Torque3D/Engine/source/gui/shaderEditor/guiShaderEditor.cpp
marauder2k7 6e85b43088 backup before connections
everything in shaderEditor now finished only thing left to add is the connections.
2024-03-03 19:24:49 +00:00

634 lines
15 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/shaderEditor/guiShaderEditor.h"
#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
#include "core/stream/memStream.h"
#include "console/consoleTypes.h"
#include "gui/core/guiCanvas.h"
#include "console/engineAPI.h"
#include "console/script.h"
IMPLEMENT_CONOBJECT(GuiShaderEditor);
ConsoleDocClass(GuiShaderEditor,
"@brief Implementation of a shader node editor.\n\n"
"Editor use only.\n\n"
"@internal"
);
GuiShaderEditor::GuiShaderEditor()
: mDragBeginPoint(-1, -1),
mViewOffset(0,0),
mZoomScale(1.0f),
mFullBoxSelection(false),
mDragAddSelection(false),
mDragMoveUndo(false)
{
VECTOR_SET_ASSOCIATION(mCurrNodes);
VECTOR_SET_ASSOCIATION(mSelectedNodes);
VECTOR_SET_ASSOCIATION(mDragBeginPoints);
mActive = true;
mMouseDownMode = GuiShaderEditor::Selecting;
mTrash = NULL;
mSelectedSet = NULL;
}
bool GuiShaderEditor::onWake()
{
if (!Parent::onWake())
return false;
return true;
}
void GuiShaderEditor::onSleep()
{
Parent::onSleep();
}
void GuiShaderEditor::initPersistFields()
{
docsURL;
addGroup("Selection");
addField("fullBoxSelection", TypeBool, Offset(mFullBoxSelection, GuiShaderEditor),
"If true, rectangle selection will only select controls fully inside the drag rectangle.");
endGroup("Selection");
Parent::initPersistFields();
}
bool GuiShaderEditor::onAdd()
{
if (!Parent::onAdd())
return false;
mTrash = new SimGroup();
mSelectedSet = new SimSet();
if (!mTrash->registerObject())
return false;
if (!mSelectedSet->registerObject())
return false;
return true;
}
void GuiShaderEditor::onRemove()
{
mTrash->deleteObject();
mSelectedSet->deleteObject();
mTrash = NULL;
mSelectedSet = NULL;
}
void GuiShaderEditor::onPreRender()
{
setUpdate();
}
void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
{
// Save the current clip rect
// so we can restore it at the end of this method.
RectI savedClipRect = GFX->getClipRect();
// offset is the upper-left corner of this control in screen coordinates
// updateRect is the intersection rectangle in screen coords of the control
// hierarchy. This can be set as the clip rectangle in most cases.
RectI clipRect = updateRect;
GFXDrawUtil* drawer = GFX->getDrawUtil();
for (ShaderNode* node : mCurrNodes)
{
// this is useful for sub node graphs.
if (node->isVisible())
{
Point2I childPos = offset + node->getPosition();
RectI childClip(childPos, node->getExtent() + Point2I(1, 1));
if (childClip.intersect(clipRect))
{
GFX->setClipRect(childClip);
GFX->setStateBlock(mDefaultGuiSB);
node->onRender(offset, childClip);
}
if (selectionContains(node))
{
GFX->setClipRect(clipRect);
childClip.inset(1, 1);
drawer->drawRect(childClip, ColorI(255, 255, 0, 128));
}
}
}
// Restore the clip rect to what it was at the start
// of this method.
GFX->setClipRect(savedClipRect);
}
void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
{
offset += mViewOffset * mZoomScale;
GFXDrawUtil* drawer = GFX->getDrawUtil();
// render our nodes.
renderNodes(offset, updateRect);
// Draw selection rectangle last so it is rendered on top.
if (mActive && mMouseDownMode == DragSelecting)
{
RectI b;
getDragRect(b);
b.point += offset;
// Draw outline.
drawer->drawRect(b, ColorI(100, 100, 100, 128));
// Draw fill.
b.inset(1, 1);
drawer->drawRectFill(b, ColorI(150, 150, 150, 128));
}
}
bool GuiShaderEditor::onKeyDown(const GuiEvent& event)
{
return false;
}
void GuiShaderEditor::onMouseDown(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMouseDown(event);
return;
}
setFirstResponder();
// lock mouse
mouseLock();
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint) + mViewOffset * mZoomScale;
ShaderNode* node = findHitNode(mLastMousePos);
if (event.modifier & SI_SHIFT)
{
startDragRectangle(mLastMousePos);
mDragAddSelection = true;
}
else if (selectionContains(node))
{
if (event.modifier & SI_MULTISELECT)
{
removeSelection(node);
setMouseMode(Selecting);
}
else if (event.modifier & SI_PRIMARY_ALT)
{
startDragClone(mLastMousePos);
}
else
{
startDragMove(mLastMousePos);
}
}
else
{
if (node == NULL)
{
startDragRectangle(mLastMousePos);
mDragAddSelection = false;
}
else if (event.modifier & SI_PRIMARY_ALT && node != NULL)
{
// Alt is down. Start a drag clone.
clearSelection();
addSelection(node);
startDragClone(mLastMousePos);
}
else if (event.modifier & SI_MULTISELECT)
{
addSelection(node);
}
else
{
// Clicked on node. Start move.
clearSelection();
addSelection(node);
startDragMove(mLastMousePos);
}
}
}
void GuiShaderEditor::onMouseUp(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMouseUp(event);
return;
}
ShaderNode* node = findHitNode(mLastMousePos);
//unlock the mouse
mouseUnlock();
// Reset Drag Axis Alignment Information
mDragBeginPoint.set(-1, -1);
mDragBeginPoints.clear();
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint) + mViewOffset * mZoomScale;
if (mMouseDownMode == DragSelecting)
{
if (!(event.modifier & SI_MULTISELECT) && !mDragAddSelection)
clearSelection();
RectI rect;
getDragRect(rect);
if (rect.extent.x <= 2 && rect.extent.y <= 2)
{
addSelectionAtPoint(rect.point);
}
else
{
Vector< ShaderNode* > hits;
findNodesInRect(rect, hits);
for (ShaderNode* node : hits)
{
addSelection(node);
}
}
}
if (mMouseDownMode == MovingSelection && mDragMoveUndo)
{
}
//reset the mouse mode
setFirstResponder();
setMouseMode(Selecting);
}
void GuiShaderEditor::onMouseDragged(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMouseDragged(event);
return;
}
// get mouse pos with our view offset and scale.
Point2I mousePoint = globalToLocalCoord(event.mousePoint) + mViewOffset * mZoomScale;
if (mMouseDownMode == DragClone)
{
// If we haven't yet crossed the mouse delta to actually start the
// clone, check if we have now.
S32 delta = mAbs((mousePoint - mDragBeginPoint).len());
if (delta >= 4)
{
cloneSelection();
mLastMousePos = mDragBeginPoint;
mDragMoveUndo = false;
setMouseMode(MovingSelection);
}
}
if (mMouseDownMode == MovingSelection && mSelectedNodes.size())
{
Point2I delta = mousePoint - mLastMousePos;
RectI selBounds = getSelectionBounds();
if (delta.x || delta.y)
moveSelection(delta, mDragMoveUndo);
mLastMousePos += delta;
}
else
mLastMousePos = mousePoint;
}
void GuiShaderEditor::onMiddleMouseDown(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMiddleMouseDown(event);
return;
}
setFirstResponder();
// lock mouse
mouseLock();
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint) + mViewOffset * mZoomScale;
setMouseMode(DragPanning);
}
void GuiShaderEditor::onMiddleMouseUp(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMiddleMouseUp(event);
return;
}
//unlock the mouse
mouseUnlock();
// Reset Drag Axis Alignment Information
mDragBeginPoint.set(-1, -1);
mDragBeginPoints.clear();
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint) + mViewOffset * mZoomScale;
setFirstResponder();
setMouseMode(Selecting);
}
void GuiShaderEditor::onMiddleMouseDragged(const GuiEvent& event)
{
if (!mActive)
{
Parent::onMiddleMouseDragged(event);
return;
}
// get mouse pos with our view offset and scale.
Point2I mousePoint = globalToLocalCoord(event.mousePoint) + mViewOffset * mZoomScale;
if (mMouseDownMode == DragPanning)
{
Point2I delta = mousePoint - mLastMousePos;
RectI selBounds = getSelectionBounds();
// invert it
if (delta.x || delta.y)
mViewOffset += -delta;
mLastMousePos += delta;
}
else
mLastMousePos = mousePoint;
}
bool GuiShaderEditor::onMouseWheelUp(const GuiEvent& event)
{
if (!mActive || !mAwake || !mVisible)
return Parent::onMouseWheelUp(event);
mZoomScale *= 1.1;
return true;
}
bool GuiShaderEditor::onMouseWheelDown(const GuiEvent& event)
{
if (!mActive || !mAwake || !mVisible)
return Parent::onMouseWheelDown(event);
mZoomScale *= 0.9;
return true;
}
RectI GuiShaderEditor::getSelectionBounds()
{
Vector<ShaderNode*>::const_iterator i = mSelectedNodes.begin();
Point2I minPos = (*i)->localToGlobalCoord(Point2I(0, 0)) + mViewOffset * mZoomScale;
Point2I maxPos = minPos;
for (; i != mSelectedNodes.end(); i++)
{
Point2I iPos = (**i).localToGlobalCoord(Point2I(0, 0)) + mViewOffset * mZoomScale;
minPos.x = getMin(iPos.x, minPos.x);
minPos.y = getMin(iPos.y, minPos.y);
Point2I iExt = (**i).getExtent();
iPos.x += iExt.x;
iPos.y += iExt.y;
maxPos.x = getMax(iPos.x, maxPos.x);
maxPos.y = getMax(iPos.y, maxPos.y);
}
minPos = globalToLocalCoord(minPos) + mViewOffset * mZoomScale;
maxPos = globalToLocalCoord(maxPos) + mViewOffset * mZoomScale;
return RectI(minPos.x, minPos.y, (maxPos.x - minPos.x), (maxPos.y - minPos.y));
}
void GuiShaderEditor::deleteSelection()
{
for (ShaderNode* node : mSelectedNodes)
{
mTrash->addObject(node);
}
clearSelection();
}
void GuiShaderEditor::moveSelection(const Point2I& delta, bool callback)
{
for (ShaderNode* node : mSelectedNodes)
{
node->setPosition(node->getPosition() + delta);
}
}
void GuiShaderEditor::clearSelection()
{
mSelectedNodes.clear();
}
void GuiShaderEditor::cloneSelection()
{
Vector<ShaderNode*> newSelection;
for (ShaderNode* node : mSelectedNodes)
{
ShaderNode* clone = dynamic_cast<ShaderNode*>(node->deepClone());
if (clone)
newSelection.push_back(clone);
}
clearSelection();
for (ShaderNode* cloneNode : newSelection)
{
addSelection(cloneNode);
}
}
void GuiShaderEditor::addSelectionAtPoint(const Point2I& pos)
{
// turn hit off on already selected nodes.
canHitSelectedNodes(false);
ShaderNode* node = findHitNode(pos);
// reset hit status.
canHitSelectedNodes();
if (node)
addSelection(node);
}
void GuiShaderEditor::addSelection(ShaderNode* inNode)
{
if (inNode != NULL && !selectionContains(inNode))
{
mSelectedNodes.push_back(inNode);
}
}
bool GuiShaderEditor::selectionContains(ShaderNode* inNode)
{
for (ShaderNode* node : mSelectedNodes)
{
if (node == inNode)
return true;
}
return false;
}
void GuiShaderEditor::removeSelection(ShaderNode* inNode)
{
if (selectionContains(inNode))
{
Vector< ShaderNode* >::iterator i = T3D::find(mSelectedNodes.begin(), mSelectedNodes.end(), inNode);
if (i != mSelectedNodes.end())
mSelectedNodes.erase(i);
}
}
void GuiShaderEditor::canHitSelectedNodes(bool state)
{
for (ShaderNode* node : mSelectedNodes)
node->setCanHit(state);
}
//-----------------------------------------------------------------------------
// Input handling
//-----------------------------------------------------------------------------
ShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
{
for (ShaderNode* node : mCurrNodes)
{
if (node->pointInControl(pt))
{
return node;
}
}
return nullptr;
}
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<ShaderNode*>& outResult)
{
canHitSelectedNodes(false);
for (ShaderNode* node : mCurrNodes)
{
if (node->getBounds().overlaps(rect))
{
outResult.push_back(node);
}
}
canHitSelectedNodes();
}
void GuiShaderEditor::getDragRect(RectI& box)
{
box.point.x = getMin(mLastMousePos.x, mSelectionAnchor.x);
box.extent.x = getMax(mLastMousePos.x, mSelectionAnchor.x) - box.point.x + 1;
box.point.y = getMin(mLastMousePos.y, mSelectionAnchor.y);
box.extent.y = getMax(mLastMousePos.y, mSelectionAnchor.y) - box.point.y + 1;
}
void GuiShaderEditor::startDragMove(const Point2I& startPoint)
{
mDragMoveUndo = true;
mDragBeginPoint = startPoint;
mDragBeginPoints.reserve(mSelectedNodes.size());
for (ShaderNode* node : mSelectedNodes)
{
mDragBeginPoints.push_back(node->getPosition());
}
setMouseMode(MovingSelection);
}
void GuiShaderEditor::startDragRectangle(const Point2I& startPoint)
{
mSelectionAnchor = startPoint;
setMouseMode(DragSelecting);
}
void GuiShaderEditor::startDragClone(const Point2I& startPoint)
{
mDragBeginPoint = startPoint;
setMouseMode(DragClone);
}
void GuiShaderEditor::setMouseMode(mouseModes mode)
{
if (mMouseDownMode != mode)
{
mMouseDownMode = mode;
}
}