text: /*************************************************************************/
  /*  visual_shader_editor_plugin.h                                        */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
  /* 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   */
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  /* 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,       */
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  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #ifndef VISUAL_SHADER_EDITOR_PLUGIN_H
  #define VISUAL_SHADER_EDITOR_PLUGIN_H
  
  #include "editor/editor_node.h"
  #include "editor/editor_plugin.h"
  #include "editor/property_editor.h"
  #include "scene/gui/button.h"
  #include "scene/gui/graph_edit.h"
  #include "scene/gui/popup.h"
  #include "scene/gui/tree.h"
  #include "scene/resources/visual_shader.h"
  
  class VisualShaderNodePlugin : public Reference {
  	GDCLASS(VisualShaderNodePlugin, Reference);
  
  protected:
  	static void _bind_methods();
  
  public:
  	virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
  };
  
  class VisualShaderEditor : public VBoxContainer {
  	GDCLASS(VisualShaderEditor, VBoxContainer);
  
  	CustomPropertyEditor *property_editor;
  	int editing_node;
  	int editing_port;
  
  	Ref<VisualShader> visual_shader;
  	HSplitContainer *main_box;
  	GraphEdit *graph;
  	ToolButton *add_node;
  	ToolButton *preview_shader;
  
  	OptionButton *edit_type;
  
  	PanelContainer *error_panel;
  	Label *error_label;
  
  	bool pending_update_preview;
  	bool shader_error;
  	VBoxContainer *preview_vbox;
  	TextEdit *preview_text;
  	Label *error_text;
  
  	UndoRedo *undo_redo;
  	Point2 saved_node_pos;
  	bool saved_node_pos_dirty;
  
  	ConfirmationDialog *members_dialog;
  	MenuButton *tools;
  
  	bool preview_showed;
  
  	enum ToolsMenuOptions {
  		EXPAND_ALL,
  		COLLAPSE_ALL
  	};
  
  	Tree *members;
  	AcceptDialog *alert;
  	LineEdit *node_filter;
  	RichTextLabel *node_desc;
  
  	void _tools_menu_option(int p_idx);
  	void _show_members_dialog(bool at_mouse_pos);
  
  	void _update_graph();
  
  	struct AddOption {
  		String name;
  		String category;
  		String sub_category;
  		String type;
  		String description;
  		int sub_func;
  		String sub_func_str;
  		Ref<Script> script;
  		int mode;
  		int return_type;
  		int func;
  		float value;
  		bool highend;
  		bool is_custom;
  
  		AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), int p_sub_func = -1, int p_return_type = -1, int p_mode = -1, int p_func = -1, float p_value = -1, bool p_highend = false) {
  			name = p_name;
  			type = p_type;
  			category = p_category;
  			sub_category = p_sub_category;
  			description = p_description;
  			sub_func = p_sub_func;
  			return_type = p_return_type;
  			mode = p_mode;
  			func = p_func;
  			value = p_value;
  			highend = p_highend;
  			is_custom = false;
  		}
  
  		AddOption(const String &p_name, const String &p_category, const String &p_sub_category, const String &p_type, const String &p_description, const String &p_sub_func, int p_return_type = -1, int p_mode = -1, int p_func = -1, float p_value = -1, bool p_highend = false) {
  			name = p_name;
  			type = p_type;
  			category = p_category;
  			sub_category = p_sub_category;
  			description = p_description;
  			sub_func = 0;
  			sub_func_str = p_sub_func;
  			return_type = p_return_type;
  			mode = p_mode;
  			func = p_func;
  			value = p_value;
  			highend = p_highend;
  			is_custom = false;
  		}
  	};
  
  	Vector<AddOption> add_options;
  	int texture_node_option_idx;
  	int custom_node_option_idx;
  	List<String> keyword_list;
  
  	void _draw_color_over_button(Object *obj, Color p_color);
  
  	void _add_custom_node(const String &p_path);
  	void _add_texture_node(const String &p_path);
  	VisualShaderNode *_add_node(int p_idx, int p_op_idx = -1);
  	void _update_options_menu();
  
  	void _show_preview_text();
  	void _update_preview();
  	String _get_description(int p_idx);
  
  	static VisualShaderEditor *singleton;
  
  	struct DragOp {
  		VisualShader::Type type;
  		int node;
  		Vector2 from;
  		Vector2 to;
  	};
  	List<DragOp> drag_buffer;
  	bool drag_dirty = false;
  	void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node);
  	void _nodes_dragged();
  	bool updating;
  
  	void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
  	void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
  
  	void _scroll_changed(const Vector2 &p_scroll);
  	void _node_selected(Object *p_node);
  
  	void _delete_request(int);
  	void _on_nodes_delete();
  
  	void _removed_from_graph();
  
  	void _node_changed(int p_id);
  
  	void _edit_port_default_input(Object *p_button, int p_node, int p_port);
  	void _port_edited();
  
  	int to_node;
  	int to_slot;
  	int from_node;
  	int from_slot;
  
  	void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
  	void _connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position);
  
  	void _line_edit_changed(const String &p_text, Object *line_edit, int p_node_id);
  	void _line_edit_focus_out(Object *line_edit, int p_node_id);
  
  	void _port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output);
  
  	void _dup_copy_nodes(int p_type, List<int> &r_nodes, Set<int> &r_excluded);
  	void _dup_update_excluded(int p_type, Set<int> &r_excluded);
  	void _dup_paste_nodes(int p_type, int p_pasted_type, List<int> &r_nodes, Set<int> &r_excluded, const Vector2 &p_offset, bool p_select);
  
  	void _duplicate_nodes();
  
  	Vector2 selection_center;
  	int copy_type; // shader type
  	List<int> copy_nodes_buffer;
  	Set<int> copy_nodes_excluded_buffer;
  
  	void _clear_buffer();
  	void _copy_nodes();
  	void _paste_nodes();
  
  	Vector<Ref<VisualShaderNodePlugin>> plugins;
  
  	void _mode_selected(int p_id);
  	void _rebuild();
  
  	void _input_select_item(Ref<VisualShaderNodeInput> input, String name);
  	void _uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform, String p_name);
  
  	void _add_input_port(int p_node, int p_port, int p_port_type, const String &p_name);
  	void _remove_input_port(int p_node, int p_port);
  	void _change_input_port_type(int p_type, int p_node, int p_port);
  	void _change_input_port_name(const String &p_text, Object *line_edit, int p_node, int p_port);
  
  	void _add_output_port(int p_node, int p_port, int p_port_type, const String &p_name);
  	void _remove_output_port(int p_node, int p_port);
  	void _change_output_port_type(int p_type, int p_node, int p_port);
  	void _change_output_port_name(const String &p_text, Object *line_edit, int p_node, int p_port);
  
  	void _expression_focus_out(Object *text_edit, int p_node);
  
  	void _set_node_size(int p_type, int p_node, const Size2 &p_size);
  	void _node_resized(const Vector2 &p_new_size, int p_type, int p_node);
  
  	void _preview_select_port(int p_node, int p_port);
  	void _graph_gui_input(const Ref<InputEvent> &p_event);
  
  	void _member_filter_changed(const String &p_text);
  	void _sbox_input(const Ref<InputEvent> &p_ie);
  	void _member_selected();
  	void _member_unselected();
  	void _member_create();
  	void _member_cancel();
  
  	Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
  	bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
  	void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
  
  	bool _is_available(int p_mode);
  	void _update_created_node(GraphNode *node);
  
  protected:
  	void _notification(int p_what);
  	static void _bind_methods();
  
  public:
  	void update_custom_nodes();
  	void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
  	void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
  
  	static VisualShaderEditor *get_singleton() { return singleton; }
  
  	void clear_custom_types();
  	void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory);
  
  	virtual Size2 get_minimum_size() const;
  	void edit(VisualShader *p_visual_shader);
  	VisualShaderEditor();
  };
  
  class VisualShaderEditorPlugin : public EditorPlugin {
  	GDCLASS(VisualShaderEditorPlugin, EditorPlugin);
  
  	VisualShaderEditor *visual_shader_editor;
  	EditorNode *editor;
  	Button *button;
  
  public:
  	virtual String get_name() const { return "VisualShader"; }
  	bool has_main_screen() const { return false; }
  	virtual void edit(Object *p_object);
  	virtual bool handles(Object *p_object) const;
  	virtual void make_visible(bool p_visible);
  
  	VisualShaderEditorPlugin(EditorNode *p_node);
  	~VisualShaderEditorPlugin();
  };
  
  class VisualShaderNodePluginDefault : public VisualShaderNodePlugin {
  	GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin);
  
  public:
  	virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
  };
  
  class EditorPropertyShaderMode : public EditorProperty {
  	GDCLASS(EditorPropertyShaderMode, EditorProperty);
  	OptionButton *options;
  
  	void _option_selected(int p_which);
  
  protected:
  	static void _bind_methods();
  
  public:
  	void setup(const Vector<String> &p_options);
  	virtual void update_property();
  	void set_option_button_clip(bool p_enable);
  	EditorPropertyShaderMode();
  };
  
  class EditorInspectorShaderModePlugin : public EditorInspectorPlugin {
  	GDCLASS(EditorInspectorShaderModePlugin, EditorInspectorPlugin);
  
  public:
  	virtual bool can_handle(Object *p_object);
  	virtual void parse_begin(Object *p_object);
  	virtual bool parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage);
  	virtual void parse_end();
  };
  
  class VisualShaderNodePortPreview : public Control {
  	GDCLASS(VisualShaderNodePortPreview, Control);
  	Ref<VisualShader> shader;
  	VisualShader::Type type;
  	int node;
  	int port;
  	void _shader_changed(); //must regen
  protected:
  	void _notification(int p_what);
  	static void _bind_methods();
  
  public:
  	virtual Size2 get_minimum_size() const;
  	void setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port);
  	VisualShaderNodePortPreview();
  };
  
  class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
  	GDCLASS(VisualShaderConversionPlugin, EditorResourceConversionPlugin);
  
  public:
  	virtual String converts_to() const;
  	virtual bool handles(const Ref<Resource> &p_resource) const;
  	virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
  };
  
  #endif // VISUAL_SHADER_EDITOR_PLUGIN_H
  