material-maker/addons/material_maker/graph_edit.gd

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GDScript3
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tool
extends GraphEdit
class_name MMGraphEdit
var editor_interface = null
var node_factory = null
var save_path = null setget set_save_path
var need_save = false
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var top_generator = null
var generator = null
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onready var timer : Timer = $Timer
onready var subgraph_ui : HBoxContainer = $GraphUI/SubGraphUI
onready var button_transmits_seed : Button = $GraphUI/SubGraphUI/ButtonTransmitsSeed
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signal save_path_changed
signal graph_changed
func _ready() -> void:
OS.low_processor_usage_mode = true
center_view()
for t in range(5):
add_valid_connection_type(t, 42)
add_valid_connection_type(42, t)
func _gui_input(event) -> void:
if event is InputEventKey and event.pressed:
var scancode_with_modifiers = event.get_scancode_with_modifiers()
if scancode_with_modifiers == KEY_DELETE || scancode_with_modifiers == KEY_BACKSPACE:
remove_selection()
# Misc. useful functions
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func get_source(node, port) -> Dictionary:
for c in get_connection_list():
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if c.to == node and c.to_port == port:
return { node=c.from, slot=c.from_port }
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return {}
func offset_from_global_position(global_position) -> Vector2:
return (scroll_offset + global_position - rect_global_position) / zoom
func add_node(node) -> void:
add_child(node)
node.connect("close_request", self, "remove_node", [ node ])
func connect_node(from, from_slot, to, to_slot):
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if generator.connect_children(get_node(from).generator, from_slot, get_node(to).generator, to_slot):
var disconnect = get_source(to, to_slot)
if !disconnect.empty():
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.disconnect_node(disconnect.node, disconnect.slot, to, to_slot)
.connect_node(from, from_slot, to, to_slot)
send_changed_signal()
func disconnect_node(from, from_slot, to, to_slot) -> void:
if generator.disconnect_children(get_node(from).generator, from_slot, get_node(to).generator, to_slot):
.disconnect_node(from, from_slot, to, to_slot)
send_changed_signal()
func on_connections_changed(removed_connections : Array, added_connections : Array) -> void:
for c in removed_connections:
.disconnect_node("node_"+c.from, c.from_port, "node_"+c.to, c.to_port)
for c in added_connections:
.connect_node("node_"+c.from, c.from_port, "node_"+c.to, c.to_port)
func remove_node(node) -> void:
if generator.remove_generator(node.generator):
var node_name = node.name
for c in get_connection_list():
if c.from == node_name or c.to == node_name:
disconnect_node(c.from, c.from_port, c.to, c.to_port)
node.queue_free()
send_changed_signal()
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# Global operations on graph
func update_tab_title() -> void:
if !get_parent().has_method("set_tab_title"):
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print("no set_tab_title method")
return
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var title = "[unnamed]"
if save_path != null:
title = save_path.right(save_path.rfind("/")+1)
if need_save:
title += " *"
if get_parent().has_method("set_tab_title"):
get_parent().set_tab_title(get_index(), title)
func set_need_save(ns) -> void:
if ns != need_save:
need_save = ns
update_tab_title()
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func set_save_path(path) -> void:
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if path != save_path:
save_path = path
update_tab_title()
emit_signal("save_path_changed", self, path)
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func clear_view() -> void:
clear_connections()
for c in get_children():
if c is GraphNode:
remove_child(c)
c.free()
# Center view
func center_view() -> void:
var center = Vector2(0, 0)
var node_count = 0
for c in get_children():
if c is GraphNode:
center += c.offset + 0.5*c.rect_size
node_count += 1
if node_count > 0:
center /= node_count
scroll_offset = center - 0.5*rect_size
func update_view(g) -> void:
if generator != null:
generator.disconnect("connections_changed", self, "on_connections_changed")
clear_view()
generator = g
if generator != null:
generator.connect("connections_changed", self, "on_connections_changed")
update_graph(generator.get_children(), generator.connections)
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subgraph_ui.visible = generator != top_generator
subgraph_ui.get_node("Label").text = generator.label
center_view()
if generator.get_parent() is MMGenGraph:
button_transmits_seed.visible = true
button_transmits_seed.pressed = generator.transmits_seed
else:
button_transmits_seed.visible = false
func clear_material() -> void:
if top_generator != null:
remove_child(top_generator)
top_generator.free()
top_generator = null
generator = null
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send_changed_signal()
func update_graph(generators, connections) -> Array:
var rv = []
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for g in generators:
var node = node_factory.create_node(g.get_type())
if node != null:
node.name = "node_"+g.name
add_node(node)
node.generator = g
node.offset = g.position
rv.push_back(node)
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for c in connections:
.connect_node("node_"+c.from, c.from_port, "node_"+c.to, c.to_port)
return rv
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func new_material() -> void:
clear_material()
var loader = MMGenLoader.new()
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top_generator = loader.create_gen({nodes=[{name="Material", type="material","parameters":{"size":11}}], connections=[]})
if top_generator != null:
add_child(top_generator)
update_view(top_generator)
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set_save_path(null)
set_need_save(false)
center_view()
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func get_free_name(type) -> String:
var i = 0
while true:
var node_name = type+"_"+str(i)
if !has_node(node_name):
return node_name
i += 1
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return ""
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func create_nodes(data, position : Vector2 = Vector2(0, 0)) -> Array:
if data == null:
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return []
if data.has("type"):
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data = { nodes=[data], connections=[] }
if typeof(data.nodes) == TYPE_ARRAY and typeof(data.connections) == TYPE_ARRAY:
var new_stuff = MMGenLoader.add_to_gen_graph(generator, data.nodes, data.connections)
for g in new_stuff.generators:
g.position += position
return update_graph(new_stuff.generators, new_stuff.connections)
return []
func create_gen_from_type(gen_name) -> void:
create_nodes({ type=gen_name, parameters={} }, scroll_offset+0.5*rect_size)
func load_file(filename) -> void:
clear_material()
top_generator = MMGenLoader.load_gen(filename)
if top_generator != null:
add_child(top_generator)
update_view(top_generator)
set_save_path(filename)
set_need_save(false)
center_view()
func save_file(filename) -> void:
var data = top_generator.serialize()
var file = File.new()
if file.open(filename, File.WRITE) == OK:
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file.store_string(JSON.print(data, "\t", true))
file.close()
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set_save_path(filename)
set_need_save(false)
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func export_textures() -> void:
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if save_path != null:
var prefix = save_path.left(save_path.rfind("."))
for g in top_generator.get_children():
if g.has_method("render_textures"):
g.render_textures()
if g.has_method("export_textures"):
g.export_textures(prefix, editor_interface)
# Cut / copy / paste / duplicate
func get_selected_nodes() -> Array:
var selected_nodes = []
for n in get_children():
if n is GraphNode and n.selected:
selected_nodes.append(n)
return selected_nodes
func remove_selection() -> void:
for c in get_children():
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if c is GraphNode and c.selected and c.name != "Material":
remove_node(c)
# Maybe move this to gen_graph...
func serialize_selection() -> Dictionary:
var data = { nodes = [], connections = [] }
var nodes = []
for c in get_children():
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if c is GraphNode and c.selected and c.name != "Material":
nodes.append(c)
if nodes.empty():
return {}
var center = Vector2(0, 0)
for n in nodes:
center += n.offset+0.5*n.rect_size
center /= nodes.size()
for n in nodes:
var s = n.generator.serialize()
var p = n.offset-center
s.node_position = { x=p.x, y=p.y }
data.nodes.append(s)
for c in get_connection_list():
var from = get_node(c.from)
var to = get_node(c.to)
if from != null and from.selected and to != null and to.selected:
var connection = c.duplicate(true)
connection.from = from.generator.name
connection.to = to.generator.name
data.connections.append(connection)
return data
func can_copy() -> bool:
for c in get_children():
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if c is GraphNode and c.selected and c.name != "Material":
return true
return false
func cut() -> void:
copy()
remove_selection()
func copy() -> void:
OS.clipboard = to_json(serialize_selection())
func paste(pos = Vector2(0, 0)) -> void:
for c in get_children():
if c is GraphNode:
c.selected = false
var data = parse_json(OS.clipboard)
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var new_nodes = create_nodes(data, scroll_offset+0.5*rect_size)
if new_nodes != null:
for c in new_nodes:
c.selected = true
func duplicate_selected() -> void:
var data = serialize_selection()
for c in get_children():
if c is GraphNode:
c.selected = false
var new_nodes = create_nodes(data, scroll_offset+0.5*rect_size)
if new_nodes != null:
for c in new_nodes:
c.selected = true
# Delay after graph update
func send_changed_signal() -> void:
set_need_save(true)
timer.stop()
timer.start(0.2)
func do_send_changed_signal() -> void:
emit_signal("graph_changed")
# Drag and drop
func can_drop_data(position, data) -> bool:
return typeof(data) == TYPE_DICTIONARY and (data.has('type') or (data.has('nodes') and data.has('connections')))
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func drop_data(position, data) -> void:
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# The following mitigates the SpinBox problem (captures mouse while dragging)
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
create_nodes(data, offset_from_global_position(get_global_transform().xform(position)))
func on_ButtonUp_pressed() -> void:
if generator != top_generator && generator.get_parent() is MMGenGraph:
call_deferred("update_view", generator.get_parent())
func _on_Label_text_changed(new_text) -> void:
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generator.label = new_text
# Create subgraph
func create_subgraph() -> void:
var generators = []
for n in get_selected_nodes():
generators.push_back(n.generator)
var subgraph = generator.create_subgraph(generators)
if subgraph != null:
update_view(subgraph)
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func _on_ButtonShowTree_pressed() -> void:
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var graph_tree : Popup = preload("res://addons/material_maker/widgets/graph_tree/graph_tree.tscn").instance()
graph_tree.init("Top", top_generator)
add_child(graph_tree)
graph_tree.connect("item_double_clicked", self, "edit_subgraph")
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graph_tree.popup_centered()
func edit_subgraph(g : MMGenGraph) -> void:
if !g.is_editable():
g.toggle_editable()
update_view(g)
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func _on_ButtonTransmitsSeed_toggled(button_pressed) -> void:
if button_pressed != generator.transmits_seed:
generator.transmits_seed = button_pressed