/*************************************************************************/ /* shader_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 */ /* 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. */ /*************************************************************************/ #include "shader_editor_plugin.h" #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "core/os/keyboard.h" #include "core/os/os.h" #include "editor/editor_node.h" #include "editor/editor_scale.h" #include "editor/editor_settings.h" #include "editor/property_editor.h" #include "servers/display_server.h" #include "servers/rendering/shader_types.h" /*** SHADER SCRIPT EDITOR ****/ Ref ShaderTextEditor::get_edited_shader() const { return shader; } void ShaderTextEditor::set_edited_shader(const Ref &p_shader) { if (shader == p_shader) { return; } shader = p_shader; _load_theme_settings(); get_text_editor()->set_text(p_shader->get_code()); get_text_editor()->clear_undo_history(); _validate_script(); _line_col_changed(); } void ShaderTextEditor::reload_text() { ERR_FAIL_COND(shader.is_null()); CodeEdit *te = get_text_editor(); int column = te->cursor_get_column(); int row = te->cursor_get_line(); int h = te->get_h_scroll(); int v = te->get_v_scroll(); te->set_text(shader->get_code()); te->cursor_set_line(row); te->cursor_set_column(column); te->set_h_scroll(h); te->set_v_scroll(v); te->tag_saved_version(); update_line_and_column(); } void ShaderTextEditor::_load_theme_settings() { Color background_color = EDITOR_GET("text_editor/highlighting/background_color"); Color completion_background_color = EDITOR_GET("text_editor/highlighting/completion_background_color"); Color completion_selected_color = EDITOR_GET("text_editor/highlighting/completion_selected_color"); Color completion_existing_color = EDITOR_GET("text_editor/highlighting/completion_existing_color"); Color completion_scroll_color = EDITOR_GET("text_editor/highlighting/completion_scroll_color"); Color completion_font_color = EDITOR_GET("text_editor/highlighting/completion_font_color"); Color text_color = EDITOR_GET("text_editor/highlighting/text_color"); Color line_number_color = EDITOR_GET("text_editor/highlighting/line_number_color"); Color caret_color = EDITOR_GET("text_editor/highlighting/caret_color"); Color caret_background_color = EDITOR_GET("text_editor/highlighting/caret_background_color"); Color text_selected_color = EDITOR_GET("text_editor/highlighting/text_selected_color"); Color selection_color = EDITOR_GET("text_editor/highlighting/selection_color"); Color brace_mismatch_color = EDITOR_GET("text_editor/highlighting/brace_mismatch_color"); Color current_line_color = EDITOR_GET("text_editor/highlighting/current_line_color"); Color line_length_guideline_color = EDITOR_GET("text_editor/highlighting/line_length_guideline_color"); Color word_highlighted_color = EDITOR_GET("text_editor/highlighting/word_highlighted_color"); Color mark_color = EDITOR_GET("text_editor/highlighting/mark_color"); Color bookmark_color = EDITOR_GET("text_editor/highlighting/bookmark_color"); Color breakpoint_color = EDITOR_GET("text_editor/highlighting/breakpoint_color"); Color executing_line_color = EDITOR_GET("text_editor/highlighting/executing_line_color"); Color code_folding_color = EDITOR_GET("text_editor/highlighting/code_folding_color"); Color search_result_color = EDITOR_GET("text_editor/highlighting/search_result_color"); Color search_result_border_color = EDITOR_GET("text_editor/highlighting/search_result_border_color"); get_text_editor()->add_theme_color_override("background_color", background_color); get_text_editor()->add_theme_color_override("completion_background_color", completion_background_color); get_text_editor()->add_theme_color_override("completion_selected_color", completion_selected_color); get_text_editor()->add_theme_color_override("completion_existing_color", completion_existing_color); get_text_editor()->add_theme_color_override("completion_scroll_color", completion_scroll_color); get_text_editor()->add_theme_color_override("completion_font_color", completion_font_color); get_text_editor()->add_theme_color_override("font_color", text_color); get_text_editor()->add_theme_color_override("line_number_color", line_number_color); get_text_editor()->add_theme_color_override("caret_color", caret_color); get_text_editor()->add_theme_color_override("caret_background_color", caret_background_color); get_text_editor()->add_theme_color_override("font_color_selected", text_selected_color); get_text_editor()->add_theme_color_override("selection_color", selection_color); get_text_editor()->add_theme_color_override("brace_mismatch_color", brace_mismatch_color); get_text_editor()->add_theme_color_override("current_line_color", current_line_color); get_text_editor()->add_theme_color_override("line_length_guideline_color", line_length_guideline_color); get_text_editor()->add_theme_color_override("word_highlighted_color", word_highlighted_color); get_text_editor()->add_theme_color_override("mark_color", mark_color); get_text_editor()->add_theme_color_override("bookmark_color", bookmark_color); get_text_editor()->add_theme_color_override("breakpoint_color", breakpoint_color); get_text_editor()->add_theme_color_override("executing_line_color", executing_line_color); get_text_editor()->add_theme_color_override("code_folding_color", code_folding_color); get_text_editor()->add_theme_color_override("search_result_color", search_result_color); get_text_editor()->add_theme_color_override("search_result_border_color", search_result_border_color); syntax_highlighter->set_number_color(EDITOR_GET("text_editor/highlighting/number_color")); syntax_highlighter->set_symbol_color(EDITOR_GET("text_editor/highlighting/symbol_color")); syntax_highlighter->set_function_color(EDITOR_GET("text_editor/highlighting/function_color")); syntax_highlighter->set_member_variable_color(EDITOR_GET("text_editor/highlighting/member_variable_color")); syntax_highlighter->clear_keyword_colors(); List keywords; ShaderLanguage::get_keyword_list(&keywords); const Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color"); for (List::Element *E = keywords.front(); E; E = E->next()) { syntax_highlighter->add_keyword_color(E->get(), keyword_color); } // Colorize built-ins like `COLOR` differently to make them easier // to distinguish from keywords at a quick glance. List built_ins; if (shader.is_valid()) { for (const Map::Element *E = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) { for (const Map::Element *F = E->get().built_ins.front(); F; F = F->next()) { built_ins.push_back(F->key()); } } for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())).size(); i++) { built_ins.push_back(ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode()))[i]); } } const Color member_variable_color = EDITOR_GET("text_editor/highlighting/member_variable_color"); for (List::Element *E = built_ins.front(); E; E = E->next()) { syntax_highlighter->add_keyword_color(E->get(), member_variable_color); } // Colorize comments. const Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color"); syntax_highlighter->clear_color_regions(); syntax_highlighter->add_color_region("/*", "*/", comment_color, false); syntax_highlighter->add_color_region("//", "", comment_color, true); } void ShaderTextEditor::_check_shader_mode() { String type = ShaderLanguage::get_shader_type(get_text_editor()->get_text()); Shader::Mode mode; if (type == "canvas_item") { mode = Shader::MODE_CANVAS_ITEM; } else if (type == "particles") { mode = Shader::MODE_PARTICLES; } else { mode = Shader::MODE_SPATIAL; } if (shader->get_mode() != mode) { shader->set_code(get_text_editor()->get_text()); _load_theme_settings(); } } static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_variable) { RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_variable); return RS::global_variable_type_get_shader_datatype(gvt); } void ShaderTextEditor::_code_complete_script(const String &p_code, List *r_options) { _check_shader_mode(); ShaderLanguage sl; String calltip; sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type, r_options, calltip); get_text_editor()->set_code_hint(calltip); } void ShaderTextEditor::_validate_script() { _check_shader_mode(); String code = get_text_editor()->get_text(); //List params; //shader->get_param_list(¶ms); ShaderLanguage sl; Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type); if (err != OK) { String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text(); set_error(error_text); set_error_pos(sl.get_error_line() - 1, 0); for (int i = 0; i < get_text_editor()->get_line_count(); i++) { get_text_editor()->set_line_as_marked(i, false); } get_text_editor()->set_line_as_marked(sl.get_error_line() - 1, true); } else { for (int i = 0; i < get_text_editor()->get_line_count(); i++) { get_text_editor()->set_line_as_marked(i, false); } set_error(""); } emit_signal("script_changed"); } void ShaderTextEditor::_bind_methods() { } ShaderTextEditor::ShaderTextEditor() { syntax_highlighter.instance(); get_text_editor()->set_syntax_highlighter(syntax_highlighter); } /*** SCRIPT EDITOR ******/ void ShaderEditor::_menu_option(int p_option) { switch (p_option) { case EDIT_UNDO: { shader_editor->get_text_editor()->undo(); } break; case EDIT_REDO: { shader_editor->get_text_editor()->redo(); } break; case EDIT_CUT: { shader_editor->get_text_editor()->cut(); } break; case EDIT_COPY: { shader_editor->get_text_editor()->copy(); } break; case EDIT_PASTE: { shader_editor->get_text_editor()->paste(); } break; case EDIT_SELECT_ALL: { shader_editor->get_text_editor()->select_all(); } break; case EDIT_MOVE_LINE_UP: { shader_editor->move_lines_up(); } break; case EDIT_MOVE_LINE_DOWN: { shader_editor->move_lines_down(); } break; case EDIT_INDENT_LEFT: { if (shader.is_null()) { return; } CodeEdit *tx = shader_editor->get_text_editor(); tx->indent_left(); } break; case EDIT_INDENT_RIGHT: { if (shader.is_null()) { return; } CodeEdit *tx = shader_editor->get_text_editor(); tx->indent_right(); } break; case EDIT_DELETE_LINE: { shader_editor->delete_lines(); } break; case EDIT_CLONE_DOWN: { shader_editor->clone_lines_down(); } break; case EDIT_TOGGLE_COMMENT: { if (shader.is_null()) { return; } shader_editor->toggle_inline_comment("//"); } break; case EDIT_COMPLETE: { shader_editor->get_text_editor()->query_code_comple(); } break; case SEARCH_FIND: { shader_editor->get_find_replace_bar()->popup_search(); } break; case SEARCH_FIND_NEXT: { shader_editor->get_find_replace_bar()->search_next(); } break; case SEARCH_FIND_PREV: { shader_editor->get_find_replace_bar()->search_prev(); } break; case SEARCH_REPLACE: { shader_editor->get_find_replace_bar()->popup_replace(); } break; case SEARCH_GOTO_LINE: { goto_line_dialog->popup_find_line(shader_editor->get_text_editor()); } break; case BOOKMARK_TOGGLE: { shader_editor->toggle_bookmark(); } break; case BOOKMARK_GOTO_NEXT: { shader_editor->goto_next_bookmark(); } break; case BOOKMARK_GOTO_PREV: { shader_editor->goto_prev_bookmark(); } break; case BOOKMARK_REMOVE_ALL: { shader_editor->remove_all_bookmarks(); } break; case HELP_DOCS: { OS::get_singleton()->shell_open("https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html"); } break; } if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) { shader_editor->get_text_editor()->call_deferred("grab_focus"); } } void ShaderEditor::_notification(int p_what) { if (p_what == NOTIFICATION_WM_WINDOW_FOCUS_IN) { _check_for_external_edit(); } } void ShaderEditor::_params_changed() { shader_editor->_validate_script(); } void ShaderEditor::_editor_settings_changed() { shader_editor->update_editor_settings(); shader_editor->get_text_editor()->add_theme_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/theme/line_spacing")); shader_editor->get_text_editor()->set_draw_breakpoints_gutter(false); shader_editor->get_text_editor()->set_draw_executing_lines_gutter(false); } void ShaderEditor::_bind_methods() { ClassDB::bind_method("_params_changed", &ShaderEditor::_params_changed); } void ShaderEditor::ensure_select_current() { /* if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) { ShaderTextEditor *ste = Object::cast_to(tab_container->get_child(tab_container->get_current_tab())); if (!ste) return; Ref shader = ste->get_edited_shader(); get_scene()->get_root_node()->call("_resource_selected",shader); }*/ } void ShaderEditor::goto_line_selection(int p_line, int p_begin, int p_end) { shader_editor->goto_line_selection(p_line, p_begin, p_end); } void ShaderEditor::_check_for_external_edit() { if (shader.is_null() || !shader.is_valid()) { return; } // internal shader. if (shader->get_path() == "" || shader->get_path().find("local://") != -1 || shader->get_path().find("::") != -1) { return; } bool use_autoreload = bool(EDITOR_DEF("text_editor/files/auto_reload_scripts_on_external_change", false)); if (shader->get_last_modified_time() != FileAccess::get_modified_time(shader->get_path())) { if (use_autoreload) { _reload_shader_from_disk(); } else { disk_changed->call_deferred("popup_centered"); } } } void ShaderEditor::_reload_shader_from_disk() { Ref rel_shader = ResourceLoader::load(shader->get_path(), shader->get_class(), true); ERR_FAIL_COND(!rel_shader.is_valid()); shader->set_code(rel_shader->get_code()); shader->set_last_modified_time(rel_shader->get_last_modified_time()); shader_editor->reload_text(); } void ShaderEditor::edit(const Ref &p_shader) { if (p_shader.is_null() || !p_shader->is_text_shader()) { return; } if (shader == p_shader) { return; } shader = p_shader; shader_editor->set_edited_shader(p_shader); //vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX); // see if already has it } void ShaderEditor::save_external_data(const String &p_str) { if (shader.is_null()) { disk_changed->hide(); return; } apply_shaders(); if (shader->get_path() != "" && shader->get_path().find("local://") == -1 && shader->get_path().find("::") == -1) { //external shader, save it ResourceSaver::save(shader->get_path(), shader); } disk_changed->hide(); } void ShaderEditor::apply_shaders() { if (shader.is_valid()) { String shader_code = shader->get_code(); String editor_code = shader_editor->get_text_editor()->get_text(); if (shader_code != editor_code) { shader->set_code(editor_code); shader->set_edited(true); } } } void ShaderEditor::_text_edit_gui_input(const Ref &ev) { Ref mb = ev; if (mb.is_valid()) { if (mb->get_button_index() == BUTTON_RIGHT && mb->is_pressed()) { int col, row; CodeEdit *tx = shader_editor->get_text_editor(); tx->_get_mouse_pos(mb->get_global_position() - tx->get_global_position(), row, col); tx->set_right_click_moves_caret(EditorSettings::get_singleton()->get("text_editor/cursor/right_click_moves_caret")); if (tx->is_right_click_moving_caret()) { if (tx->is_selection_active()) { int from_line = tx->get_selection_from_line(); int to_line = tx->get_selection_to_line(); int from_column = tx->get_selection_from_column(); int to_column = tx->get_selection_to_column(); if (row < from_line || row > to_line || (row == from_line && col < from_column) || (row == to_line && col > to_column)) { // Right click is outside the selected text tx->deselect(); } } if (!tx->is_selection_active()) { tx->cursor_set_line(row, true, false); tx->cursor_set_column(col); } } _make_context_menu(tx->is_selection_active(), get_local_mouse_position()); } } Ref k = ev; if (k.is_valid() && k->is_pressed() && k->get_keycode() == KEY_MENU) { CodeEdit *tx = shader_editor->get_text_editor(); _make_context_menu(tx->is_selection_active(), (get_global_transform().inverse() * tx->get_global_transform()).xform(tx->_get_cursor_pixel_pos())); context_menu->grab_focus(); } } void ShaderEditor::_update_bookmark_list() { bookmarks_menu->clear(); bookmarks_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_bookmark"), BOOKMARK_TOGGLE); bookmarks_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/remove_all_bookmarks"), BOOKMARK_REMOVE_ALL); bookmarks_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_next_bookmark"), BOOKMARK_GOTO_NEXT); bookmarks_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_previous_bookmark"), BOOKMARK_GOTO_PREV); Array bookmark_list = shader_editor->get_text_editor()->get_bookmarked_lines(); if (bookmark_list.size() == 0) { return; } bookmarks_menu->add_separator(); for (int i = 0; i < bookmark_list.size(); i++) { String line = shader_editor->get_text_editor()->get_line(bookmark_list[i]).strip_edges(); // Limit the size of the line if too big. if (line.length() > 50) { line = line.substr(0, 50); } bookmarks_menu->add_item(String::num((int)bookmark_list[i] + 1) + " - \"" + line + "\""); bookmarks_menu->set_item_metadata(bookmarks_menu->get_item_count() - 1, bookmark_list[i]); } } void ShaderEditor::_bookmark_item_pressed(int p_idx) { if (p_idx < 4) { // Any item before the separator. _menu_option(bookmarks_menu->get_item_id(p_idx)); } else { shader_editor->goto_line(bookmarks_menu->get_item_metadata(p_idx)); } } void ShaderEditor::_make_context_menu(bool p_selection, Vector2 p_position) { context_menu->clear(); if (p_selection) { context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT); context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY); } context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE); context_menu->add_separator(); context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL); context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO); context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO); context_menu->add_separator(); context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT); context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT); context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT); context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_bookmark"), BOOKMARK_TOGGLE); context_menu->set_position(get_global_transform().xform(p_position)); context_menu->set_size(Vector2(1, 1)); context_menu->popup(); } ShaderEditor::ShaderEditor(EditorNode *p_node) { shader_editor = memnew(ShaderTextEditor); shader_editor->set_v_size_flags(SIZE_EXPAND_FILL); shader_editor->add_theme_constant_override("separation", 0); shader_editor->set_anchors_and_offsets_preset(Control::PRESET_WIDE); shader_editor->connect("script_changed", callable_mp(this, &ShaderEditor::apply_shaders)); EditorSettings::get_singleton()->connect("settings_changed", callable_mp(this, &ShaderEditor::_editor_settings_changed)); shader_editor->get_text_editor()->set_callhint_settings( EditorSettings::get_singleton()->get("text_editor/completion/put_callhint_tooltip_below_current_line"), EditorSettings::get_singleton()->get("text_editor/completion/callhint_tooltip_offset")); shader_editor->get_text_editor()->set_select_identifiers_on_hover(true); shader_editor->get_text_editor()->set_context_menu_enabled(false); shader_editor->get_text_editor()->connect("gui_input", callable_mp(this, &ShaderEditor::_text_edit_gui_input)); shader_editor->update_editor_settings(); context_menu = memnew(PopupMenu); add_child(context_menu); context_menu->connect("id_pressed", callable_mp(this, &ShaderEditor::_menu_option)); VBoxContainer *main_container = memnew(VBoxContainer); HBoxContainer *hbc = memnew(HBoxContainer); edit_menu = memnew(MenuButton); edit_menu->set_shortcut_context(this); edit_menu->set_text(TTR("Edit")); edit_menu->set_switch_on_hover(true); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO); edit_menu->get_popup()->add_separator(); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE); edit_menu->get_popup()->add_separator(); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL); edit_menu->get_popup()->add_separator(); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_up"), EDIT_MOVE_LINE_UP); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_down"), EDIT_MOVE_LINE_DOWN); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/delete_line"), EDIT_DELETE_LINE); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/clone_down"), EDIT_CLONE_DOWN); edit_menu->get_popup()->add_separator(); edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/complete_symbol"), EDIT_COMPLETE); edit_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditor::_menu_option)); search_menu = memnew(MenuButton); search_menu->set_shortcut_context(this); search_menu->set_text(TTR("Search")); search_menu->set_switch_on_hover(true); search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find"), SEARCH_FIND); search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_next"), SEARCH_FIND_NEXT); search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_previous"), SEARCH_FIND_PREV); search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/replace"), SEARCH_REPLACE); search_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditor::_menu_option)); MenuButton *goto_menu = memnew(MenuButton); goto_menu->set_shortcut_context(this); goto_menu->set_text(TTR("Go To")); goto_menu->set_switch_on_hover(true); goto_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditor::_menu_option)); goto_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_line"), SEARCH_GOTO_LINE); goto_menu->get_popup()->add_separator(); bookmarks_menu = memnew(PopupMenu); bookmarks_menu->set_name("Bookmarks"); goto_menu->get_popup()->add_child(bookmarks_menu); goto_menu->get_popup()->add_submenu_item(TTR("Bookmarks"), "Bookmarks"); _update_bookmark_list(); bookmarks_menu->connect("about_to_popup", callable_mp(this, &ShaderEditor::_update_bookmark_list)); bookmarks_menu->connect("index_pressed", callable_mp(this, &ShaderEditor::_bookmark_item_pressed)); help_menu = memnew(MenuButton); help_menu->set_text(TTR("Help")); help_menu->set_switch_on_hover(true); help_menu->get_popup()->add_icon_item(p_node->get_gui_base()->get_theme_icon("Instance", "EditorIcons"), TTR("Online Docs"), HELP_DOCS); help_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditor::_menu_option)); add_child(main_container); main_container->add_child(hbc); hbc->add_child(search_menu); hbc->add_child(edit_menu); hbc->add_child(goto_menu); hbc->add_child(help_menu); hbc->add_theme_style_override("panel", p_node->get_gui_base()->get_theme_stylebox("ScriptEditorPanel", "EditorStyles")); main_container->add_child(shader_editor); goto_line_dialog = memnew(GotoLineDialog); add_child(goto_line_dialog); disk_changed = memnew(ConfirmationDialog); VBoxContainer *vbc = memnew(VBoxContainer); disk_changed->add_child(vbc); Label *dl = memnew(Label); dl->set_text(TTR("This shader has been modified on on disk.\nWhat action should be taken?")); vbc->add_child(dl); disk_changed->connect("confirmed", callable_mp(this, &ShaderEditor::_reload_shader_from_disk)); disk_changed->get_ok_button()->set_text(TTR("Reload")); disk_changed->add_button(TTR("Resave"), !DisplayServer::get_singleton()->get_swap_cancel_ok(), "resave"); disk_changed->connect("custom_action", callable_mp(this, &ShaderEditor::save_external_data)); add_child(disk_changed); _editor_settings_changed(); } void ShaderEditorPlugin::edit(Object *p_object) { Shader *s = Object::cast_to(p_object); shader_editor->edit(s); } bool ShaderEditorPlugin::handles(Object *p_object) const { Shader *shader = Object::cast_to(p_object); return shader != nullptr && shader->is_text_shader(); } void ShaderEditorPlugin::make_visible(bool p_visible) { if (p_visible) { button->show(); editor->make_bottom_panel_item_visible(shader_editor); } else { button->hide(); if (shader_editor->is_visible_in_tree()) { editor->hide_bottom_panel(); } shader_editor->apply_shaders(); } } void ShaderEditorPlugin::selected_notify() { shader_editor->ensure_select_current(); } void ShaderEditorPlugin::save_external_data() { shader_editor->save_external_data(); } void ShaderEditorPlugin::apply_changes() { shader_editor->apply_shaders(); } ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) { editor = p_node; shader_editor = memnew(ShaderEditor(p_node)); shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE); button = editor->add_bottom_panel_item(TTR("Shader"), shader_editor); button->hide(); _2d = false; } ShaderEditorPlugin::~ShaderEditorPlugin() { }