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Make editing properties more intuitive in VisualShader

Hendrik Brucker 1 year ago
parent
commit
d32e0f808c
2 changed files with 56 additions and 29 deletions
  1. 12 8
      editor/editor_inspector.cpp
  2. 44 21
      editor/plugins/visual_shader_editor_plugin.cpp

+ 12 - 8
editor/editor_inspector.cpp

@@ -68,7 +68,7 @@ Size2 EditorProperty::get_minimum_size() const {
 	Size2 ms;
 	Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Tree"));
 	int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Tree"));
-	ms.height = font->get_height(font_size) + 4 * EDSCALE;
+	ms.height = label.is_empty() ? 0 : font->get_height(font_size) + 4 * EDSCALE;
 
 	for (int i = 0; i < get_child_count(); i++) {
 		Control *c = Object::cast_to<Control>(get_child(i));
@@ -106,7 +106,7 @@ Size2 EditorProperty::get_minimum_size() const {
 	}
 
 	if (bottom_editor != nullptr && bottom_editor->is_visible()) {
-		ms.height += get_theme_constant(SNAME("v_separation"));
+		ms.height += label.is_empty() ? 0 : get_theme_constant(SNAME("v_separation"));
 		Size2 bems = bottom_editor->get_combined_minimum_size();
 		//bems.width += get_constant("item_margin", "Tree");
 		ms.height += bems.height;
@@ -138,7 +138,7 @@ void EditorProperty::_notification(int p_what) {
 				int child_room = size.width * (1.0 - split_ratio);
 				Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Tree"));
 				int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Tree"));
-				int height = font->get_height(font_size) + 4 * EDSCALE;
+				int height = label.is_empty() ? 0 : font->get_height(font_size) + 4 * EDSCALE;
 				bool no_children = true;
 
 				//compute room needed
@@ -176,9 +176,8 @@ void EditorProperty::_notification(int p_what) {
 				}
 
 				if (bottom_editor) {
-					int m = 0; //get_constant("item_margin", "Tree");
-
-					bottom_rect = Rect2(m, rect.size.height + get_theme_constant(SNAME("v_separation")), size.width - m, bottom_editor->get_combined_minimum_size().height);
+					int v_offset = label.is_empty() ? 0 : get_theme_constant(SNAME("v_separation"));
+					bottom_rect = Rect2(0, rect.size.height + v_offset, size.width, bottom_editor->get_combined_minimum_size().height);
 				}
 
 				if (keying) {
@@ -254,8 +253,13 @@ void EditorProperty::_notification(int p_what) {
 				size.height = label_reference->get_size().height;
 			}
 
-			Ref<StyleBox> sb = get_theme_stylebox(selected ? SNAME("bg_selected") : SNAME("bg"));
-			draw_style_box(sb, Rect2(Vector2(), size));
+			// Only draw the label if it's not empty.
+			if (label.is_empty()) {
+				size.height = 0;
+			} else {
+				Ref<StyleBox> sb = get_theme_stylebox(selected ? SNAME("bg_selected") : SNAME("bg"));
+				draw_style_box(sb, Rect2(Vector2(), size));
+			}
 
 			Ref<StyleBox> bg_stylebox = get_theme_stylebox(SNAME("child_bg"));
 			if (draw_top_bg && right_child_rect != Rect2()) {

+ 44 - 21
editor/plugins/visual_shader_editor_plugin.cpp

@@ -818,6 +818,7 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool
 		}
 		hb->add_theme_constant_override("separation", 7 * EDSCALE);
 
+		// Default value button/property editor.
 		Variant default_value;
 
 		if (valid_left && !port_left_used) {
@@ -2744,6 +2745,8 @@ void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node,
 	Variant value = vs_node->get_input_port_default_value(p_port);
 
 	edited_property_holder->set_edited_property(value);
+	editing_node = p_node;
+	editing_port = p_port;
 
 	if (property_editor) {
 		property_editor->disconnect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
@@ -2751,29 +2754,49 @@ void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node,
 	}
 
 	// TODO: Define these properties with actual PropertyInfo and feed it to the property editor widget.
-	property_editor = EditorInspector::instantiate_property_editor(edited_property_holder.ptr(), value.get_type(), "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE);
-	if (property_editor) {
-		property_editor->set_object_and_property(edited_property_holder.ptr(), "edited_property");
-		property_editor->update_property();
-		property_editor->set_name_split_ratio(0);
-		property_editor_popup->add_child(property_editor);
+	property_editor = EditorInspector::instantiate_property_editor(edited_property_holder.ptr(), value.get_type(), "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE, true);
+	ERR_FAIL_NULL_MSG(property_editor, "Failed to create property editor for type: " + Variant::get_type_name(value.get_type()));
+
+	// Determine the best size for the popup based on the property type.
+	// This is done here, since the property editors are also used in the inspector where they have different layout requirements, so we can't just change their default minimum size.
+	Size2 popup_pref_size;
+	switch (value.get_type()) {
+		case Variant::VECTOR3:
+		case Variant::BASIS:
+			popup_pref_size.width = 320;
+			break;
+		case Variant::VECTOR4:
+		case Variant::QUATERNION:
+		case Variant::PLANE:
+		case Variant::TRANSFORM2D:
+		case Variant::TRANSFORM3D:
+		case Variant::PROJECTION:
+			popup_pref_size.width = 480;
+			break;
+		default:
+			popup_pref_size.width = 180;
+			break;
+	}
+	property_editor_popup->set_min_size(popup_pref_size);
 
-		property_editor->connect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
+	property_editor->set_object_and_property(edited_property_holder.ptr(), "edited_property");
+	property_editor->update_property();
+	property_editor->set_name_split_ratio(0);
+	property_editor_popup->add_child(property_editor);
 
-		Button *button = Object::cast_to<Button>(p_button);
-		if (button) {
-			property_editor_popup->set_position(button->get_screen_position() + Vector2(0, button->get_size().height) * graph->get_zoom());
-		}
-		property_editor_popup->reset_size();
-		if (button) {
-			property_editor_popup->popup();
-		} else {
-			property_editor_popup->popup_centered_ratio();
-		}
-	}
+	property_editor->connect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
 
-	editing_node = p_node;
-	editing_port = p_port;
+	Button *button = Object::cast_to<Button>(p_button);
+	if (button) {
+		property_editor_popup->set_position(button->get_screen_position() + Vector2(0, button->get_size().height) * graph->get_zoom());
+	}
+	property_editor_popup->reset_size();
+	if (button) {
+		property_editor_popup->popup();
+	} else {
+		property_editor_popup->popup_centered_ratio();
+	}
+	property_editor->select(0); // Focus the first focusable control.
 }
 
 void VisualShaderEditor::_set_custom_node_option(int p_index, int p_node, int p_op) {
@@ -6515,7 +6538,7 @@ VisualShaderEditor::VisualShaderEditor() {
 	graph_plugin->set_editor(this);
 
 	property_editor_popup = memnew(PopupPanel);
-	property_editor_popup->set_min_size(Size2(180, 0) * EDSCALE);
+	property_editor_popup->set_min_size(Size2(360, 0) * EDSCALE);
 	add_child(property_editor_popup);
 
 	edited_property_holder.instantiate();