more options for nodes

render nodes with GuiShaderEditor border colors
node size now changable.
This commit is contained in:
marauder2k7 2024-03-05 13:15:33 +00:00
parent b2095db575
commit 155dfe0c69
4 changed files with 196 additions and 65 deletions

View file

@ -30,6 +30,7 @@
#include "gui/core/guiCanvas.h"
#include "console/engineAPI.h"
#include "console/script.h"
#include "console/typeValidators.h"
IMPLEMENT_CONOBJECT(GuiShaderEditor);
@ -55,10 +56,10 @@ GuiShaderEditor::GuiShaderEditor()
mMouseDownMode = GuiShaderEditor::Selecting;
mTrash = NULL;
mNodeSize = 10;
// test
mCurrNodes.push_back(new ShaderNode());
mCurrNodes.push_back(new ShaderNode());
mCurrNodes.push_back(new GuiShaderNode());
mCurrNodes.push_back(new GuiShaderNode());
}
bool GuiShaderEditor::onWake()
@ -74,12 +75,20 @@ 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.");
addField("fullBoxSelection", TypeBool, Offset(mFullBoxSelection, GuiShaderEditor),
"If true, rectangle selection will only select controls fully inside the drag rectangle.");
endGroup("Selection");
Parent::initPersistFields();
}
@ -106,12 +115,12 @@ void GuiShaderEditor::onRemove()
mTrash = NULL;
for (ShaderNode* node : mCurrNodes)
for (GuiShaderNode* node : mCurrNodes)
{
SAFE_DELETE(node);
}
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
SAFE_DELETE(node);
}
@ -134,8 +143,12 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
RectI clipRect = updateRect;
clipRect.inset(2, 2);
for (ShaderNode* node : mCurrNodes)
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())
{
@ -155,7 +168,39 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
{
GFX->setClipRect(childClip);
GFX->setStateBlock(mDefaultGuiSB);
node->onRender(childPos, childClip);
node->onRender(childPos, childClip, mNodeSize);
}
GFX->setClipRect(clipRect);
GFX->setStateBlock(mDefaultGuiSB);
for (NodeInput* input : node->mInputNodes)
{
Point2I pos = node->localToGlobalCoord(input->pos) + offset;
ColorI border = mProfile->mBorderColor;
if (node->mSelected)
border = mProfile->mBorderColorSEL;
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawRect(socketRect, border);
socketRect.inset(1, 1);
drawer->drawRectFill(socketRect, mProfile->mFillColor);
}
for (NodeOutput* output : node->mOutputNodes)
{
Point2I pos = node->localToGlobalCoord(output->pos) + offset;
ColorI border = mProfile->mBorderColor;
if (node->mSelected)
border = mProfile->mBorderColorSEL;
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawRect(socketRect, border);
socketRect.inset(1, 1);
drawer->drawRectFill(socketRect, mProfile->mFillColor);
}
}
}
@ -227,7 +272,7 @@ void GuiShaderEditor::onMouseDown(const GuiEvent& event)
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
ShaderNode* hitNode = findHitNode(mLastMousePos);
GuiShaderNode* hitNode = findHitNode(mLastMousePos);
if (event.modifier & SI_SHIFT)
{
@ -311,10 +356,10 @@ void GuiShaderEditor::onMouseUp(const GuiEvent& event)
}
else
{
Vector< ShaderNode* > hits;
Vector< GuiShaderNode* > hits;
findNodesInRect(rect, hits);
for (ShaderNode* node : hits)
for (GuiShaderNode* node : hits)
{
addSelection(node);
}
@ -458,7 +503,7 @@ bool GuiShaderEditor::onMouseWheelDown(const GuiEvent& event)
RectI GuiShaderEditor::getSelectionBounds()
{
Vector<ShaderNode*>::const_iterator i = mSelectedNodes.begin();
Vector<GuiShaderNode*>::const_iterator i = mSelectedNodes.begin();
Point2I minPos = (*i)->localToGlobalCoord(Point2I(0, 0));
Point2I maxPos = minPos;
@ -487,11 +532,11 @@ RectI GuiShaderEditor::getSelectionBounds()
void GuiShaderEditor::deleteSelection()
{
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
mTrash->addObject(node);
Vector< ShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
if (i != mCurrNodes.end())
mCurrNodes.erase(i);
}
@ -501,7 +546,7 @@ void GuiShaderEditor::deleteSelection()
void GuiShaderEditor::moveSelection(const Point2I& delta, bool callback)
{
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
node->setPosition(node->getPosition() + delta);
}
@ -514,19 +559,20 @@ void GuiShaderEditor::clearSelection()
void GuiShaderEditor::cloneSelection()
{
Vector<ShaderNode*> newSelection;
Vector<GuiShaderNode*> newSelection;
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
ShaderNode* clone = dynamic_cast<ShaderNode*>(node->deepClone());
GuiShaderNode* clone = dynamic_cast<GuiShaderNode*>(node->deepClone());
if (clone)
newSelection.push_back(clone);
}
clearSelection();
for (ShaderNode* cloneNode : newSelection)
for (GuiShaderNode* cloneNode : newSelection)
{
mCurrNodes.push_back(cloneNode);
addSelection(cloneNode);
}
}
@ -536,7 +582,7 @@ void GuiShaderEditor::addSelectionAtPoint(const Point2I& pos)
// turn hit off on already selected nodes.
canHitSelectedNodes(false);
ShaderNode* node = findHitNode(pos);
GuiShaderNode* node = findHitNode(pos);
// reset hit status.
canHitSelectedNodes();
@ -545,7 +591,7 @@ void GuiShaderEditor::addSelectionAtPoint(const Point2I& pos)
addSelection(node);
}
void GuiShaderEditor::addSelection(ShaderNode* inNode)
void GuiShaderEditor::addSelection(GuiShaderNode* inNode)
{
if (inNode != NULL && !selectionContains(inNode))
{
@ -553,9 +599,9 @@ void GuiShaderEditor::addSelection(ShaderNode* inNode)
}
}
bool GuiShaderEditor::selectionContains(ShaderNode* inNode)
bool GuiShaderEditor::selectionContains(GuiShaderNode* inNode)
{
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
if (node == inNode)
return true;
@ -564,11 +610,11 @@ bool GuiShaderEditor::selectionContains(ShaderNode* inNode)
return false;
}
void GuiShaderEditor::removeSelection(ShaderNode* inNode)
void GuiShaderEditor::removeSelection(GuiShaderNode* inNode)
{
if (selectionContains(inNode))
{
Vector< ShaderNode* >::iterator i = T3D::find(mSelectedNodes.begin(), mSelectedNodes.end(), inNode);
Vector< GuiShaderNode* >::iterator i = T3D::find(mSelectedNodes.begin(), mSelectedNodes.end(), inNode);
if (i != mSelectedNodes.end())
mSelectedNodes.erase(i);
}
@ -576,7 +622,7 @@ void GuiShaderEditor::removeSelection(ShaderNode* inNode)
void GuiShaderEditor::canHitSelectedNodes(bool state)
{
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
node->setCanHit(state);
}
@ -584,12 +630,20 @@ void GuiShaderEditor::canHitSelectedNodes(bool state)
// Input handling
//-----------------------------------------------------------------------------
ShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
GuiShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
{
for (ShaderNode* node : mCurrNodes)
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;
}
}
@ -597,10 +651,10 @@ ShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
return nullptr;
}
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<ShaderNode*>& outResult)
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult)
{
canHitSelectedNodes(false);
for (ShaderNode* node : mCurrNodes)
for (GuiShaderNode* node : mCurrNodes)
{
if (node->getBounds().overlaps(rect))
{
@ -627,7 +681,7 @@ void GuiShaderEditor::startDragMove(const Point2I& startPoint)
mDragBeginPoints.reserve(mSelectedNodes.size());
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
mDragBeginPoints.push_back(node->getPosition());
}