Torque3D/Engine/source/gui/shaderEditor/nodes/shaderNode.cpp
marauder2k7 daa0cfef3a shader node editor test
node editor functioning correctly, connections needed next
shader nodes to be added in the next commit also
2024-03-03 21:13:58 +00:00

120 lines
3.2 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/nodes/shaderNode.h"
#include "gui/core/guiCanvas.h"
IMPLEMENT_CONOBJECT(ShaderNode);
ConsoleDocClass(ShaderNode,
"@brief Base class for all nodes to derive from.\n\n"
"Editor use only.\n\n"
"@internal"
);
ShaderNode::ShaderNode()
{
mTitle = "Default Node";
mSelected = false;
// fixed extent for all nodes, only height should be changed
setExtent(150, 100);
GuiControlProfile* profile = NULL;
if (Sim::findObject("ToolsGuiDefaultProfile", profile))
setControlProfile(profile);
}
bool ShaderNode::onWake()
{
if (!Parent::onWake())
return false;
return true;
}
void ShaderNode::onSleep()
{
Parent::onSleep();
}
void ShaderNode::initPersistFields()
{
docsURL;
Parent::initPersistFields();
}
bool ShaderNode::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void ShaderNode::onRemove()
{
Parent::onRemove();
}
void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
{
if (!mProfile)
return Parent::onRender(offset, updateRect);
GFXDrawUtil* drawer = GFX->getDrawUtil();
// Get our rect.
RectI winRect;
winRect.point = offset;
winRect.extent = getExtent();
// draw background.
drawer->drawRectFill(winRect, mProfile->mFillColor);
// draw header text.
U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
Point2I headerPos = Point2I((getExtent().x / 2) - (strWidth / 2), (30 / 2) - (mProfile->mFont->getFontSize() / 2));
drawer->setBitmapModulation(mProfile->mFontColor);
drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
drawer->clearBitmapModulation();
ColorI border(128, 128, 128, 128);
if (mSelected)
border = ColorI(128, 0, 128, 128);
winRect.inset(1, 1);
drawer->drawRect(winRect, border);
}
void ShaderNode::write(Stream& stream, U32 tabStop, U32 flags)
{
}
void ShaderNode::read(Stream& stream)
{
}