material-maker/addons/material_maker/nodes/generic.gd

264 lines
8.4 KiB
GDScript

tool
extends GraphNode
var generator = null setget set_generator
var controls = []
# 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
update_node()
func on_close_request():
generator.get_parent().remove_generator(generator)
func on_offset_changed():
generator.position = offset
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.set_parameter(variable, float(new_text))
update_shaders()
func _on_value_changed(new_value, variable):
generator.set_parameter(variable, new_value)
update_shaders()
func _on_color_changed(new_color, variable):
generator.set_parameter(variable, new_color)
update_shaders()
func _on_gradient_changed(new_gradient, variable):
generator.set_parameter(variable, new_gradient)
update_shaders()
func update_node():
# 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
rect_size = Vector2(0, 0)
# Rebuild node
title = generator.get_type_name()
# Inputs
var inputs = generator.get_input_defs()
for i in range(inputs.size()):
var input = inputs[i]
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())
var hsizer : HBoxContainer = HBoxContainer.new()
hsizer.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
var label : Label = Label.new()
label.text = input.label if input.has("label") else ""
hsizer.add_child(label)
add_child(hsizer)
var input_names_width : int = 0
for c in get_children():
var width = c.get_child(0).rect_size.x
if width > input_names_width:
input_names_width = width
if input_names_width > 0:
input_names_width += 3
for c in get_children():
c.get_child(0).rect_min_size.x = input_names_width
# Parameters
controls = []
var index = -1
var regex = RegEx.new()
regex.compile("^(\\d+):(.*)")
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 = 0.005 if !p.has("step") else p.step
control.allow_greater = true
control.allow_lesser = true
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
var result = regex.search(label)
if result:
index = result.get_string(1).to_int()-1
label = result.get_string(2)
else:
index += 1
var hsizer : HBoxContainer
while index >= get_child_count():
hsizer = HBoxContainer.new()
hsizer.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
var empty_control : Control = Control.new()
empty_control.rect_min_size.x = input_names_width
hsizer.add_child(empty_control)
add_child(hsizer)
hsizer = get_child(index)
if label != "":
var label_widget = Label.new()
label_widget.text = label
label_widget.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
hsizer.add_child(label_widget)
control.size_flags_horizontal = SIZE_EXPAND | SIZE_FILL
hsizer.add_child(control)
initialize_properties()
# Outputs
var outputs = generator.get_output_defs()
for i in range(outputs.size()):
var output = outputs[i]
var enable_right = true
var color_right = Color(0.5, 0.5, 0.5)
assert(typeof(output) == TYPE_DICTIONARY)
assert(output.has("type"))
enable_right = true
match output.type:
"rgb": color_right = Color(0.5, 0.5, 1.0)
"rgba": color_right = Color(0.0, 0.5, 0.0, 0.5)
set_slot(i, is_slot_enabled_left(i), get_slot_type_left(i), get_slot_color_left(i), enable_right, 0, color_right)
if i >= get_child_count():
var control = Control.new()
control.rect_min_size = Vector2(0, 16)
add_child(control)
if generator.model == null:
var edit_buttons = preload("res://addons/material_maker/nodes/edit_buttons.tscn").instance()
add_child(edit_buttons)
edit_buttons.connect_buttons(self, "edit_generator", "load_generator", "save_generator")
func edit_generator():
var edit_window = load("res://addons/material_maker/widgets/node_editor/node_editor.tscn").instance()
get_parent().add_child(edit_window)
if generator.shader_model != null:
edit_window.set_model_data(generator.shader_model)
edit_window.connect("node_changed", self, "update_generator")
edit_window.popup_centered()
func update_generator(shader_model):
generator.set_shader_model(shader_model)
update_node()
func load_generator():
var dialog = FileDialog.new()
add_child(dialog)
dialog.rect_min_size = Vector2(500, 500)
dialog.access = FileDialog.ACCESS_FILESYSTEM
dialog.mode = FileDialog.MODE_OPEN_FILE
dialog.add_filter("*.mmg,*.mmn;Material Maker Generator")
dialog.connect("file_selected", self, "do_load_generator")
dialog.popup_centered()
func do_load_generator(file_name : String):
var new_generator = null
if file_name.ends_with(".mmn"):
var file = File.new()
if file.open(file_name, File.READ) == OK:
new_generator = MMGenShader.new()
new_generator.set_shader_model(parse_json(file.get_as_text()))
file.close()
else:
new_generator = MMGenLoader.load_gen(file_name)
if new_generator != null:
var parent_generator = generator.get_parent()
parent_generator.replace_generator(generator, new_generator)
generator = new_generator
update_node()
func save_generator():
var dialog = FileDialog.new()
add_child(dialog)
dialog.rect_min_size = Vector2(500, 500)
dialog.access = FileDialog.ACCESS_FILESYSTEM
dialog.mode = FileDialog.MODE_SAVE_FILE
dialog.add_filter("*.mmg;Material Maker Generator")
dialog.connect("file_selected", self, "do_save_generator")
dialog.popup_centered()
func do_save_generator(file_name : String):
var file = File.new()
if file.open(file_name, File.WRITE) == OK:
var data = generator.serialize()
data.name = file_name.get_file().get_basename()
data.node_position = { x=0, y=0 }
file.store_string(to_json(data))
file.close()