pandemonium_engine/modules/material_maker/editor/mm_graph_node.h

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#ifndef MM_GRAPH_NODE_H
#define MM_GRAPH_NODE_H
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/*************************************************************************/
/* mm_graph_node.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#include "core/containers/vector.h"
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#include "core/math/vector2.h"
#include "core/object/reference.h"
#include "core/object/undo_redo.h"
#include "core/string/ustring.h"
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#include "scene/gui/graph_node.h"
class MMMaterial;
class MMNode;
class PackedScene;
class MatMakerGDEditor;
class MMNodeUniversalProperty;
class MMGraphNode : public GraphNode {
GDCLASS(MMGraphNode, GraphNode);
public:
Ref<PackedScene> get_gradient_editor_scene();
void set_gradient_editor_scene(const Ref<PackedScene> &val);
Ref<PackedScene> get_polygon_edit_scene();
void set_polygon_edit_scene(const Ref<PackedScene> &val);
Ref<PackedScene> get_curve_edit_scene();
void set_curve_edit_scene(const Ref<PackedScene> &val);
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Ref<MMMaterial> get_mm_material();
void set_mm_material(const Ref<MMMaterial> &val);
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Ref<MMNode> get_material_node();
Ref<MMNode> get_mm_node();
void set_mm_node(const Ref<MMNode> &val);
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MatMakerGDEditor *get_editor_node();
void set_editor_node(MatMakerGDEditor *val);
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UndoRedo *get_undo_redo();
void set_undo_redo(UndoRedo *val);
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bool get_ignore_change_event() const;
void set_ignore_change_event(const bool val);
void ignore_changes(const bool val);
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int add_slot_texture(const String &getter, const String &setter);
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int add_slot_texture_universal(const Ref<MMNodeUniversalProperty> &property);
int add_slot_image_path_universal(const Ref<MMNodeUniversalProperty> &property, const String &getter, const String &setter);
int add_slot_gradient();
int add_slot_polygon();
int add_slot_curve();
int add_slot_tones();
int add_slot_color(const String &getter, const String &setter);
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int add_slot_color_universal(const Ref<MMNodeUniversalProperty> &property);
int add_slot_label(const String &getter, const String &setter, const String &slot_name);
int add_slot_line_edit(const String &getter, const String &setter, const String &slot_name, const String &placeholder = "");
int add_slot_enum(const String &getter, const String &setter, const String &slot_name, const Array &values);
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int add_slot_int(const String &getter, const String &setter, const String &slot_name, const Vector2 &prange = Vector2(-1000, 1000));
int add_slot_bool(const String &getter, const String &setter, const String &slot_name);
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int add_slot_button(const String &method, const String &slot_name);
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int add_slot_label_universal(const Ref<MMNodeUniversalProperty> &property);
int add_slot_int_universal(const Ref<MMNodeUniversalProperty> &property);
int add_slot_float(const String &getter, const String &setter, const String &slot_name, const float step = 0.1, const Vector2 &prange = Vector2(-1000, 1000));
int add_slot_float_universal(const Ref<MMNodeUniversalProperty> &property);
int add_slot_vector2(const String &getter, const String &setter, const String &slot_name, const float step = 0.1, const Vector2 &prange = Vector2(-1000, 1000));
int add_slot_vector3(const String &getter, const String &setter, const String &slot_name, const float step = 0.1, const Vector2 &prange = Vector2(-1000, 1000));
int add_slot_vector2_universal(const Ref<MMNodeUniversalProperty> &property);
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int add_slot(const int input_type, const int output_type, const String &getter, const String &setter, Control *control);
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bool connect_slot(const int slot_idx, Node *to_node, const int to_slot_idx);
bool disconnect_slot(const int slot_idx, Node *to_node, const int to_slot_idx);
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int get_input_property_graph_node_slot_index(const Variant &property);
int get_output_property_graph_node_slot_index(const Variant &property);
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Control *get_property_control(const int slot_idx);
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void set_node(const Ref<MMMaterial> &material, const Ref<MMNode> &node);
void propagate_node_change();
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void on_dragged(const Vector2 &from, const Vector2 &to);
void on_int_spinbox_value_changed(const float val, const int slot_idx);
void on_float_spinbox_value_changed(const float val, const int slot_idx);
void on_vector2_spinbox_value_changed(const float val, const int slot_idx, Node *spinbox_x, Node *spinbox_y);
void on_vector3_spinbox_value_changed(const float val, const int slot_idx, Node *spinbox_x, Node *spinbox_y, Node *spinbox_z);
void on_int_universal_spinbox_value_changed(const float val, const int slot_idx);
void on_float_universal_spinbox_value_changed(const float val, const int slot_idx);
void on_vector2_universal_spinbox_value_changed(const float val, const int slot_idx, Node *spinbox_x, Node *spinbox_y);
void on_slot_enum_item_selected(const int val, const int slot_idx);
void on_universal_texture_changed(const int slot_idx);
void on_universal_texture_changed_image_picker(const int slot_idx);
void on_slot_line_edit_text_entered(const String &text, const int slot_idx);
void on_color_picker_popup_closed(const int slot_idx);
void on_universal_color_changed(const Color &c, const int slot_idx);
void on_universal_image_path_changed(const String &f, const int slot_idx);
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void on_close_request();
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Color get_slot_color(const int slot_type);
Color _get_slot_color(const int slot_type);
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MMGraphNode();
~MMGraphNode();
protected:
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void _notification(int p_what);
static void _bind_methods();
struct MMGraphNodeEntry {
int slot_idx;
int input_type;
int output_type;
String getter;
String setter;
Control *control;
Ref<MMNodeUniversalProperty> universal_property;
Ref<Texture> texture;
String alt_getter;
String alt_setter;
MMGraphNodeEntry() {
slot_idx = 0;
input_type = 0;
output_type = 0;
control = nullptr;
}
};
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Ref<PackedScene> gradient_editor_scene; // = preload("res://addons/mat_maker_gd/widgets/gradient_editor/gradient_editor.tscn");
Ref<PackedScene> polygon_edit_scene; // = preload("res://addons/mat_maker_gd/widgets/polygon_edit/polygon_edit.tscn");
Ref<PackedScene> curve_edit_scene; // = preload("res://addons/mat_maker_gd/widgets/curve_edit/curve_edit.tscn");
Ref<MMMaterial> _material;
Ref<MMNode> _node;
Vector<MMGraphNodeEntry> properties;
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MatMakerGDEditor *_editor_node;
UndoRedo *_undo_redo;
bool _ignore_change_event;
};
#endif