mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
more options for nodes
render nodes with GuiShaderEditor border colors node size now changable.
This commit is contained in:
parent
b2095db575
commit
155dfe0c69
4 changed files with 196 additions and 65 deletions
|
|
@ -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());
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue