pandemonium_engine/scene/gui/graph_node.h

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#ifndef GRAPH_NODE_H
#define GRAPH_NODE_H
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/*************************************************************************/
/* graph_node.h */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* 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 "scene/gui/container.h"
class GraphNode : public Container {
GDCLASS(GraphNode, Container);
public:
enum Overlay {
OVERLAY_DISABLED,
OVERLAY_BREAKPOINT,
OVERLAY_POSITION
};
private:
struct Slot {
bool enable_left;
int type_left;
Color color_left;
bool enable_right;
int type_right;
Color color_right;
Ref<Texture> custom_slot_left;
Ref<Texture> custom_slot_right;
Slot() {
enable_left = false;
type_left = 0;
color_left = Color(1, 1, 1, 1);
enable_right = false;
type_right = 0;
color_right = Color(1, 1, 1, 1);
}
};
String title;
bool show_close;
Vector2 offset;
bool comment;
bool resizable;
bool resizing;
Vector2 resizing_from;
Vector2 resizing_from_size;
Rect2 close_rect;
Vector<int> cache_y;
struct ConnCache {
Vector2 pos;
int type;
Color color;
};
Vector<ConnCache> conn_input_cache;
Vector<ConnCache> conn_output_cache;
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RBMap<int, Slot> slot_info;
bool connpos_dirty;
void _connpos_update();
void _resort();
Vector2 drag_from;
bool selected;
Overlay overlay;
protected:
void _gui_input(const Ref<InputEvent> &p_ev);
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
bool has_point(const Point2 &p_point) const;
void set_slot(int p_idx, bool p_enable_left, int p_type_left, const Color &p_color_left, bool p_enable_right, int p_type_right, const Color &p_color_right, const Ref<Texture> &p_custom_left = Ref<Texture>(), const Ref<Texture> &p_custom_right = Ref<Texture>());
void clear_slot(int p_idx);
void clear_all_slots();
bool is_slot_enabled_left(int p_idx) const;
void set_slot_enabled_left(int p_idx, bool p_enable_left);
void set_slot_type_left(int p_idx, int p_type_left);
int get_slot_type_left(int p_idx) const;
void set_slot_color_left(int p_idx, const Color &p_color_left);
Color get_slot_color_left(int p_idx) const;
bool is_slot_enabled_right(int p_idx) const;
void set_slot_enabled_right(int p_idx, bool p_enable_right);
void set_slot_type_right(int p_idx, int p_type_right);
int get_slot_type_right(int p_idx) const;
void set_slot_color_right(int p_idx, const Color &p_color_right);
Color get_slot_color_right(int p_idx) const;
void set_title(const String &p_title);
String get_title() const;
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
void set_selected(bool p_selected);
bool is_selected();
void set_drag(bool p_drag);
Vector2 get_drag_from();
void set_show_close_button(bool p_enable);
bool is_close_button_visible() const;
int get_connection_input_count();
int get_connection_output_count();
Vector2 get_connection_input_position(int p_idx);
int get_connection_input_type(int p_idx);
Color get_connection_input_color(int p_idx);
Vector2 get_connection_output_position(int p_idx);
int get_connection_output_type(int p_idx);
Color get_connection_output_color(int p_idx);
void set_overlay(Overlay p_overlay);
Overlay get_overlay() const;
void set_comment(bool p_enable);
bool is_comment() const;
void set_resizable(bool p_enable);
bool is_resizable() const;
virtual Size2 get_minimum_size() const;
bool is_resizing() const { return resizing; }
GraphNode();
};
VARIANT_ENUM_CAST(GraphNode::Overlay)
#endif // GRAPH_NODE_H