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@@ -31,6 +31,7 @@
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#include "console/engineAPI.h"
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#include "console/engineAPI.h"
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#include "console/script.h"
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#include "console/script.h"
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#include "console/typeValidators.h"
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#include "console/typeValidators.h"
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+#include "gfx/primBuilder.h"
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IMPLEMENT_CONOBJECT(GuiShaderEditor);
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IMPLEMENT_CONOBJECT(GuiShaderEditor);
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@@ -51,15 +52,17 @@ GuiShaderEditor::GuiShaderEditor()
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VECTOR_SET_ASSOCIATION(mCurrNodes);
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VECTOR_SET_ASSOCIATION(mCurrNodes);
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VECTOR_SET_ASSOCIATION(mSelectedNodes);
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VECTOR_SET_ASSOCIATION(mSelectedNodes);
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VECTOR_SET_ASSOCIATION(mDragBeginPoints);
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VECTOR_SET_ASSOCIATION(mDragBeginPoints);
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+ VECTOR_SET_ASSOCIATION(mCurrConnections);
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mActive = true;
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mActive = true;
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mMouseDownMode = GuiShaderEditor::Selecting;
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mMouseDownMode = GuiShaderEditor::Selecting;
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mTrash = NULL;
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mTrash = NULL;
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+ mTempConnection = NULL;
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mNodeSize = 10;
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mNodeSize = 10;
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// test
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// test
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- mCurrNodes.push_back(new GuiShaderNode());
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- mCurrNodes.push_back(new GuiShaderNode());
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+ addNode(new GuiShaderNode());
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+ addNode(new GuiShaderNode());
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}
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}
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bool GuiShaderEditor::onWake()
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bool GuiShaderEditor::onWake()
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@@ -115,10 +118,10 @@ void GuiShaderEditor::onRemove()
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mTrash = NULL;
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mTrash = NULL;
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- for (GuiShaderNode* node : mCurrNodes)
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+ /* for (GuiShaderNode* node : mCurrNodes)
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{
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{
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SAFE_DELETE(node);
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SAFE_DELETE(node);
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- }
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+ }*/
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for (GuiShaderNode* node : mSelectedNodes)
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for (GuiShaderNode* node : mSelectedNodes)
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{
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{
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@@ -131,6 +134,45 @@ void GuiShaderEditor::onPreRender()
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setUpdate();
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setUpdate();
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}
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}
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+void GuiShaderEditor::drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness = 2, ColorI col1 = ColorI(255, 255, 255), ColorI col2 = ColorI(255, 255, 255))
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+{
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+ Point2F dir = Point2F(pt2.x - pt1.x, pt2.y - pt1.y);
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+ if (dir == Point2F::Zero)
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+ return;
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+
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+ Point2F unitDir = dir / mSqrt(dir.x * dir.x + dir.y * dir.y);
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+ Point2F unitPerp(-unitDir.y, unitDir.x);
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+ Point2F offset = (thickness / 2.0f) * unitPerp;
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+
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+ GFX->setStateBlock(mDefaultGuiSB);
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+
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+ Point2F lT = Point2F(pt1.x, pt1.y) + offset;
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+ Point2F lB = Point2F(pt1.x, pt1.y) - offset;
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+ Point2F rT = Point2F(pt2.x, pt2.y) + offset;
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+ Point2F rB = Point2F(pt2.x, pt2.y) - offset;
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+
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+
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+ PrimBuild::begin(GFXTriangleStrip, 4);
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+
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+ // top left.
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+ PrimBuild::color(col1);
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+ PrimBuild::vertex2f(lT.x, lT.y);
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+
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+ // bottom left.
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+ PrimBuild::color(col1);
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+ PrimBuild::vertex2f(lB.x, lB.y);
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+
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+ // top right.
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+ PrimBuild::color(col2);
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+ PrimBuild::vertex2f(rT.x, rT.y);
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+
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+ // bottom right.
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+ PrimBuild::color(col2);
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+ PrimBuild::vertex2f(rB.x, rB.y);
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+
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+ PrimBuild::end();
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+}
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+
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void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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{
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{
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// Save the current clip rect
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// Save the current clip rect
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@@ -168,7 +210,7 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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{
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{
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GFX->setClipRect(childClip);
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GFX->setClipRect(childClip);
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GFX->setStateBlock(mDefaultGuiSB);
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GFX->setStateBlock(mDefaultGuiSB);
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- node->onRender(childPos, childClip, mNodeSize);
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+ node->renderNode(childPos, childClip, mNodeSize);
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}
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}
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GFX->setClipRect(clipRect);
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GFX->setClipRect(clipRect);
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@@ -185,7 +227,14 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawRect(socketRect, border);
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drawer->drawRect(socketRect, border);
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socketRect.inset(1, 1);
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socketRect.inset(1, 1);
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- drawer->drawRectFill(socketRect, mProfile->mFillColor);
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+
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+ ColorI fill = mProfile->mFillColor;
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+ if (hasConnection(input))
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+ {
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+ fill = ColorI::WHITE;
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+ }
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+
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+ drawer->drawRectFill(socketRect, fill);
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}
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}
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for (NodeOutput* output : node->mOutputNodes)
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for (NodeOutput* output : node->mOutputNodes)
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@@ -200,7 +249,14 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawRect(socketRect, border);
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drawer->drawRect(socketRect, border);
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socketRect.inset(1, 1);
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socketRect.inset(1, 1);
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- drawer->drawRectFill(socketRect, mProfile->mFillColor);
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+
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+ ColorI fill = mProfile->mFillColor;
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+ if (hasConnection(output))
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+ {
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+ fill = ColorI::WHITE;
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+ }
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+
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+ drawer->drawRectFill(socketRect, fill);
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}
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}
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}
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}
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}
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}
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@@ -210,6 +266,40 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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GFX->setClipRect(savedClipRect);
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GFX->setClipRect(savedClipRect);
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}
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}
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+void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
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+{
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+ // Save the current clip rect
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+ // so we can restore it at the end of this method.
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+ RectI savedClipRect = GFX->getClipRect();
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+
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+ // offset is the upper-left corner of this control in screen coordinates
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+ // updateRect is the intersection rectangle in screen coords of the control
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+ // hierarchy. This can be set as the clip rectangle in most cases.
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+ RectI clipRect = updateRect;
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+ clipRect.inset(2, 2);
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+
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+ GFXDrawUtil* drawer = GFX->getDrawUtil();
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+
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+ for (NodeConnection* conn : mCurrConnections)
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+ {
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+ // for temp connetion, nodeA is always the first node selected.
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+ Point2I start(Point2I::Zero);
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+ Point2I end(Point2I::Zero);
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+
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+ start = conn->nodeA->localToGlobalCoord(conn->inSocket->pos) + offset;
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+ end = conn->nodeB->localToGlobalCoord(conn->outSocket->pos) + offset;
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+
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+ start += Point2I(mNodeSize / 2, mNodeSize / 2);
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+ end += Point2I(mNodeSize / 2, mNodeSize / 2);
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+
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+ drawThickLine(start, end);
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+ }
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+
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+ // Restore the clip rect to what it was at the start
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+ // of this method.
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+ GFX->setClipRect(savedClipRect);
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+}
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+
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void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
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void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
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{
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{
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offset += mViewOffset;
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offset += mViewOffset;
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@@ -217,21 +307,48 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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// render our nodes.
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// render our nodes.
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+ renderConnections(offset, updateRect);
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renderNodes(offset, updateRect);
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renderNodes(offset, updateRect);
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- // Draw selection rectangle last so it is rendered on top.
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- if (mActive && mMouseDownMode == DragSelecting)
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+ if (mActive)
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{
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{
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- RectI b;
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- getDragRect(b);
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- b.point += offset;
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+ if (mMouseDownMode == DragConnection)
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+ {
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+ // something went wrong.... fix it fix it fix it.
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+ if (mTempConnection == NULL)
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+ return;
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+ else
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+ {
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+ // for temp connetion, nodeA is always the first node selected.
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+ Point2I start(Point2I::Zero);
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+ if (mTempConnection->inSocket != NULL)
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+ start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->inSocket->pos) + offset;
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+ else if(mTempConnection->outSocket != NULL)
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+ start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->outSocket->pos) + offset;
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+
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+ RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
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+ start += Point2I(mNodeSize / 2, mNodeSize / 2);
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+ drawThickLine(start, mLastMousePos + offset);
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+
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+ // draw socket overlay over the top of the line.
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+ sockActive.inset(1, 1);
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+ drawer->drawRectFill(sockActive, ColorI(255, 255, 255));
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+ }
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+ }
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+ // Draw selection rectangle last so it is rendered on top.
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+ if (mMouseDownMode == DragSelecting)
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+ {
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+ RectI b;
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+ getDragRect(b);
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+ b.point += offset;
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- // Draw outline.
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- drawer->drawRect(b, ColorI(100, 100, 100, 128));
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+ // Draw outline.
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+ drawer->drawRect(b, ColorI(100, 100, 100, 128));
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- // Draw fill.
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- b.inset(1, 1);
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- drawer->drawRectFill(b, ColorI(150, 150, 150, 128));
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+ // Draw fill.
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+ b.inset(1, 1);
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+ drawer->drawRectFill(b, ColorI(150, 150, 150, 128));
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+ }
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}
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}
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}
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}
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@@ -274,51 +391,59 @@ void GuiShaderEditor::onMouseDown(const GuiEvent& event)
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GuiShaderNode* hitNode = findHitNode(mLastMousePos);
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GuiShaderNode* hitNode = findHitNode(mLastMousePos);
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- if (event.modifier & SI_SHIFT)
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+ if(findHitSocket(mLastMousePos))
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{
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{
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- startDragRectangle(mLastMousePos);
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- mDragAddSelection = true;
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- }
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- else if (selectionContains(hitNode))
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- {
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- if (event.modifier & SI_MULTISELECT)
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- {
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- removeSelection(hitNode);
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- setMouseMode(Selecting);
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- }
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- else if (event.modifier & SI_PRIMARY_ALT)
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- {
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- startDragClone(mLastMousePos);
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- }
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- else
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- {
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- startDragMove(mLastMousePos);
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- }
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+ // handled in hit socket.
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+ return;
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}
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}
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else
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else
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{
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{
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- if (hitNode == NULL)
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+ if (event.modifier & SI_SHIFT)
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{
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{
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startDragRectangle(mLastMousePos);
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startDragRectangle(mLastMousePos);
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- mDragAddSelection = false;
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+ mDragAddSelection = true;
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}
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}
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- else if (event.modifier & SI_PRIMARY_ALT && hitNode != NULL)
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+ else if (selectionContains(hitNode))
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{
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{
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- // Alt is down. Start a drag clone.
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- clearSelection();
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- addSelection(hitNode);
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- startDragClone(mLastMousePos);
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- }
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- else if (event.modifier & SI_MULTISELECT)
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- {
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- addSelection(hitNode);
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+ if (event.modifier & SI_MULTISELECT)
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+ {
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+ removeSelection(hitNode);
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+ setMouseMode(Selecting);
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+ }
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+ else if (event.modifier & SI_PRIMARY_ALT)
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+ {
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+ startDragClone(mLastMousePos);
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+ }
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+ else
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+ {
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+ startDragMove(mLastMousePos);
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+ }
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}
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}
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else
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else
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{
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{
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- // Clicked on node. Start move.
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- clearSelection();
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- addSelection(hitNode);
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- startDragMove(mLastMousePos);
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+ if (hitNode == NULL)
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+ {
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+ startDragRectangle(mLastMousePos);
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+ mDragAddSelection = false;
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+ }
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+ else if (event.modifier & SI_PRIMARY_ALT && hitNode != NULL)
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+ {
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+ // Alt is down. Start a drag clone.
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+ clearSelection();
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+ addSelection(hitNode);
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+ startDragClone(mLastMousePos);
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+ }
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+ else if (event.modifier & SI_MULTISELECT)
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+ {
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+ addSelection(hitNode);
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+ }
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+ else
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+ {
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+ // Clicked on node. Start move.
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+ clearSelection();
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+ addSelection(hitNode);
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+ startDragMove(mLastMousePos);
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+ }
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}
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}
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}
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}
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@@ -342,6 +467,35 @@ void GuiShaderEditor::onMouseUp(const GuiEvent& event)
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// get mouse pos with our view offset and scale.
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// get mouse pos with our view offset and scale.
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mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
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mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
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+ if (mMouseDownMode == DragConnection)
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+ {
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+ U32 ret = finishConnection(mLastMousePos);
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+
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+ if (ret == 1) // we set the input on mouse up, nodeB is the inputSocket, swap order.
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+ {
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+ NodeConnection* conn = new NodeConnection();
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+ conn->nodeA = mTempConnection->nodeB;
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+ conn->nodeB = mTempConnection->nodeA;
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+ conn->inSocket = mTempConnection->inSocket;
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+ conn->outSocket = mTempConnection->outSocket;
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+
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+ mCurrConnections.push_back(conn);
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+ }
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|
|
|
+
|
|
|
|
+ if (ret == 2) // we set the output on mouse up, nodeB is the outputSocket
|
|
|
|
+ {
|
|
|
|
+ NodeConnection* conn = new NodeConnection();
|
|
|
|
+ conn->nodeA = mTempConnection->nodeA;
|
|
|
|
+ conn->nodeB = mTempConnection->nodeB;
|
|
|
|
+ conn->inSocket = mTempConnection->inSocket;
|
|
|
|
+ conn->outSocket = mTempConnection->outSocket;
|
|
|
|
+
|
|
|
|
+ mCurrConnections.push_back(conn);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ mTempConnection = NULL;
|
|
|
|
+ }
|
|
|
|
+
|
|
if (mMouseDownMode == DragSelecting)
|
|
if (mMouseDownMode == DragSelecting)
|
|
{
|
|
{
|
|
if (!(event.modifier & SI_MULTISELECT) && !mDragAddSelection)
|
|
if (!(event.modifier & SI_MULTISELECT) && !mDragAddSelection)
|
|
@@ -536,6 +690,34 @@ void GuiShaderEditor::deleteSelection()
|
|
{
|
|
{
|
|
mTrash->addObject(node);
|
|
mTrash->addObject(node);
|
|
|
|
|
|
|
|
+ for (NodeInput* input : node->mInputNodes)
|
|
|
|
+ {
|
|
|
|
+ NodeConnection* conn;
|
|
|
|
+ if (hasConnection(input, conn))
|
|
|
|
+ {
|
|
|
|
+ // selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
|
|
|
|
+ Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
|
|
|
|
+ if (i != mCurrConnections.end())
|
|
|
|
+ {
|
|
|
|
+ mCurrConnections.erase(i);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for (NodeOutput* output : node->mOutputNodes)
|
|
|
|
+ {
|
|
|
|
+ NodeConnection* conn;
|
|
|
|
+ if (hasConnection(output, conn))
|
|
|
|
+ {
|
|
|
|
+ // selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
|
|
|
|
+ Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
|
|
|
|
+ if (i != mCurrConnections.end())
|
|
|
|
+ {
|
|
|
|
+ mCurrConnections.erase(i);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
|
|
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
|
|
if (i != mCurrNodes.end())
|
|
if (i != mCurrNodes.end())
|
|
mCurrNodes.erase(i);
|
|
mCurrNodes.erase(i);
|
|
@@ -651,6 +833,147 @@ GuiShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
|
|
return nullptr;
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+bool GuiShaderEditor::findHitSocket(const Point2I& pt)
|
|
|
|
+{
|
|
|
|
+ Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
|
|
|
|
+ Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
|
|
|
|
+
|
|
|
|
+ for (GuiShaderNode* node : mCurrNodes)
|
|
|
|
+ {
|
|
|
|
+ for (NodeInput* inNode : node->mInputNodes)
|
|
|
|
+ {
|
|
|
|
+ Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
|
|
|
|
+ RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
|
|
|
|
+
|
|
|
|
+ S32 xt = offsetPoint.x - box.point.x;
|
|
|
|
+ S32 yt = offsetPoint.y - box.point.y;
|
|
|
|
+ if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
|
|
|
|
+ {
|
|
|
|
+ mTempConnection = new NodeConnection();
|
|
|
|
+ mTempConnection->nodeA = node;
|
|
|
|
+ mTempConnection->inSocket = inNode;
|
|
|
|
+ setMouseMode(DragConnection);
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for (NodeOutput* outNode : node->mOutputNodes)
|
|
|
|
+ {
|
|
|
|
+ Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
|
|
|
|
+ RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
|
|
|
|
+
|
|
|
|
+ S32 xt = offsetPoint.x - box.point.x;
|
|
|
|
+ S32 yt = offsetPoint.y - box.point.y;
|
|
|
|
+ if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
|
|
|
|
+ {
|
|
|
|
+ mTempConnection = new NodeConnection();
|
|
|
|
+ mTempConnection->nodeA = node;
|
|
|
|
+ mTempConnection->outSocket = outNode;
|
|
|
|
+ setMouseMode(DragConnection);
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return false;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+U32 GuiShaderEditor::finishConnection(const Point2I& pt)
|
|
|
|
+{
|
|
|
|
+ Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
|
|
|
|
+ Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
|
|
|
|
+
|
|
|
|
+ for (GuiShaderNode* node : mCurrNodes)
|
|
|
|
+ {
|
|
|
|
+ for (NodeInput* inNode : node->mInputNodes)
|
|
|
|
+ {
|
|
|
|
+ Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
|
|
|
|
+ RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
|
|
|
|
+
|
|
|
|
+ S32 xt = offsetPoint.x - box.point.x;
|
|
|
|
+ S32 yt = offsetPoint.y - box.point.y;
|
|
|
|
+ if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
|
|
|
|
+ {
|
|
|
|
+ if (mTempConnection->nodeA == node || mTempConnection->inSocket != NULL)
|
|
|
|
+ return false;
|
|
|
|
+
|
|
|
|
+ NodeConnection* conn;
|
|
|
|
+ if(hasConnection(inNode, conn))
|
|
|
|
+ {
|
|
|
|
+ // selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
|
|
|
|
+ Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
|
|
|
|
+ if (i != mCurrConnections.end())
|
|
|
|
+ {
|
|
|
|
+ mCurrConnections.erase(i);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ mTempConnection->nodeB = node;
|
|
|
|
+ mTempConnection->inSocket = inNode;
|
|
|
|
+ return 1;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for (NodeOutput* outNode : node->mOutputNodes)
|
|
|
|
+ {
|
|
|
|
+ Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
|
|
|
|
+ RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
|
|
|
|
+
|
|
|
|
+ S32 xt = offsetPoint.x - box.point.x;
|
|
|
|
+ S32 yt = offsetPoint.y - box.point.y;
|
|
|
|
+ if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
|
|
|
|
+ {
|
|
|
|
+ if (mTempConnection->nodeA == node || mTempConnection->outSocket != NULL)
|
|
|
|
+ return false;
|
|
|
|
+
|
|
|
|
+ NodeConnection* conn;
|
|
|
|
+ if (hasConnection(mTempConnection->inSocket, conn))
|
|
|
|
+ {
|
|
|
|
+ // selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
|
|
|
|
+ Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
|
|
|
|
+ if (i != mCurrConnections.end())
|
|
|
|
+ {
|
|
|
|
+ mCurrConnections.erase(i);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ mTempConnection->nodeB = node;
|
|
|
|
+ mTempConnection->outSocket = outNode;
|
|
|
|
+ return 2;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return 0;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool GuiShaderEditor::hasConnection(NodeSocket* inSocket)
|
|
|
|
+{
|
|
|
|
+ for (NodeConnection* con : mCurrConnections)
|
|
|
|
+ {
|
|
|
|
+ if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
|
|
|
|
+ {
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return false;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
|
|
|
|
+{
|
|
|
|
+ for (NodeConnection* con : mCurrConnections)
|
|
|
|
+ {
|
|
|
|
+ if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
|
|
|
|
+ {
|
|
|
|
+ if (conn != nullptr)
|
|
|
|
+ conn = con;
|
|
|
|
+
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return false;
|
|
|
|
+}
|
|
|
|
+
|
|
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult)
|
|
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult)
|
|
{
|
|
{
|
|
canHitSelectedNodes(false);
|
|
canHitSelectedNodes(false);
|
|
@@ -710,3 +1033,8 @@ void GuiShaderEditor::setMouseMode(mouseModes mode)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+void GuiShaderEditor::addNode(GuiShaderNode* newNode)
|
|
|
|
+{
|
|
|
|
+ mCurrNodes.push_back(newNode);
|
|
|
|
+}
|
|
|
|
+
|