extends GraphNode var generator = null setget set_generator var controls = [] var uses_seed : bool = false # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. func set_generator(g): generator = g if g.get("shader_model") != null: update_node(g.shader_model) else: update_node({}) func initialize_properties(): for o in controls: if o == null: print("error in node "+name) continue if !generator.parameters.has(o.name): continue if o is LineEdit: o.text = str(generator.parameters[o.name]) o.connect("text_changed", self, "_on_text_changed", [ o.name ]) elif o is SpinBox: o.value = generator.parameters[o.name] o.connect("value_changed", self, "_on_value_changed", [ o.name ]) elif o is HSlider: o.value = generator.parameters[o.name] o.connect("value_changed", self, "_on_value_changed", [ o.name ]) elif o is OptionButton: o.selected = generator.parameters[o.name] o.connect("item_selected", self, "_on_value_changed", [ o.name ]) elif o is CheckBox: o.pressed = generator.parameters[o.name] o.connect("toggled", self, "_on_value_changed", [ o.name ]) elif o is ColorPickerButton: o.color = MMType.deserialize_value(generator.parameters[o.name]) o.connect("color_changed", self, "_on_color_changed", [ o.name ]) elif o is Control and o.filename == "res://addons/material_maker/widgets/gradient_editor.tscn": var gradient : MMGradient = MMGradient.new() gradient.deserialize(generator.parameters[o.name]) o.value = gradient o.connect("updated", self, "_on_gradient_changed", [ o.name ]) else: print("unsupported widget "+str(o)) func update_shaders(): get_parent().send_changed_signal() func _on_text_changed(new_text, variable): generator.parameters[variable] = float(new_text) update_shaders() func _on_value_changed(new_value, variable): generator.parameters[variable] = new_value update_shaders() func _on_color_changed(new_color, variable): generator.parameters[variable] = new_color update_shaders() func _on_gradient_changed(new_gradient, variable): generator.parameters[variable] = new_gradient update_shaders() func update_node(data): if typeof(data) != TYPE_DICTIONARY: return # Clean node var custom_node_buttons = null for c in get_children(): if c.name != "CustomNodeButtons": remove_child(c) c.queue_free() else: custom_node_buttons = c # Rebuild node title = generator.get_type_name() uses_seed = false if data.has("instance") and data.instance.find("$(seed)"): uses_seed = true # Parameters controls = [] var sizer = null for p in generator.get_parameter_defs(): if !p.has("name") or !p.has("type"): continue var control = null if p.type == "float": if p.has("widget") and p.widget == "spinbox": control = SpinBox.new() else: control = HSlider.new() control.min_value = p.min control.max_value = p.max control.step = 0 if !p.has("step") else p.step if p.has("default"): control.value = p.default control.rect_min_size.x = 80 elif p.type == "size": control = OptionButton.new() for i in range(p.first, p.last+1): var s = pow(2, i) control.add_item("%dx%d" % [ s, s ]) control.selected = 0 if !p.has("default") else p.default-p.first elif p.type == "enum": control = OptionButton.new() for i in range(p.values.size()): var value = p.values[i] control.add_item(value.name) control.selected = 0 if !p.has("default") else p.default elif p.type == "boolean": control = CheckBox.new() elif p.type == "color": control = ColorPickerButton.new() elif p.type == "gradient": control = preload("res://addons/material_maker/widgets/gradient_editor.tscn").instance() if control != null: var label = p.name control.name = label controls.append(control) if p.has("label"): label = p.label if sizer == null or label != "nonewline": sizer = HBoxContainer.new() sizer.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL add_child(sizer) if label != "" && label != "nonewline": var label_widget = Label.new() label_widget.text = label label_widget.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL sizer.add_child(label_widget) control.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL sizer.add_child(control) initialize_properties() # Inputs var inputs = generator.get_input_defs() for i in range(inputs.size()): var input = inputs[i] print(input) var enable_left = false var color_left = Color(0.5, 0.5, 0.5) if typeof(input) == TYPE_DICTIONARY: if input.type == "rgb": enable_left = true color_left = Color(0.5, 0.5, 1.0) elif input.type == "rgba": enable_left = true color_left = Color(0.0, 0.5, 0.0, 0.5) else: enable_left = true set_slot(i, enable_left, 0, color_left, false, 0, Color()) # Outputs var outputs = generator.get_output_defs() for i in range(outputs.size()): var output = outputs[i] print(output) var enable_right = false var color_right = Color(0.5, 0.5, 0.5) if typeof(output) == TYPE_DICTIONARY: if output.has("rgb"): enable_right = true color_right = Color(0.5, 0.5, 1.0) elif output.has("rgba"): enable_right = true color_right = Color(0.0, 0.5, 0.0, 0.5) elif output.has("f"): enable_right = true set_slot(i, is_slot_enabled_left(i), get_slot_type_left(i), get_slot_color_left(i), enable_right, 0, color_right) if custom_node_buttons != null: move_child(custom_node_buttons, get_child_count()-1)