Torque3D/Engine/source/gui/shaderEditor/guiShaderEditor.h
marauder2k7 457cdd00bb shader editor ground work
Adds the ground work for shader editor
Adds the base gui for the shader editor
2024-03-02 20:09:45 +00:00

96 lines
3.1 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/nodes/shaderNode.h"
#endif // !_SHADERNODE_H_
class GuiShaderEditor : public GuiControl
{
public:
typedef GuiControl Parent;
enum mouseModes { Selecting, MovingSelection, DragConnection, DragSelecting, DragClone };
protected:
// list
typedef Vector<ShaderNode*> ShaderNodeVector;
// all nodes in this graph.
ShaderNodeVector mCurrNodes;
// Undo
SimGroup* mTrash;
SimSet* mSelectedSet;
// mouse interaction
mouseModes mMouseDownMode;
Point2I mLastMousePos;
Point2I mLastDragPos;
Point2I mSelectionAnchor;
Point2I mDragBeginPoint;
Vector<Point2I> mDragBeginPoints;
bool mDragAddSelection;
bool mDragMoveUndo;
ShaderNodeVector mSelectedNodes;
public:
GuiShaderEditor();
DECLARE_CONOBJECT(GuiShaderEditor);
DECLARE_CATEGORY("Shader Editor");
DECLARE_DESCRIPTION("Implements a shader node based editor.");
bool onWake();
void onSleep();
static void initPersistFields();
virtual bool onAdd() override;
virtual void onRemove() override;
virtual void onPreRender() override;
virtual void onRender(Point2I offset, const RectI& updateRect) override;
// interaction
virtual bool onKeyDown(const GuiEvent& event) override;
virtual void onMouseDown(const GuiEvent& event) override;
virtual void onMouseUp(const GuiEvent& event) override;
virtual void onMouseMove(const GuiEvent& event) override;
virtual void onMiddleMouseDown(const GuiEvent& event) override;
virtual bool onMouseWheelUp(const GuiEvent& event) override;
virtual bool onMouseWheelDown(const GuiEvent& event) override;
};
#endif _GUISHADEREDITOR_H_