mirror of
https://codeberg.org/StreamGraph/StreamGraph.git
synced 2024-11-13 19:49:55 +01:00
eeb509cae0
we finally have a way to add nodes from a menu!! lets goooooooo Reviewed-on: https://codeberg.org/Eroax/Re-DotDeck/pulls/3 Co-authored-by: Lera Elvoé <yagich@poto.cafe> Co-committed-by: Lera Elvoé <yagich@poto.cafe>
201 lines
6.2 KiB
GDScript
201 lines
6.2 KiB
GDScript
extends GraphEdit
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class_name DeckRendererGraphEdit
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const NODE_SCENE := preload("res://graph_node_renderer/deck_node_renderer_graph_node.tscn")
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const ADD_NODE_MENU_SCENE := preload("res://graph_node_renderer/add_node_menu.tscn")
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var search_popup_panel: PopupPanel
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var add_node_menu: AddNodeMenu
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@export var add_node_popup_size: Vector2i = Vector2i(500, 300)
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var popup_position: Vector2
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var deck: Deck:
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set(v):
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deck = v
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deck.node_added.connect(_on_deck_node_added)
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deck.node_removed.connect(_on_deck_node_removed)
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signal group_enter_requested(group_id: String)
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func _ready() -> void:
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add_node_menu = ADD_NODE_MENU_SCENE.instantiate()
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search_popup_panel = PopupPanel.new()
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search_popup_panel.add_child(add_node_menu)
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search_popup_panel.size = add_node_popup_size
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add_child(search_popup_panel, false, Node.INTERNAL_MODE_BACK)
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add_node_menu.node_selected.connect(_on_add_node_menu_node_selected)
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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:
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var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name))
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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)
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#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):
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connect_node(
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from_node_renderer.name,
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from_port,
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to_node_renderer.name,
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to_port
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)
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func attempt_disconnect(from_node_name: StringName, from_port: int, to_node_name: StringName, to_port: int) -> void:
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var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name))
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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)
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#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(
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from_node_renderer.name,
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from_port,
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to_node_renderer.name,
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to_port
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)
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func get_node_renderer(node: DeckNode) -> DeckNodeRendererGraphNode:
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for i: DeckNodeRendererGraphNode in get_children().slice(1):
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if i.node == node:
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return i
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return null
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func _on_scroll_offset_changed(offset: Vector2) -> void:
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deck.set_meta("offset", offset)
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func initialize_from_deck() -> void:
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# TODO: wait for https://github.com/godotengine/godot/issues/85005 to get merged
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# until it is, all calls to GraphEdit#get_children will need to slice off the first element
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for i in get_children().slice(1):
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i.queue_free()
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scroll_offset = deck.get_meta("offset", Vector2())
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for node_id in deck.nodes:
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var node_renderer: DeckNodeRendererGraphNode = NODE_SCENE.instantiate()
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node_renderer.node = deck.nodes[node_id]
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add_child(node_renderer)
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node_renderer.position_offset = node_renderer.node.position_as_vector2()
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for node_id in deck.nodes:
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var node: DeckNode = deck.nodes[node_id]
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var from_node = get_children().slice(1).filter(
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func(c: DeckNodeRendererGraphNode):
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return c.node._id == node_id
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)[0]
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refresh_connections()
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func refresh_connections() -> void:
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for node_id in deck.nodes:
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var node: DeckNode = deck.nodes[node_id]
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var from_node: DeckNodeRendererGraphNode = get_children().slice(1).filter(
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func(c: DeckNodeRendererGraphNode):
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return c.node._id == node_id
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)[0]
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for from_port in node.outgoing_connections:
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for connection in node.outgoing_connections[from_port]:
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var to_node_id = connection.keys()[0]
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var to_node_port = connection.values()[0]
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var to_node: DeckNodeRendererGraphNode = get_children().slice(1).filter(
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func(c: DeckNodeRendererGraphNode):
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return c.node._id == to_node_id
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)[0]
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#print("***")
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#print("calling connect_node with:")
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#print(from_node.node.name)
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#print(from_node.node.get_port_type_idx_from_global(from_port))
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#print(to_node.node.name)
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#print(to_node.node.get_port_type_idx_from_global(to_node_port))
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#print("***")
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connect_node(
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from_node.name,
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from_port,
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to_node.name,
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to_node_port
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)
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func _on_deck_node_added(node: DeckNode) -> void:
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var inst: DeckNodeRendererGraphNode = NODE_SCENE.instantiate()
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inst.node = node
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add_child(inst)
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inst.position_offset = inst.node.position_as_vector2()
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func _on_deck_node_removed(node: DeckNode) -> void:
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for renderer: DeckNodeRendererGraphNode in get_children().slice(1):
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if renderer.node != node:
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continue
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renderer.queue_free()
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break
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func get_selected_nodes() -> Array:
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return get_children().slice(1).filter(
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func(x: DeckNodeRendererGraphNode):
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return x.selected
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)
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func _gui_input(event: InputEvent) -> void:
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if event.is_action_pressed("group_nodes") && get_selected_nodes().size() > 0:
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print("?")
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clear_connections()
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var nodes = get_selected_nodes().map(
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func(x: DeckNodeRendererGraphNode):
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return x.node
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)
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deck.group_nodes(nodes)
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refresh_connections()
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get_viewport().set_input_as_handled()
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func _input(event: InputEvent) -> void:
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if !has_focus():
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return
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if event.is_action_pressed("enter_group") && get_selected_nodes().size() == 1:
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if !((get_selected_nodes()[0] as DeckNodeRendererGraphNode).node.node_type == "group_node"):
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return
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print("tried to enter group")
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group_enter_requested.emit((get_selected_nodes()[0] as DeckNodeRendererGraphNode).node.group_id)
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get_viewport().set_input_as_handled()
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func _on_popup_request(p_popup_position: Vector2) -> void:
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var p := get_viewport_rect().position + get_global_mouse_position()
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p += Vector2(10, 10)
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var r := Rect2i(p, search_popup_panel.size)
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search_popup_panel.popup_on_parent(r)
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add_node_menu.focus_search_bar()
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popup_position = p_popup_position
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func _on_add_node_menu_node_selected(type: String) -> void:
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var node := NodeDB.instance_node(type) as DeckNode
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deck.add_node_inst(node)
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var node_pos := ((scroll_offset + popup_position) / zoom)
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if snapping_enabled:
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node_pos = node_pos.snapped(Vector2(snapping_distance, snapping_distance))
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get_node_renderer(node).position_offset = node_pos
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search_popup_panel.hide()
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