Firstborn/Library/PackageCache/com.unity.shadergraph@12.1.8/Editor/Data/Actions/GraphViewActions.cs

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2023-03-28 13:24:16 -04:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.ShaderGraph.Internal;
using UnityEditor.ShaderGraph.Serialization;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
class ConvertToPropertyAction : IGraphDataAction
{
void ConvertToProperty(GraphData graphData)
{
AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ConvertToPropertyAction");
AssertHelpers.IsNotNull(inlinePropertiesToConvert, "InlinePropertiesToConvert is null while carrying out ConvertToPropertyAction");
graphData.owner.RegisterCompleteObjectUndo("Convert to Property");
var defaultCategory = graphData.categories.FirstOrDefault();
AssertHelpers.IsNotNull(defaultCategory, "Default Category is null while carrying out ConvertToPropertyAction");
foreach (var converter in inlinePropertiesToConvert)
{
var convertedProperty = converter.AsShaderProperty();
var node = converter as AbstractMaterialNode;
graphData.AddGraphInput(convertedProperty);
// Also insert this input into the default category
if (defaultCategory != null)
{
var addItemToCategoryAction = new AddItemToCategoryAction();
addItemToCategoryAction.categoryGuid = defaultCategory.categoryGuid;
addItemToCategoryAction.itemToAdd = convertedProperty;
graphData.owner.graphDataStore.Dispatch(addItemToCategoryAction);
}
// Add reference to converted property for use in responding to this action later
convertedPropertyReferences.Add(convertedProperty);
var propNode = new PropertyNode();
propNode.drawState = node.drawState;
propNode.group = node.group;
graphData.AddNode(propNode);
propNode.property = convertedProperty;
var oldSlot = node.FindSlot<MaterialSlot>(converter.outputSlotId);
var newSlot = propNode.FindSlot<MaterialSlot>(PropertyNode.OutputSlotId);
foreach (var edge in graphData.GetEdges(oldSlot.slotReference))
graphData.Connect(newSlot.slotReference, edge.inputSlot);
graphData.RemoveNode(node);
}
}
public Action<GraphData> modifyGraphDataAction => ConvertToProperty;
public IList<IPropertyFromNode> inlinePropertiesToConvert { get; set; } = new List<IPropertyFromNode>();
public IList<AbstractShaderProperty> convertedPropertyReferences { get; set; } = new List<AbstractShaderProperty>();
public Vector2 nodePsition { get; set; }
}
class ConvertToInlineAction : IGraphDataAction
{
void ConvertToInline(GraphData graphData)
{
AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ConvertToInlineAction");
AssertHelpers.IsNotNull(propertyNodesToConvert, "PropertyNodesToConvert is null while carrying out ConvertToInlineAction");
graphData.owner.RegisterCompleteObjectUndo("Convert to Inline Node");
foreach (var propertyNode in propertyNodesToConvert)
graphData.ReplacePropertyNodeWithConcreteNode(propertyNode);
}
public Action<GraphData> modifyGraphDataAction => ConvertToInline;
public IEnumerable<PropertyNode> propertyNodesToConvert { get; set; } = new List<PropertyNode>();
}
class DragGraphInputAction : IGraphDataAction
{
void DragGraphInput(GraphData graphData)
{
AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out DragGraphInputAction");
AssertHelpers.IsNotNull(graphInputBeingDraggedIn, "GraphInputBeingDraggedIn is null while carrying out DragGraphInputAction");
graphData.owner.RegisterCompleteObjectUndo("Drag Graph Input");
switch (graphInputBeingDraggedIn)
{
case AbstractShaderProperty property:
{
if (property is MultiJsonInternal.UnknownShaderPropertyType)
break;
// This could be from another graph, in which case we add a copy of the ShaderInput to this graph.
if (graphData.properties.FirstOrDefault(p => p == property) == null)
{
var copyShaderInputAction = new CopyShaderInputAction();
copyShaderInputAction.shaderInputToCopy = property;
graphData.owner.graphDataStore.Dispatch(copyShaderInputAction);
property = (AbstractShaderProperty)copyShaderInputAction.copiedShaderInput;
}
var node = new PropertyNode();
var drawState = node.drawState;
drawState.position = new Rect(nodePosition, drawState.position.size);
node.drawState = drawState;
graphData.AddNode(node);
// Setting the guid requires the graph to be set first.
node.property = property;
break;
}
case ShaderKeyword keyword:
{
// This could be from another graph, in which case we add a copy of the ShaderInput to this graph.
if (graphData.keywords.FirstOrDefault(k => k == keyword) == null)
{
var copyShaderInputAction = new CopyShaderInputAction();
copyShaderInputAction.shaderInputToCopy = keyword;
graphData.owner.graphDataStore.Dispatch(copyShaderInputAction);
keyword = (ShaderKeyword)copyShaderInputAction.copiedShaderInput;
}
var node = new KeywordNode();
var drawState = node.drawState;
drawState.position = new Rect(nodePosition, drawState.position.size);
node.drawState = drawState;
graphData.AddNode(node);
// Setting the guid requires the graph to be set first.
node.keyword = keyword;
break;
}
case ShaderDropdown dropdown:
{
if (graphData.IsInputAllowedInGraph(dropdown))
{
// This could be from another graph, in which case we add a copy of the ShaderInput to this graph.
if (graphData.dropdowns.FirstOrDefault(d => d == dropdown) == null)
{
var copyShaderInputAction = new CopyShaderInputAction();
copyShaderInputAction.shaderInputToCopy = dropdown;
graphData.owner.graphDataStore.Dispatch(copyShaderInputAction);
dropdown = (ShaderDropdown)copyShaderInputAction.copiedShaderInput;
}
var node = new DropdownNode();
var drawState = node.drawState;
drawState.position = new Rect(nodePosition, drawState.position.size);
node.drawState = drawState;
graphData.AddNode(node);
// Setting the guid requires the graph to be set first.
node.dropdown = dropdown;
}
break;
}
default:
throw new ArgumentOutOfRangeException();
}
}
public Action<GraphData> modifyGraphDataAction => DragGraphInput;
public ShaderInput graphInputBeingDraggedIn { get; set; }
public Vector2 nodePosition { get; set; }
}
}