFT)
{
startDragRectangle(mLastMousePos);
mDragAddSelection = true;
}
else if (selectionContains(hitNode))
{
if (event.modifier & SI_MULTISELECT)
{
removeSelection(hitNode);
setMouseMode(Selecting);
}
else if (event.modifier & SI_PRIMARY_ALT)
{
startDragClone(mLastMousePos);
}
else
{
startDragMove(mLastMousePos);
}
}
else
{
if (hitNode == NULL)
{
startDragRectangle(mLastMousePos);
mDragAddSelection = false;
}
else if (event.modifier & SI_PRIMARY_ALT && hitNode != NULL)
{
// Alt is down. Start a drag clone.
clearSelection();
addSelection(hitNode);
startDragClone(mLastMousePos);
}
else if (event.modifier & SI_MULTISELECT)
{
addSelection(hitNode);
}
else
{
// Clicked on node. Start move.
clearSelection();
addSelection(hitNode);
startDragMove(mLastMousePos);
}
}
}
}
void GuiShaderEditor::onMouseUp(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMouseUp(event);
return;
}
//unlock the mouse
mouseUnlock();
// Reset Drag Axis Alignment Information
mDragBeginPoint.set(-1, -1);
mDragBeginPoints.clear();
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
if (mMouseDownMode == DragConnection)
{
U32 ret = finishConnection(mLastMousePos);
if (ret == 1) // we set the input on mouse up, nodeB is the inputSocket, swap order.
{
NodeConnection* conn = new NodeConnection();
conn->nodeA = mTempConnection->nodeB;
conn->nodeB = mTempConnection->nodeA;
conn->inSocket = mTempConnection->inSocket;
conn->outSocket = mTempConnection->outSocket;
mCurrConnections.push_back(conn);
}
if (ret == 2) // we set the output on mouse up, nodeB is the outputSocket
{
NodeConnection* conn = new NodeConnection();
conn->nodeA = mTempConnection->nodeA;
conn->nodeB = mTempConnection->nodeB;
conn->inSocket = mTempConnection->inSocket;
conn->outSocket = mTempConnection->outSocket;
mCurrConnections.push_back(conn);
}
mTempConnection = NULL;
}
if (mMouseDownMode == DragSelecting)
{
if (!(event.modifier & SI_MULTISELECT) && !mDragAddSelection)
clearSelection();
RectI rect;
getDragRect(rect);
if (rect.extent.x <= 2 && rect.extent.y <= 2)
{
addSelectionAtPoint(rect.point);
}
else
{
Vector< GuiShaderNode* > hits;
findNodesInRect(rect, hits);
for (GuiShaderNode* node : hits)
{
addSelection(node);
}
}
}
//reset the mouse mode
setFirstResponder();
setMouseMode(Selecting);
}
void GuiShaderEditor::onMouseDragged(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMouseDragged(event);
return;
}
// get mouse pos with our view offset and scale.
Point2I mousePoint = globalToLocalCoord(event.mousePoint) - mViewOffset;
if (mMouseDownMode == DragClone)
{
// If we haven't yet crossed the mouse delta to actually start the
// clone, check if we have now.
S32 delta = mAbs((mousePoint - mDragBeginPoint).len());
if (delta >= 4)
{
cloneSelection();
mLastMousePos = mDragBeginPoint;
mDragMoveUndo = false;
setMouseMode(MovingSelection);
}
}
if (mMouseDownMode == MovingSelection && mSelectedNodes.size())
{
Point2I delta = mousePoint - mLastMousePos;
RectI selBounds = getSelectionBounds();
if (delta.x || delta.y)
moveSelection(delta, mDragMoveUndo);
mLastMousePos += delta;
}
else
mLastMousePos = mousePoint;
}
void GuiShaderEditor::onMiddleMouseDown(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMiddleMouseDown(event);
return;
}
setFirstResponder();
// lock mouse
mouseLock();
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint);
setMouseMode(DragPanning);
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getRoot()->showCursor(false);
}
void GuiShaderEditor::onMiddleMouseUp(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMiddleMouseUp(event);
return;
}
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getRoot()->showCursor(true);
//unlock the mouse
mouseUnlock();
// Reset Drag Axis Alignment Information
mDragBeginPoint.set(-1, -1);
mDragBeginPoints.clear();
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint);
setFirstResponder();
setMouseMode(Selecting);
}
void GuiShaderEditor::onMiddleMouseDragged(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMiddleMouseDragged(event);
return;
}
// get mouse pos with our view offset and scale.
Point2I mousePoint = globalToLocalCoord(event.mousePoint);
if (mMouseDownMode == DragPanning)
{
Point2I delta = mousePoint - mLastMousePos;
// invert it
if (delta.x || delta.y)
mViewOffset += -delta;
mLastMousePos += delta;
}
else
mLastMousePos = mousePoint;
}
bool GuiShaderEditor::onMouseWheelUp(const GuiEvent& event)
{
if (!mActive || !mAwake || !mVisible)
return Parent::onMouseWheelUp(event);
mZoomScale *= 1.1;
return true;
}
bool GuiShaderEditor::onMouseWheelDown(const GuiEvent& event)
{
if (!mActive || !mAwake || !mVisible)
return Parent::onMouseWheelDown(event);
mZoomScale *= 0.9;
return true;
}
RectI GuiShaderEditor::getSelectionBounds()
{
Vector<GuiShaderNode*>::const_iterator i = mSelectedNodes.begin();
Point2I minPos = (*i)->localToGlobalCoord(Point2I(0, 0));
Point2I maxPos = minPos;
for (; i != mSelectedNodes.end(); i++)
{
Point2I iPos = (**i).localToGlobalCoord(Point2I(0, 0));
minPos.x = getMin(iPos.x, minPos.x);
minPos.y = getMin(iPos.y, minPos.y);
Point2I iExt = (**i).getExtent();
iPos.x += iExt.x;
iPos.y += iExt.y;
maxPos.x = getMax(iPos.x, maxPos.x);
maxPos.y = getMax(iPos.y, maxPos.y);
}
minPos = globalToLocalCoord(minPos);
maxPos = globalToLocalCoord(maxPos);
return RectI(minPos.x, minPos.y, (maxPos.x - minPos.x), (maxPos.y - minPos.y));
}
void GuiShaderEditor::deleteSelection()
{
for (GuiShaderNode* node : mSelectedNodes)
{
mTrash->addObject(node);
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Vector<NodeConnection*> connVec;
for (NodeInput* input : node->mInputNodes)
{
hasConnection(input, connVec);
}
for (NodeOutput* output : node->mOutputNodes)
{
hasConnection(output, connVec);
}
for (NodeConnection* conn : connVec)
{
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
mCurrConnections.erase(i);
}
}
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
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if (i != mCurrNodes.end())
mCurrNodes.erase(i);
}
clearSelection();
}
void GuiShaderEditor::moveSelection(const Point2I& delta, bool callback)
{
for (GuiShaderNode* node : mSelectedNodes)
{
node->setPosition(node->getPosition() + delta);
}
}
void GuiShaderEditor::clearSelection()
{
mSelectedNodes.clear();
}
void GuiShaderEditor::cloneSelection()
{
Vector<GuiShaderNode*> newSelection;
for (GuiShaderNode* node : mSelectedNodes)
{
GuiShaderNode* clone = dynamic_cast<GuiShaderNode*>(node->deepClone());
if (clone)
newSelection.push_back(clone);
}
clearSelection();
for (GuiShaderNode* cloneNode : newSelection)
{
mCurrNodes.push_back(cloneNode);
addSelection(cloneNode);
}
}
void GuiShaderEditor::addSelectionAtPoint(const Point2I& pos)
{
// turn hit off on already selected nodes.
canHitSelectedNodes(false);
GuiShaderNode* node = findHitNode(pos);
// reset hit status.
canHitSelectedNodes();
if (node)
addSelection(node);
}
void GuiShaderEditor::addSelection(GuiShaderNode* inNode)
{
if (inNode != NULL && !selectionContains(inNode))
{
mSelectedNodes.push_back(inNode);
}
}
bool GuiShaderEditor::selectionContains(GuiShaderNode* inNode)
{
for (GuiShaderNode* node : mSelectedNodes)
{
if (node == inNode)
return true;
}
return false;
}
void GuiShaderEditor::removeSelection(GuiShaderNode* inNode)
{
if (selectionContains(inNode))
{
Vector< GuiShaderNode* >::iterator i = T3D::find(mSelectedNodes.begin(), mSelectedNodes.end(), inNode);
if (i != mSelectedNodes.end())
mSelectedNodes.erase(i);
}
}
void GuiShaderEditor::canHitSelectedNodes(bool state)
{
for (GuiShaderNode* node : mSelectedNodes)
node->setCanHit(state);
}
//-----------------------------------------------------------------------------
// Input handling
//-----------------------------------------------------------------------------
GuiShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
{
for (GuiShaderNode* node : mCurrNodes)
{
if (node->pointInControl(pt))
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
if (i != mCurrNodes.end())
{
mCurrNodes.erase(i);
mCurrNodes.insert(mCurrNodes.begin(), node);
}
return node;
}
}
return nullptr;
}
bool GuiShaderEditor::findHitSocket(const Point2I& pt)
{
Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
for (GuiShaderNode* node : mCurrNodes)
{
for (NodeInput* inNode : node->mInputNodes)
{
Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
S32 xt = offsetPoint.x - box.point.x;
S32 yt = offsetPoint.y - box.point.y;
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
{
mTempConnection = new NodeConnection();
mTempConnection->nodeA = node;
mTempConnection->inSocket = inNode;
setMouseMode(DragConnection);
return true;
}
}
for (NodeOutput* outNode : node->mOutputNodes)
{
Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
S32 xt = offsetPoint.x - box.point.x;
S32 yt = offsetPoint.y - box.point.y;
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
{
mTempConnection = new NodeConnection();
mTempConnection->nodeA = node;
mTempConnection->outSocket = outNode;
setMouseMode(DragConnection);
return true;
}
}
}
return false;
}
U32 GuiShaderEditor::finishConnection(const Point2I& pt)
{
Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
for (GuiShaderNode* node : mCurrNodes)
{
for (NodeInput* inNode : node->mInputNodes)
{
Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
S32 xt = offsetPoint.x - box.point.x;
S32 yt = offsetPoint.y - box.point.y;
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
{
if (mTempConnection->nodeA == node || mTempConnection->inSocket != NULL)
return false;
NodeConnection* conn;
if(hasConnection(inNode, conn))
{
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
mCurrConnections.erase(i);
}
}
mTempConnection->nodeB = node;
mTempConnection->inSocket = inNode;
return 1;
}
}
for (NodeOutput* outNode : node->mOutputNodes)
{
Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
S32 xt = offsetPoint.x - box.point.x;
S32 yt = offsetPoint.y - box.point.y;
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
{
if (mTempConnection->nodeA == node || mTempConnection->outSocket != NULL)
return false;
NodeConnection* conn;
if (hasConnection(mTempConnection->inSocket, conn))
{
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
mCurrConnections.erase(i);
}
}
mTempConnection->nodeB = node;
mTempConnection->outSocket = outNode;
return 2;
}
}
}
return 0;
}
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket)
{
for (NodeConnection* con : mCurrConnections)
{
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
{
return true;
}
}
return false;
}
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, Vector<NodeConnection*>& conn)
{
bool ret = false;
for (NodeConnection* con : mCurrConnections)
{
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
{
conn.push_back(con);
ret = true;
}
}
return ret;
}
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
{
for (NodeConnection* con : mCurrConnections)
{
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
{
if (conn != nullptr)
conn = con;
return true;
}
}
return false;
}
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult)
{
canHitSelectedNodes(false);
for (GuiShaderNode* node : mCurrNodes)
{
if (node->getBounds().overlaps(rect))
{
outResult.push_back(node);
}
}
canHitSelectedNodes();
}
void GuiShaderEditor::getDragRect(RectI& box)
{
box.point.x = getMin(mLastMousePos.x, mSelectionAnchor.x);
box.extent.x = getMax(mLastMousePos.x, mSelectionAnchor.x) - box.point.x + 1;
box.point.y = getMin(mLastMousePos.y, mSelectionAnchor.y);
box.extent.y = getMax(mLastMousePos.y, mSelectionAnchor.y) - box.point.y + 1;
}
void GuiShaderEditor::startDragMove(const Point2I& startPoint)
{
mDragMoveUndo = true;
mDragBeginPoint = startPoint;
mDragBeginPoints.reserve(mSelectedNodes.size());
for (GuiShaderNode* node : mSelectedNodes)
{
mDragBeginPoints.push_back(node->getPosition());
}
setMouseMode(MovingSelection);
}
void GuiShaderEditor::startDragRectangle(const Point2I& startPoint)
{
mSelectionAnchor = startPoint;
setMouseMode(DragSelecting);
}
void GuiShaderEditor::startDragClone(const Point2I& startPoint)
{
mDragBeginPoint = startPoint;
setMouseMode(DragClone);
}
void GuiShaderEditor::setMouseMode(mouseModes mode)
{
if (mMouseDownMode != mode)
{
mMouseDownMode = mode;
}
}
void GuiShaderEditor::addNode(GuiShaderNode* newNode)
{
mCurrNodes.push_back(newNode);
}