deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection.

few other minor additions and fixes.
This commit is contained in:
marauder2k7 2024-03-07 17:22:48 +00:00
parent dbbd9383e7
commit d9c4269d8b
8 changed files with 137 additions and 32 deletions

View file

@ -23,6 +23,7 @@
#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"
@ -62,7 +63,8 @@ GuiShaderEditor::GuiShaderEditor()
mTempConnection = NULL;
mNodeSize = 10;
// test
addNode(new MaterialOutputNode());
addNode(new BRDFOutputNode());
addNode(new MathAddNode());
addNode(new GuiShaderNode());
}
@ -648,31 +650,23 @@ void GuiShaderEditor::deleteSelection()
{
mTrash->addObject(node);
Vector<NodeConnection*> connVec;
for (NodeInput* input : node->mInputNodes)
{
NodeConnection* conn;
if (hasConnection(input, conn))
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
mCurrConnections.erase(i);
}
}
hasConnection(input, connVec);
}
for (NodeOutput* output : node->mOutputNodes)
{
NodeConnection* conn;
if (hasConnection(output, conn))
hasConnection(output, connVec);
}
for (NodeConnection* conn : connVec)
{
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
mCurrConnections.erase(i);
}
mCurrConnections.erase(i);
}
}
@ -857,7 +851,6 @@ U32 GuiShaderEditor::finishConnection(const Point2I& pt)
NodeConnection* conn;
if(hasConnection(inNode, conn))
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
@ -886,7 +879,6 @@ U32 GuiShaderEditor::finishConnection(const Point2I& pt)
NodeConnection* conn;
if (hasConnection(mTempConnection->inSocket, conn))
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
@ -916,6 +908,22 @@ bool GuiShaderEditor::hasConnection(NodeSocket* inSocket)
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)
@ -924,11 +932,9 @@ bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
{
if (conn != nullptr)
conn = con;
return true;
}
}
return false;
}