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

@ -25,29 +25,46 @@
#include "gui/core/guiCanvas.h"
IMPLEMENT_CONOBJECT(ShaderNode);
IMPLEMENT_CONOBJECT(GuiShaderNode);
ConsoleDocClass(ShaderNode,
ConsoleDocClass(GuiShaderNode,
"@brief Base class for all nodes to derive from.\n\n"
"Editor use only.\n\n"
"@internal"
);
ShaderNode::ShaderNode()
GuiShaderNode::GuiShaderNode()
{
VECTOR_SET_ASSOCIATION(mInputNodes);
VECTOR_SET_ASSOCIATION(mOutputNodes);
mTitle = "Default Node";
mSelected = false;
mNodeType = NodeTypes::Uniform;
// fixed extent for all nodes, only height should be changed
setExtent(210, 100);
mNodeType = NodeTypes::Default;
GuiControlProfile* profile = NULL;
if (Sim::findObject("ToolsGuiDefaultProfile", profile))
if (Sim::findObject("GuiShaderEditorProfile", profile))
setControlProfile(profile);
mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
// fixed extent for all nodes, only height should be changed
setExtent(210, 35);
mPrevNodeSize = -1;
}
bool ShaderNode::onWake()
bool GuiShaderNode::onWake()
{
if (!Parent::onWake())
return false;
@ -55,18 +72,18 @@ bool ShaderNode::onWake()
return true;
}
void ShaderNode::onSleep()
void GuiShaderNode::onSleep()
{
Parent::onSleep();
}
void ShaderNode::initPersistFields()
void GuiShaderNode::initPersistFields()
{
docsURL;
Parent::initPersistFields();
}
bool ShaderNode::onAdd()
bool GuiShaderNode::onAdd()
{
if (!Parent::onAdd())
return false;
@ -74,12 +91,12 @@ bool ShaderNode::onAdd()
return true;
}
void ShaderNode::onRemove()
void GuiShaderNode::onRemove()
{
Parent::onRemove();
}
void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
void GuiShaderNode::onRender(Point2I offset, const RectI& updateRect, const S32 nodeSize)
{
if (!mProfile)
return Parent::onRender(offset, updateRect);
@ -94,10 +111,6 @@ void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
drawer->drawRectFill(winRect, mProfile->mFillColor);
// draw header
RectI headRect;
headRect.point = offset;
headRect.extent = Point2I(getExtent().x, 30);
ColorI header(50, 50, 50, 128);
switch (mNodeType)
@ -131,28 +144,72 @@ void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
break;
}
RectI headRect;
U32 headerSize = 30;
headRect.point = offset;
headRect.extent = Point2I(getExtent().x, headerSize);
drawer->drawRectFill(headRect, header);
// draw header text.
U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
Point2I headerPos = Point2I((getExtent().x / 2) - (strWidth / 2), (30 / 2) - (mProfile->mFont->getFontSize() / 2));
Point2I headerPos = Point2I((getExtent().x / 2) - (strWidth / 2), (headerSize / 2) - (mProfile->mFont->getFontSize() / 2));
drawer->setBitmapModulation(mProfile->mFontColor);
drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
drawer->clearBitmapModulation();
ColorI border(128, 128, 128, 128);
ColorI border = mProfile->mBorderColor;
if (mSelected)
border = ColorI(128, 0, 128, 255);
border = mProfile->mBorderColorSEL;
drawer->drawRect(winRect, border);
if (mInputNodes.size() > 0 || mOutputNodes.size() > 0)
{
U32 textPadX = nodeSize, textPadY = mProfile->mFont->getFontSize() + (nodeSize / 2);
Point2I slotPos(textPadX, headerSize + (nodeSize / 2));
drawer->setBitmapModulation(mProfile->mFontColor);
for (NodeInput* input : mInputNodes)
{
drawer->drawText(mProfile->mFont, slotPos + offset, input->name);
if (input->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
input->pos = Point2I(-(nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
slotPos.y += textPadY;
}
U32 inputY = slotPos.y;
slotPos = Point2I(getExtent().x, headerSize + (nodeSize / 2));
for (NodeOutput* output : mOutputNodes)
{
strWidth = mProfile->mFont->getStrWidth(output->name.c_str());
slotPos.x = getExtent().x - strWidth - textPadX;
drawer->drawText(mProfile->mFont, slotPos + offset, output->name);
if (output->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
output->pos = Point2I(getExtent().x - (nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
slotPos.y += textPadY;
}
drawer->clearBitmapModulation();
U32 outputY = slotPos.y;
if (getExtent().y < slotPos.y || mPrevNodeSize != nodeSize)
setExtent(Point2I(getExtent().x, mMax(inputY, outputY)));
mPrevNodeSize = nodeSize;
}
}
void ShaderNode::write(Stream& stream, U32 tabStop, U32 flags)
void GuiShaderNode::write(Stream& stream, U32 tabStop, U32 flags)
{
}
void ShaderNode::read(Stream& stream)
void GuiShaderNode::read(Stream& stream)
{
}