mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
371 lines
11 KiB
GDScript
371 lines
11 KiB
GDScript
extends GraphEdit
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class_name MMGraphEdit
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var editor_interface = null
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var node_factory = null
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var save_path = null setget set_save_path
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var need_save = false
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var top_generator = null
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var generator = null
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var last_selected = null
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onready var timer : Timer = $Timer
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onready var subgraph_ui : HBoxContainer = $GraphUI/SubGraphUI
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onready var button_transmits_seed : Button = $GraphUI/SubGraphUI/ButtonTransmitsSeed
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signal save_path_changed
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signal graph_changed
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func _ready() -> void:
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OS.low_processor_usage_mode = true
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center_view()
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for t in range(5):
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add_valid_connection_type(t, 42)
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add_valid_connection_type(42, t)
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func _gui_input(event) -> void:
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if event is InputEventKey and event.pressed:
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var scancode_with_modifiers = event.get_scancode_with_modifiers()
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if scancode_with_modifiers == KEY_DELETE || scancode_with_modifiers == KEY_BACKSPACE:
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remove_selection()
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# Misc. useful functions
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func get_source(node, port) -> Dictionary:
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for c in get_connection_list():
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if c.to == node and c.to_port == port:
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return { node=c.from, slot=c.from_port }
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return {}
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func offset_from_global_position(global_position) -> Vector2:
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return (scroll_offset + global_position - rect_global_position) / zoom
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func add_node(node) -> void:
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add_child(node)
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move_child(node, 0)
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node.connect("close_request", self, "remove_node", [ node ])
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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):
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var disconnect = get_source(to, to_slot)
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if !disconnect.empty():
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.disconnect_node(disconnect.node, disconnect.slot, to, to_slot)
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.connect_node(from, from_slot, to, to_slot)
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send_changed_signal()
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func disconnect_node(from, from_slot, to, to_slot) -> void:
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if generator.disconnect_children(get_node(from).generator, from_slot, get_node(to).generator, to_slot):
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.disconnect_node(from, from_slot, to, to_slot)
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send_changed_signal()
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func on_connections_changed(removed_connections : Array, added_connections : Array) -> void:
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for c in removed_connections:
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.disconnect_node("node_"+c.from, c.from_port, "node_"+c.to, c.to_port)
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for c in added_connections:
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.connect_node("node_"+c.from, c.from_port, "node_"+c.to, c.to_port)
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func remove_node(node) -> void:
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if generator.remove_generator(node.generator):
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var node_name = node.name
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for c in get_connection_list():
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if c.from == node_name or c.to == node_name:
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disconnect_node(c.from, c.from_port, c.to, c.to_port)
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node.queue_free()
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send_changed_signal()
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# Global operations on graph
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func update_tab_title() -> void:
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if !get_parent().has_method("set_tab_title"):
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print("no set_tab_title method")
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return
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var title = "[unnamed]"
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if save_path != null:
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title = save_path.right(save_path.rfind("/")+1)
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if need_save:
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title += " *"
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if get_parent().has_method("set_tab_title"):
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get_parent().set_tab_title(get_index(), title)
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func set_need_save(ns) -> void:
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if ns != need_save:
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need_save = ns
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update_tab_title()
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func set_save_path(path) -> void:
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if path != save_path:
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save_path = path
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update_tab_title()
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emit_signal("save_path_changed", self, path)
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func clear_view() -> void:
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clear_connections()
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for c in get_children():
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if c is GraphNode:
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remove_child(c)
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c.free()
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# Center view
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func center_view() -> void:
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var center = Vector2(0, 0)
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var node_count = 0
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for c in get_children():
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if c is GraphNode:
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center += c.offset + 0.5*c.rect_size
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node_count += 1
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if node_count > 0:
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center /= node_count
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scroll_offset = center - 0.5*rect_size
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func update_view(g) -> void:
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if generator != null:
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generator.disconnect("connections_changed", self, "on_connections_changed")
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clear_view()
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generator = g
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if generator != null:
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generator.connect("connections_changed", self, "on_connections_changed")
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update_graph(generator.get_children(), generator.connections)
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subgraph_ui.visible = generator != top_generator
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subgraph_ui.get_node("Label").text = generator.label
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center_view()
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if generator.get_parent() is MMGenGraph:
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button_transmits_seed.visible = true
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button_transmits_seed.pressed = generator.transmits_seed
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else:
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button_transmits_seed.visible = false
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func clear_material() -> void:
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if top_generator != null:
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remove_child(top_generator)
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top_generator.free()
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top_generator = null
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generator = null
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send_changed_signal()
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func update_graph(generators, connections) -> Array:
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var rv = []
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for g in generators:
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var node = node_factory.create_node(g.get_type())
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if node != null:
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node.name = "node_"+g.name
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add_node(node)
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node.generator = g
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node.offset = g.position
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rv.push_back(node)
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for c in connections:
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.connect_node("node_"+c.from, c.from_port, "node_"+c.to, c.to_port)
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return rv
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func new_material() -> void:
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clear_material()
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var loader = MMGenLoader.new()
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top_generator = loader.create_gen({nodes=[{name="Material", type="material","parameters":{"size":11}}], connections=[]})
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if top_generator != null:
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add_child(top_generator)
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move_child(top_generator, 0)
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update_view(top_generator)
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center_view()
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set_save_path(null)
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set_need_save(false)
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func get_free_name(type) -> String:
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var i = 0
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while true:
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var node_name = type+"_"+str(i)
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if !has_node(node_name):
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return node_name
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i += 1
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return ""
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func create_nodes(data, position : Vector2 = Vector2(0, 0)) -> Array:
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if data == null:
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return []
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if data.has("type"):
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data = { nodes=[data], connections=[] }
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if typeof(data.nodes) == TYPE_ARRAY and typeof(data.connections) == TYPE_ARRAY:
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var new_stuff = MMGenLoader.add_to_gen_graph(generator, data.nodes, data.connections)
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for g in new_stuff.generators:
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g.position += position
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return update_graph(new_stuff.generators, new_stuff.connections)
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return []
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func create_gen_from_type(gen_name) -> void:
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create_nodes({ type=gen_name, parameters={} }, scroll_offset+0.5*rect_size)
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func load_file(filename) -> void:
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clear_material()
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top_generator = MMGenLoader.load_gen(filename)
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if top_generator != null:
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add_child(top_generator)
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move_child(top_generator, 0)
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update_view(top_generator)
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center_view()
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set_save_path(filename)
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set_need_save(false)
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func save_file(filename) -> void:
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var data = top_generator.serialize()
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var file = File.new()
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if file.open(filename, File.WRITE) == OK:
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file.store_string(JSON.print(data, "\t", true))
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file.close()
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set_save_path(filename)
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set_need_save(false)
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func export_textures() -> void:
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if save_path != null:
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var prefix = save_path.left(save_path.rfind("."))
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for g in top_generator.get_children():
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if g.has_method("render_textures"):
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g.render_textures()
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if g.has_method("export_textures"):
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g.export_textures(prefix, editor_interface)
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# Cut / copy / paste / duplicate
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func get_selected_nodes() -> Array:
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var selected_nodes = []
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for n in get_children():
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if n is GraphNode and n.selected:
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selected_nodes.append(n)
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return selected_nodes
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func remove_selection() -> void:
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for c in get_children():
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if c is GraphNode and c.selected and c.name != "Material":
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remove_node(c)
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# Maybe move this to gen_graph...
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func serialize_selection() -> Dictionary:
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var data = { nodes = [], connections = [] }
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var nodes = []
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for c in get_children():
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if c is GraphNode and c.selected and c.name != "Material":
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nodes.append(c)
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if nodes.empty():
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return {}
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var center = Vector2(0, 0)
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for n in nodes:
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center += n.offset+0.5*n.rect_size
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center /= nodes.size()
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for n in nodes:
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var s = n.generator.serialize()
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var p = n.offset-center
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s.node_position = { x=p.x, y=p.y }
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data.nodes.append(s)
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for c in get_connection_list():
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var from = get_node(c.from)
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var to = get_node(c.to)
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if from != null and from.selected and to != null and to.selected:
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var connection = c.duplicate(true)
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connection.from = from.generator.name
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connection.to = to.generator.name
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data.connections.append(connection)
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return data
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func can_copy() -> bool:
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for c in get_children():
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if c is GraphNode and c.selected and c.name != "Material":
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return true
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return false
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func cut() -> void:
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copy()
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remove_selection()
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func copy() -> void:
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OS.clipboard = to_json(serialize_selection())
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func paste(pos = Vector2(0, 0)) -> void:
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for c in get_children():
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if c is GraphNode:
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c.selected = false
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var data = parse_json(OS.clipboard)
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var new_nodes = create_nodes(data, scroll_offset+0.5*rect_size)
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if new_nodes != null:
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for c in new_nodes:
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c.selected = true
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func duplicate_selected() -> void:
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var data = serialize_selection()
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for c in get_children():
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if c is GraphNode:
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c.selected = false
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var new_nodes = create_nodes(data, scroll_offset+0.5*rect_size)
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if new_nodes != null:
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for c in new_nodes:
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c.selected = true
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# Delay after graph update
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func send_changed_signal() -> void:
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set_need_save(true)
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timer.stop()
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timer.start(0.2)
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func do_send_changed_signal() -> void:
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emit_signal("graph_changed")
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# Drag and drop
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func can_drop_data(position, data) -> bool:
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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)
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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create_nodes(data, offset_from_global_position(get_global_transform().xform(position)))
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func on_ButtonUp_pressed() -> void:
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if generator != top_generator && generator.get_parent() is MMGenGraph:
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call_deferred("update_view", generator.get_parent())
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func _on_Label_text_changed(new_text) -> void:
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generator.label = new_text
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# Create subgraph
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func create_subgraph() -> void:
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var generators = []
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for n in get_selected_nodes():
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generators.push_back(n.generator)
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var subgraph = generator.create_subgraph(generators)
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if subgraph != null:
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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()
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graph_tree.init("Top", top_generator)
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add_child(graph_tree)
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graph_tree.connect("item_double_clicked", self, "edit_subgraph")
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graph_tree.popup_centered()
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func edit_subgraph(g : MMGenGraph) -> void:
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if !g.is_editable():
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g.toggle_editable()
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update_view(g)
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func _on_ButtonTransmitsSeed_toggled(button_pressed) -> void:
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if button_pressed != generator.transmits_seed:
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generator.transmits_seed = button_pressed
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func _on_GraphEdit_node_selected(node) -> void:
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last_selected = node
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func _on_GraphEdit_gui_input(event) -> void:
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if event is InputEventMouseButton:
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call_deferred("check_last_selected")
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func check_last_selected() -> void:
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if last_selected != null and !(is_instance_valid(last_selected) && last_selected.selected):
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print("Unselected")
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last_selected = null
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emit_signal("node_selected", null) |