//----------------------------------------------------------------------------- // 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/guiShaderNode.h" #endif // !_SHADERNODE_H_ struct NodeConnection { // keep track of the nodes hit. GuiShaderNode* nodeA = NULL; GuiShaderNode* nodeB = NULL; // keep track of the sockets. NodeInput* inSocket = NULL; NodeOutput* outSocket = NULL; }; class GuiShaderEditor : public GuiControl { public: typedef GuiControl Parent; enum mouseModes { Selecting, MovingSelection, DragPanning, DragConnection, DragSelecting, DragClone }; protected: // list typedef Vector ShaderNodeVector; typedef Vector ShderNodeConnections; // all nodes in this graph. ShaderNodeVector mCurrNodes; ShderNodeConnections mCurrConnections; NodeConnection* mTempConnection; // Undo SimGroup* mTrash; // view controls Point2I mViewOffset; F32 mZoomScale; // mouse interaction mouseModes mMouseDownMode; Point2I mLastMousePos; Point2I mLastDragPos; Point2I mSelectionAnchor; Point2I mDragBeginPoint; Vector mDragBeginPoints; bool mDragAddSelection; bool mDragMoveUndo; bool mFullBoxSelection; S32 mNodeSize; ShaderNodeVector mSelectedNodes; void renderNodes(Point2I offset, const RectI& updateRect); void renderConnections(Point2I offset, const RectI& updateRect); // functions for handling mouse events. GuiShaderNode* findHitNode(const Point2I& pt); bool findHitSocket(const Point2I& pt); U32 finishConnection(const Point2I& pt); bool hasConnection(NodeSocket* inSocket); bool hasConnection(NodeSocket* inSocket, Vector& conn); bool hasConnection(NodeSocket* inSocket, NodeConnection*& conn); void findNodesInRect(const RectI& rect, Vector& outResult); void getDragRect(RectI& box); void startDragMove(const Point2I& startPoint); void startDragRectangle(const Point2I& startPoint); void startDragClone(const Point2I& startPoint); void setMouseMode(mouseModes mode); void addNode(GuiShaderNode* newNode); public: GuiShaderEditor(); DECLARE_CONOBJECT(GuiShaderEditor); DECLARE_CATEGORY("Shader Editor"); DECLARE_DESCRIPTION("Implements a shader node based editor."); bool onWake() override; void onSleep() override; static void initPersistFields(); bool onAdd() override; void onRemove() override; void onPreRender() override; void drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness = 2, ColorI col1 = ColorI(255, 255, 255), ColorI col2 = ColorI(255, 255, 255)); void onRender(Point2I offset, const RectI& updateRect) override; // interaction bool onKeyDown(const GuiEvent& event) override; void onMouseDown(const GuiEvent& event) override; void onMouseUp(const GuiEvent& event) override; void onMouseDragged(const GuiEvent& event) override; void onMiddleMouseDown(const GuiEvent& event) override; void onMiddleMouseUp(const GuiEvent& event) override; void onMiddleMouseDragged(const GuiEvent& event) override; bool onMouseWheelUp(const GuiEvent& event) override; bool onMouseWheelDown(const GuiEvent& event) override; RectI getSelectionBounds(); void deleteSelection(); void moveSelection(const Point2I& delta, bool callback = true); void clearSelection(); void cloneSelection(); void addSelectionAtPoint(const Point2I& pos); void addSelection(GuiShaderNode* inNode); bool selectionContains(GuiShaderNode* inNode); void removeSelection(GuiShaderNode* inNode); void canHitSelectedNodes(bool state = true); }; #endif //_GUISHADEREDITOR_H_