mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
126 lines
4.2 KiB
C++
126 lines
4.2 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GUISHADEREDITOR_H_
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#define _GUISHADEREDITOR_H_
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#ifndef _GUICONTROL_H_
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#include "gui/core/guiControl.h"
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#endif
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#ifndef _UNDO_H_
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#include "util/undo.h"
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#endif
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#ifndef _GFX_GFXDRAWER_H_
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#include "gfx/gfxDrawUtil.h"
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#endif
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#ifndef _SHADERNODE_H_
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#include "gui/shaderEditor/nodes/shaderNode.h"
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#endif // !_SHADERNODE_H_
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class GuiShaderEditor : public GuiControl
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{
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public:
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typedef GuiControl Parent;
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enum mouseModes { Selecting, MovingSelection, DragPanning, DragConnection, DragSelecting, DragClone };
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protected:
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// list
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typedef Vector<ShaderNode*> ShaderNodeVector;
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// all nodes in this graph.
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ShaderNodeVector mCurrNodes;
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// Undo
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SimGroup* mTrash;
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SimSet* mSelectedSet;
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// view controls
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Point2I mViewOffset;
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F32 mZoomScale;
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// mouse interaction
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mouseModes mMouseDownMode;
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Point2I mLastMousePos;
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Point2I mLastDragPos;
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Point2I mSelectionAnchor;
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Point2I mDragBeginPoint;
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Vector<Point2I> mDragBeginPoints;
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bool mDragAddSelection;
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bool mDragMoveUndo;
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bool mFullBoxSelection;
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ShaderNodeVector mSelectedNodes;
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void renderNodes(Point2I offset, const RectI& updateRect);
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// functions for handling mouse events.
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ShaderNode* findHitNode(const Point2I& pt);
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void findNodesInRect(const RectI& rect, Vector<ShaderNode*>& outResult);
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void getDragRect(RectI& box);
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void startDragMove(const Point2I& startPoint);
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void startDragRectangle(const Point2I& startPoint);
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void startDragClone(const Point2I& startPoint);
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void setMouseMode(mouseModes mode);
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public:
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GuiShaderEditor();
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DECLARE_CONOBJECT(GuiShaderEditor);
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DECLARE_CATEGORY("Shader Editor");
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DECLARE_DESCRIPTION("Implements a shader node based editor.");
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bool onWake();
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void onSleep();
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static void initPersistFields();
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virtual bool onAdd() override;
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virtual void onRemove() override;
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virtual void onPreRender() override;
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virtual void onRender(Point2I offset, const RectI& updateRect) override;
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// interaction
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virtual bool onKeyDown(const GuiEvent& event) override;
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virtual void onMouseDown(const GuiEvent& event) override;
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virtual void onMouseUp(const GuiEvent& event) override;
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virtual void onMouseDragged(const GuiEvent& event) override;
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virtual void onMiddleMouseDown(const GuiEvent& event) override;
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virtual void onMiddleMouseUp(const GuiEvent& event) override;
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virtual void onMiddleMouseDragged(const GuiEvent& event) override;
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virtual bool onMouseWheelUp(const GuiEvent& event) override;
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virtual bool onMouseWheelDown(const GuiEvent& event) override;
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RectI getSelectionBounds();
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void deleteSelection();
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void moveSelection(const Point2I& delta, bool callback = true);
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void clearSelection();
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void cloneSelection();
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void addSelectionAtPoint(const Point2I& pos);
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void addSelection(ShaderNode* inNode);
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bool selectionContains(ShaderNode* inNode);
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void removeSelection(ShaderNode* inNode);
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void canHitSelectedNodes(bool state = true);
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};
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#endif _GUISHADEREDITOR_H_
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