Torque3D/Engine/source/gui/shaderEditor/guiShaderEditor.h
marauder2k7 a621cc5100 various warnings
warnings cleanup
2024-07-22 20:59:48 +01:00

148 lines
5 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _GUISHADEREDITOR_H_
#define _GUISHADEREDITOR_H_
#ifndef _GUICONTROL_H_
#include "gui/core/guiControl.h"
#endif
#ifndef _UNDO_H_
#include "util/undo.h"
#endif
#ifndef _GFX_GFXDRAWER_H_
#include "gfx/gfxDrawUtil.h"
#endif
#ifndef _SHADERNODE_H_
#include "gui/shaderEditor/guiShaderNode.h"
#endif // !_SHADERNODE_H_
struct NodeConnection
{
// keep track of the nodes hit.
GuiShaderNode* nodeA = NULL;
GuiShaderNode* nodeB = NULL;
// keep track of the sockets.
NodeInput* inSocket = NULL;
NodeOutput* outSocket = NULL;
};
class GuiShaderEditor : public GuiControl
{
public:
typedef GuiControl Parent;
enum mouseModes { Selecting, MovingSelection, DragPanning, DragConnection, DragSelecting, DragClone };
protected:
// list
typedef Vector<GuiShaderNode*> ShaderNodeVector;
typedef Vector<NodeConnection*> ShderNodeConnections;
// all nodes in this graph.
ShaderNodeVector mCurrNodes;
ShderNodeConnections mCurrConnections;
NodeConnection* mTempConnection;
// Undo
SimGroup* mTrash;
// view controls
Point2I mViewOffset;
F32 mZoomScale;
// mouse interaction
mouseModes mMouseDownMode;
Point2I mLastMousePos;
Point2I mLastDragPos;
Point2I mSelectionAnchor;
Point2I mDragBeginPoint;
Vector<Point2I> mDragBeginPoints;
bool mDragAddSelection;
bool mDragMoveUndo;
bool mFullBoxSelection;
S32 mNodeSize;
ShaderNodeVector mSelectedNodes;
void renderNodes(Point2I offset, const RectI& updateRect);
void renderConnections(Point2I offset, const RectI& updateRect);
// functions for handling mouse events.
GuiShaderNode* findHitNode(const Point2I& pt);
bool findHitSocket(const Point2I& pt);
U32 finishConnection(const Point2I& pt);
bool hasConnection(NodeSocket* inSocket);
bool hasConnection(NodeSocket* inSocket, Vector<NodeConnection*>& conn);
bool hasConnection(NodeSocket* inSocket, NodeConnection*& conn);
void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult);
void getDragRect(RectI& box);
void startDragMove(const Point2I& startPoint);
void startDragRectangle(const Point2I& startPoint);
void startDragClone(const Point2I& startPoint);
void setMouseMode(mouseModes mode);
void addNode(GuiShaderNode* newNode);
public:
GuiShaderEditor();
DECLARE_CONOBJECT(GuiShaderEditor);
DECLARE_CATEGORY("Shader Editor");
DECLARE_DESCRIPTION("Implements a shader node based editor.");
bool onWake() override;
void onSleep() override;
static void initPersistFields();
bool onAdd() override;
void onRemove() override;
void onPreRender() override;
void drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness = 2, ColorI col1 = ColorI(255, 255, 255), ColorI col2 = ColorI(255, 255, 255));
void onRender(Point2I offset, const RectI& updateRect) override;
// interaction
bool onKeyDown(const GuiEvent& event) override;
void onMouseDown(const GuiEvent& event) override;
void onMouseUp(const GuiEvent& event) override;
void onMouseDragged(const GuiEvent& event) override;
void onMiddleMouseDown(const GuiEvent& event) override;
void onMiddleMouseUp(const GuiEvent& event) override;
void onMiddleMouseDragged(const GuiEvent& event) override;
bool onMouseWheelUp(const GuiEvent& event) override;
bool onMouseWheelDown(const GuiEvent& event) override;
RectI getSelectionBounds();
void deleteSelection();
void moveSelection(const Point2I& delta, bool callback = true);
void clearSelection();
void cloneSelection();
void addSelectionAtPoint(const Point2I& pos);
void addSelection(GuiShaderNode* inNode);
bool selectionContains(GuiShaderNode* inNode);
void removeSelection(GuiShaderNode* inNode);
void canHitSelectedNodes(bool state = true);
};
#endif //_GUISHADEREDITOR_H_