godot/scene/gui/graph_node.h
2024-04-04 15:11:00 +02:00

173 lines
6.2 KiB
C++

/**************************************************************************/
/* graph_node.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#ifndef GRAPH_NODE_H
#define GRAPH_NODE_H
#include "scene/gui/graph_element.h"
class HBoxContainer;
class GraphNode : public GraphElement {
GDCLASS(GraphNode, GraphElement);
friend class GraphEdit;
struct Slot {
bool enable_left = false;
int type_left = 0;
Color color_left = Color(1, 1, 1, 1);
Ref<Texture2D> custom_port_icon_left;
bool enable_right = false;
int type_right = 0;
Color color_right = Color(1, 1, 1, 1);
Ref<Texture2D> custom_port_icon_right;
bool draw_stylebox = true;
};
struct PortCache {
Vector2 pos;
int slot_index;
int type = 0;
Color color;
};
struct _MinSizeCache {
int min_size = 0;
bool will_stretch = false;
int final_size = 0;
};
HBoxContainer *titlebar_hbox = nullptr;
Label *title_label = nullptr;
String title;
Vector<PortCache> left_port_cache;
Vector<PortCache> right_port_cache;
HashMap<int, Slot> slot_table;
Vector<int> slot_y_cache;
struct ThemeCache {
Ref<StyleBox> panel;
Ref<StyleBox> panel_selected;
Ref<StyleBox> titlebar;
Ref<StyleBox> titlebar_selected;
Ref<StyleBox> slot;
int separation = 0;
int port_h_offset = 0;
Ref<Texture2D> port;
Ref<Texture2D> resizer;
Color resizer_color;
} theme_cache;
bool port_pos_dirty = true;
void _port_pos_update();
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _resort() override;
virtual void draw_port(int p_slot_index, Point2i p_pos, bool p_left, const Color &p_color);
GDVIRTUAL4(_draw_port, int, Point2i, bool, const Color &);
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:
void set_title(const String &p_title);
String get_title() const;
HBoxContainer *get_titlebar_hbox();
void set_slot(int p_slot_index, 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<Texture2D> &p_custom_left = Ref<Texture2D>(), const Ref<Texture2D> &p_custom_right = Ref<Texture2D>(), bool p_draw_stylebox = true);
void clear_slot(int p_slot_index);
void clear_all_slots();
bool is_slot_enabled_left(int p_slot_index) const;
void set_slot_enabled_left(int p_slot_index, bool p_enable);
void set_slot_type_left(int p_slot_index, int p_type);
int get_slot_type_left(int p_slot_index) const;
void set_slot_color_left(int p_slot_index, const Color &p_color);
Color get_slot_color_left(int p_slot_index) const;
void set_slot_custom_icon_left(int p_slot_index, const Ref<Texture2D> &p_custom_icon);
Ref<Texture2D> get_slot_custom_icon_left(int p_slot_index) const;
bool is_slot_enabled_right(int p_slot_index) const;
void set_slot_enabled_right(int p_slot_index, bool p_enable);
void set_slot_type_right(int p_slot_index, int p_type);
int get_slot_type_right(int p_slot_index) const;
void set_slot_color_right(int p_slot_index, const Color &p_color);
Color get_slot_color_right(int p_slot_index) const;
void set_slot_custom_icon_right(int p_slot_index, const Ref<Texture2D> &p_custom_icon);
Ref<Texture2D> get_slot_custom_icon_right(int p_slot_index) const;
bool is_slot_draw_stylebox(int p_slot_index) const;
void set_slot_draw_stylebox(int p_slot_index, bool p_enable);
int get_input_port_count();
Vector2 get_input_port_position(int p_port_idx);
int get_input_port_type(int p_port_idx);
Color get_input_port_color(int p_port_idx);
int get_input_port_slot(int p_port_idx);
int get_output_port_count();
Vector2 get_output_port_position(int p_port_idx);
int get_output_port_type(int p_port_idx);
Color get_output_port_color(int p_port_idx);
int get_output_port_slot(int p_port_idx);
virtual Size2 get_minimum_size() const override;
virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const override;
virtual Vector<int> get_allowed_size_flags_horizontal() const override;
virtual Vector<int> get_allowed_size_flags_vertical() const override;
GraphNode();
};
#endif // GRAPH_NODE_H