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@@ -3191,6 +3191,15 @@ void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, Stri
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bool created_expression_port = false;
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+ // A node is inserted in an already present connection.
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+ if (from_node != -1 && from_slot != -1 && to_node != -1 && to_slot != -1) {
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+ undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, to_node, to_slot);
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+ undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, to_node, to_slot);
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+ undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, to_node, to_slot);
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+ undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, to_node, to_slot);
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+ }
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+
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+ // Create a connection from the new node to an input port of an existing one.
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if (to_node != -1 && to_slot != -1) {
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VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
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@@ -3260,7 +3269,10 @@ void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, Stri
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}
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}
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}
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- } else if (from_node != -1 && from_slot != -1) {
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+ }
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+
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+ // Create a connection from the output port of an existing node to the new one.
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+ if (from_node != -1 && from_slot != -1) {
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VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
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if (expr && expr->is_editable()) {
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@@ -3483,8 +3495,11 @@ void VisualShaderEditor::_nodes_dragged() {
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undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
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}
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- drag_buffer.clear();
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undo_redo->commit_action();
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+
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+ _handle_node_drop_on_connection();
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+
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+ drag_buffer.clear();
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}
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void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
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@@ -3564,6 +3579,132 @@ void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slo
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_show_members_dialog(true, input_port_type, output_port_type);
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}
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+bool VisualShaderEditor::_check_node_drop_on_connection(const Vector2 &p_position, Ref<GraphEdit::Connection> *r_closest_connection, int *r_from_port, int *r_to_port) {
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+ VisualShader::Type shader_type = get_current_shader_type();
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+
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+ // Get selected graph node.
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+ Ref<VisualShaderNode> selected_vsnode;
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+ int selected_node_id = -1;
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+ int selected_node_count = 0;
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+ Rect2 selected_node_rect;
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+
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+ for (int i = 0; i < graph->get_child_count(); i++) {
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+ GraphNode *graph_node = Object::cast_to<GraphNode>(graph->get_child(i));
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+ if (graph_node && graph_node->is_selected()) {
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+ selected_node_id = String(graph_node->get_name()).to_int();
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+ Ref<VisualShaderNode> vsnode = visual_shader->get_node(shader_type, selected_node_id);
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+ if (!vsnode->is_closable()) {
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+ continue;
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+ }
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+
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+ selected_node_count += 1;
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+
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+ Ref<VisualShaderNode> node = visual_shader->get_node(shader_type, selected_node_id);
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+ selected_vsnode = node;
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+ selected_node_rect = graph_node->get_rect();
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+ }
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+ }
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+
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+ // Only a single node - which has both input and output ports but is not connected yet - can be inserted.
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+ if (selected_node_count != 1 || !selected_vsnode.is_valid()) {
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+ return false;
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+ }
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+
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+ // Check whether the dragged node was dropped over a connection.
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+ List<Ref<GraphEdit::Connection>> intersecting_connections = graph->get_connections_intersecting_with_rect(selected_node_rect);
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+
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+ if (intersecting_connections.is_empty()) {
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+ return false;
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+ }
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+
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+ Ref<GraphEdit::Connection> intersecting_connection = intersecting_connections.front()->get();
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+
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+ if (selected_vsnode->is_any_port_connected() || selected_vsnode->get_input_port_count() == 0 || selected_vsnode->get_output_port_count() == 0) {
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+ return false;
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+ }
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+
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+ VisualShaderNode::PortType original_port_type_from = visual_shader->get_node(shader_type, String(intersecting_connection->from_node).to_int())->get_output_port_type(intersecting_connection->from_port);
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+ VisualShaderNode::PortType original_port_type_to = visual_shader->get_node(shader_type, String(intersecting_connection->to_node).to_int())->get_input_port_type(intersecting_connection->to_port);
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+
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+ // Searching for the default port or the first compatible input port of the node to insert.
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+ int _to_port = -1;
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+ for (int i = 0; i < selected_vsnode->get_input_port_count(); i++) {
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+ if (visual_shader->is_port_types_compatible(original_port_type_from, selected_vsnode->get_input_port_type(i))) {
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+ if (i == selected_vsnode->get_default_input_port(original_port_type_from)) {
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+ _to_port = i;
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+ break;
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+ } else if (_to_port == -1) {
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+ _to_port = i;
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+ }
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+ }
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+ }
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+
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+ // Searching for the first compatible output port of the node to insert.
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+ int _from_port = -1;
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+ for (int i = 0; i < selected_vsnode->get_output_port_count(); i++) {
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+ if (visual_shader->is_port_types_compatible(selected_vsnode->get_output_port_type(i), original_port_type_to)) {
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+ _from_port = i;
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+ break;
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+ }
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+ }
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+
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+ if (_to_port == -1 || _from_port == -1) {
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+ return false;
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+ }
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+
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+ if (r_closest_connection != nullptr) {
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+ *r_closest_connection = intersecting_connection;
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+ }
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+ if (r_from_port != nullptr) {
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+ *r_from_port = _from_port;
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+ }
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+ if (r_to_port != nullptr) {
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+ *r_to_port = _to_port;
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+ }
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+
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+ return true;
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+}
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+
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+void VisualShaderEditor::_handle_node_drop_on_connection() {
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+ EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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+ undo_redo->create_action(TTR("Insert node"));
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+
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+ // Check whether the dragged node was dropped over a connection.
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+ Ref<GraphEdit::Connection> closest_connection;
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+ int _from_port = -1;
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+ int _to_port = -1;
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+
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+ if (!_check_node_drop_on_connection(graph->get_local_mouse_position(), &closest_connection, &_from_port, &_to_port)) {
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+ return;
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+ }
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+
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+ int selected_node_id = drag_buffer[0].node;
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+ VisualShader::Type shader_type = get_current_shader_type();
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+ Ref<VisualShaderNode> selected_vsnode = visual_shader->get_node(shader_type, selected_node_id);
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+
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+ // Delete the old connection.
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+ undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
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+ undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
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+ undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
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+ undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
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+
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+ // Add the connection to the dropped node.
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+ undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
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+ undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
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+ undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
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+ undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
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+
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+ // Add the connection from the dropped node.
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+ undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
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+ undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
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+ undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
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+ undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
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+
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+ undo_redo->commit_action();
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+
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+ call_deferred(SNAME("_update_graph"));
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+}
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+
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void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
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VisualShader::Type type = VisualShader::Type(p_type);
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List<VisualShader::Connection> conns;
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@@ -3923,9 +4064,19 @@ void VisualShaderEditor::_node_selected(Object *p_node) {
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}
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void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
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+ Ref<InputEventMouseMotion> mm = p_event;
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Ref<InputEventMouseButton> mb = p_event;
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VisualShader::Type type = get_current_shader_type();
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+ // Highlight valid connection on which a node can be dropped.
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+ if (mm.is_valid() && mm->get_button_mask().has_flag(MouseButtonMask::LEFT)) {
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+ Ref<GraphEdit::Connection> closest_connection;
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+ graph->reset_all_connection_activity();
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+ if (_check_node_drop_on_connection(graph->get_local_mouse_position(), &closest_connection)) {
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+ graph->set_connection_activity(closest_connection->from_node, closest_connection->from_port, closest_connection->to_node, closest_connection->to_port, 1.0);
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+ }
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+ }
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+
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Ref<VisualShaderNode> selected_vsnode;
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// Right click actions.
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if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
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@@ -3981,7 +4132,16 @@ void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
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}
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}
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- if (selected_closable_graph_elements.is_empty() && copy_buffer_empty) {
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+ menu_point = graph->get_local_mouse_position();
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+ Point2 gpos = get_screen_position() + get_local_mouse_position();
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+
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+ Ref<GraphEdit::Connection> closest_connection = graph->get_closest_connection_at_point(menu_point);
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+ if (closest_connection.is_valid()) {
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+ clicked_connection = closest_connection;
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+ connection_popup_menu->set_position(gpos);
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+ connection_popup_menu->reset_size();
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+ connection_popup_menu->popup();
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+ } else if (selected_closable_graph_elements.is_empty() && copy_buffer_empty) {
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_show_members_dialog(true);
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} else {
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popup_menu->set_item_disabled(NodeMenuOptions::CUT, selected_closable_graph_elements.is_empty());
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@@ -4053,8 +4213,6 @@ void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
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popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
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}
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- menu_point = graph->get_local_mouse_position();
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- Point2 gpos = get_screen_position() + get_local_mouse_position();
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popup_menu->set_position(gpos);
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popup_menu->reset_size();
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popup_menu->popup();
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@@ -4757,6 +4915,27 @@ void VisualShaderEditor::_member_create() {
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TreeItem *item = members->get_selected();
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if (item != nullptr && item->has_meta("id")) {
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int idx = members->get_selected()->get_meta("id");
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+ if (connection_node_insert_requested) {
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+ from_node = String(clicked_connection->from_node).to_int();
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+ from_slot = clicked_connection->from_port;
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+ to_node = String(clicked_connection->to_node).to_int();
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+ to_slot = clicked_connection->to_port;
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+
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+ connection_node_insert_requested = false;
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+
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+ saved_node_pos_dirty = true;
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+
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+ // Find both graph nodes and get their positions.
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+ GraphNode *from_graph_element = Object::cast_to<GraphNode>(graph->get_node(itos(from_node)));
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+ GraphNode *to_graph_element = Object::cast_to<GraphNode>(graph->get_node(itos(to_node)));
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+
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+ ERR_FAIL_NULL(from_graph_element);
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+ ERR_FAIL_NULL(to_graph_element);
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+
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+ // Since the size of the node to add is not known yet, it's not possible to center it exactly.
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+ float zoom = graph->get_zoom();
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+ saved_node_pos = 0.5 * (from_graph_element->get_position() + zoom * from_graph_element->get_output_port_position(from_slot) + to_graph_element->get_position() + zoom * to_graph_element->get_input_port_position(to_slot));
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+ }
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_add_node(idx, add_options[idx].ops);
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members_dialog->hide();
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}
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@@ -4767,6 +4946,7 @@ void VisualShaderEditor::_member_cancel() {
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to_slot = -1;
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from_node = -1;
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from_slot = -1;
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+ connection_node_insert_requested = false;
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}
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void VisualShaderEditor::_update_varying_tree() {
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@@ -4938,6 +5118,37 @@ void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
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}
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}
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+void VisualShaderEditor::_connection_menu_id_pressed(int p_idx) {
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+ switch (p_idx) {
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+ case ConnectionMenuOptions::DISCONNECT: {
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+ EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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+ undo_redo->create_action(TTR("Disconnect"));
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+ undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
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+ undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
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+ undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
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+ undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
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+ undo_redo->commit_action();
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+ } break;
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+ case ConnectionMenuOptions::INSERT_NEW_NODE: {
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+ VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
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+ VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
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+ Ref<VisualShaderNode> node1 = visual_shader->get_node(get_current_shader_type(), String(clicked_connection->from_node).to_int());
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+ if (node1.is_valid()) {
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+ output_port_type = node1->get_output_port_type(from_slot);
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+ }
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+ Ref<VisualShaderNode> node2 = visual_shader->get_node(get_current_shader_type(), String(clicked_connection->to_node).to_int());
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+ if (node2.is_valid()) {
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+ input_port_type = node2->get_input_port_type(to_slot);
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+ }
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+
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+ connection_node_insert_requested = true;
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+ _show_members_dialog(true, input_port_type, output_port_type);
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+ } break;
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+ default:
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+ break;
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+ }
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+}
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+
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Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
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if (p_from == members) {
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TreeItem *it = members->get_item_at_position(p_point);
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@@ -5417,6 +5628,12 @@ VisualShaderEditor::VisualShaderEditor() {
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popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
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popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
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+ connection_popup_menu = memnew(PopupMenu);
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+ add_child(connection_popup_menu);
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+ connection_popup_menu->add_item(TTR("Disconnect"), ConnectionMenuOptions::DISCONNECT);
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+ connection_popup_menu->add_item(TTR("Insert New Node"), ConnectionMenuOptions::INSERT_NEW_NODE);
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+ connection_popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_connection_menu_id_pressed));
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+
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///////////////////////////////////////
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// SHADER NODES TREE
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///////////////////////////////////////
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