miggor-StreamGraph/graph_node_renderer/deck_renderer_graph_edit.gd

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GDScript3
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extends GraphEdit
class_name DeckRendererGraphEdit
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const NODE_SCENE := preload("res://graph_node_renderer/deck_node_renderer_graph_node.tscn")
var deck: Deck:
set(v):
deck = v
deck.node_added.connect(_on_deck_node_added)
deck.node_removed.connect(_on_deck_node_removed)
signal group_enter_requested(group_id: String)
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func _ready() -> void:
var add_button := Button.new()
add_button.text = "Button"
var add_print := Button.new()
add_print.text = "Print"
var get_var := Button.new()
get_var.text = "Get Var"
var set_var := Button.new()
set_var.text = "Set Var"
var test := Button.new()
test.text = "Interleaved"
var str_const := Button.new()
str_const.text = "String"
get_menu_hbox().add_child(add_button)
get_menu_hbox().add_child(add_print)
get_menu_hbox().add_child(get_var)
get_menu_hbox().add_child(set_var)
get_menu_hbox().add_child(test)
get_menu_hbox().add_child(str_const)
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add_button.pressed.connect(
func():
var node := NodeDB.instance_node("button")
deck.add_node_inst(node)
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)
add_print.pressed.connect(
func():
var node := NodeDB.instance_node("print")
deck.add_node_inst(node)
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)
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get_var.pressed.connect(
func():
var node := NodeDB.instance_node("get_deck_var")
deck.add_node_inst(node)
)
set_var.pressed.connect(
func():
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var node := NodeDB.instance_node("set_deck_var")
deck.add_node_inst(node)
)
test.pressed.connect(
func():
var node := NodeDB.instance_node("test_interleaved")
deck.add_node_inst(node)
)
str_const.pressed.connect(
func():
var node := NodeDB.instance_node("string_constant")
deck.add_node_inst(node)
)
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connection_request.connect(attempt_connection)
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disconnection_request.connect(attempt_disconnect)
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func attempt_connection(from_node_name: StringName, from_port: int, to_node_name: StringName, to_port: int) -> void:
var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name))
var to_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(to_node_name))
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#var from_output := from_node_renderer.node.get_global_port_idx_from_output(from_port)
#var to_input := to_node_renderer.node.get_global_port_idx_from_input(to_port)
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if deck.connect_nodes(from_node_renderer.node, to_node_renderer.node, from_port, to_port):
connect_node(
from_node_renderer.name,
from_port,
to_node_renderer.name,
to_port
)
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func attempt_disconnect(from_node_name: StringName, from_port: int, to_node_name: StringName, to_port: int) -> void:
var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name))
var to_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(to_node_name))
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#var from_output := from_node_renderer.node.get_global_port_idx_from_output(from_port)
#var to_input := to_node_renderer.node.get_global_port_idx_from_input(to_port)
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deck.disconnect_nodes(from_node_renderer.node, to_node_renderer.node, from_port, to_port)
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disconnect_node(
from_node_renderer.name,
from_port,
to_node_renderer.name,
to_port
)
func _on_scroll_offset_changed(offset: Vector2) -> void:
deck.set_meta("offset", offset)
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func initialize_from_deck() -> void:
# TODO: wait for https://github.com/godotengine/godot/issues/85005 to get merged
# until it is, all calls to GraphEdit#get_children will need to slice off the first element
for i in get_children().slice(1):
i.queue_free()
scroll_offset = deck.get_meta("offset", Vector2())
for node_id in deck.nodes:
var node_renderer: DeckNodeRendererGraphNode = NODE_SCENE.instantiate()
node_renderer.node = deck.nodes[node_id]
add_child(node_renderer)
node_renderer.position_offset = node_renderer.node.position_as_vector2()
for node_id in deck.nodes:
var node: DeckNode = deck.nodes[node_id]
var from_node = get_children().slice(1).filter(
func(c: DeckNodeRendererGraphNode):
return c.node._id == node_id
)[0]
refresh_connections()
func refresh_connections() -> void:
for node_id in deck.nodes:
var node: DeckNode = deck.nodes[node_id]
var from_node: DeckNodeRendererGraphNode = get_children().slice(1).filter(
func(c: DeckNodeRendererGraphNode):
return c.node._id == node_id
)[0]
for from_port in node.outgoing_connections:
for connection in node.outgoing_connections[from_port]:
var to_node_id = connection.keys()[0]
var to_node_port = connection.values()[0]
var to_node: DeckNodeRendererGraphNode = get_children().slice(1).filter(
func(c: DeckNodeRendererGraphNode):
return c.node._id == to_node_id
)[0]
#print("***")
#print("calling connect_node with:")
#print(from_node.node.name)
#print(from_node.node.get_port_type_idx_from_global(from_port))
#print(to_node.node.name)
#print(to_node.node.get_port_type_idx_from_global(to_node_port))
#print("***")
connect_node(
from_node.name,
from_port,
to_node.name,
to_node_port
)
func _on_deck_node_added(node: DeckNode) -> void:
var inst: DeckNodeRendererGraphNode = NODE_SCENE.instantiate()
inst.node = node
add_child(inst)
inst.position_offset = inst.node.position_as_vector2()
func _on_deck_node_removed(node: DeckNode) -> void:
for renderer: DeckNodeRendererGraphNode in get_children().slice(1):
if renderer.node != node:
continue
renderer.queue_free()
break
func get_selected_nodes() -> Array:
return get_children().slice(1).filter(
func(x: DeckNodeRendererGraphNode):
return x.selected
)
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func _gui_input(event: InputEvent) -> void:
if event.is_action_pressed("group_nodes") && get_selected_nodes().size() > 0:
print("?")
clear_connections()
var nodes = get_selected_nodes().map(
func(x: DeckNodeRendererGraphNode):
return x.node
)
deck.group_nodes(nodes)
refresh_connections()
get_viewport().set_input_as_handled()
func _input(event: InputEvent) -> void:
if !has_focus():
return
if event.is_action_pressed("enter_group") && get_selected_nodes().size() == 1:
if !((get_selected_nodes()[0] as DeckNodeRendererGraphNode).node.node_type == "group_node"):
return
print("tried to enter group")
group_enter_requested.emit((get_selected_nodes()[0] as DeckNodeRendererGraphNode).node.group_id)
get_viewport().set_input_as_handled()