/*************************************************************************/ /* shader_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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_settings.h" #include "editor/property_editor.h" #include "servers/visual/shader_types.h" /*** SHADER SCRIPT EDITOR ****/ Ref ShaderTextEditor::get_edited_shader() const { return shader; } void ShaderTextEditor::set_edited_shader(const Ref &p_shader) { shader = p_shader; _load_theme_settings(); get_text_edit()->set_text(p_shader->get_code()); _line_col_changed(); } void ShaderTextEditor::_load_theme_settings() { get_text_edit()->clear_colors(); 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 number_color = EDITOR_GET("text_editor/highlighting/number_color"); Color function_color = EDITOR_GET("text_editor/highlighting/function_color"); Color member_variable_color = EDITOR_GET("text_editor/highlighting/member_variable_color"); Color mark_color = EDITOR_GET("text_editor/highlighting/mark_color"); Color breakpoint_color = EDITOR_GET("text_editor/highlighting/breakpoint_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"); Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color"); Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color"); Color basetype_color = EDITOR_GET("text_editor/highlighting/base_type_color"); Color type_color = EDITOR_GET("text_editor/highlighting/engine_type_color"); Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color"); Color string_color = EDITOR_GET("text_editor/highlighting/string_color"); get_text_edit()->add_color_override("background_color", background_color); get_text_edit()->add_color_override("completion_background_color", completion_background_color); get_text_edit()->add_color_override("completion_selected_color", completion_selected_color); get_text_edit()->add_color_override("completion_existing_color", completion_existing_color); get_text_edit()->add_color_override("completion_scroll_color", completion_scroll_color); get_text_edit()->add_color_override("completion_font_color", completion_font_color); get_text_edit()->add_color_override("font_color", text_color); get_text_edit()->add_color_override("line_number_color", line_number_color); get_text_edit()->add_color_override("caret_color", caret_color); get_text_edit()->add_color_override("caret_background_color", caret_background_color); get_text_edit()->add_color_override("font_selected_color", text_selected_color); get_text_edit()->add_color_override("selection_color", selection_color); get_text_edit()->add_color_override("brace_mismatch_color", brace_mismatch_color); get_text_edit()->add_color_override("current_line_color", current_line_color); get_text_edit()->add_color_override("line_length_guideline_color", line_length_guideline_color); get_text_edit()->add_color_override("word_highlighted_color", word_highlighted_color); get_text_edit()->add_color_override("number_color", number_color); get_text_edit()->add_color_override("function_color", function_color); get_text_edit()->add_color_override("member_variable_color", member_variable_color); get_text_edit()->add_color_override("mark_color", mark_color); get_text_edit()->add_color_override("breakpoint_color", breakpoint_color); get_text_edit()->add_color_override("code_folding_color", code_folding_color); get_text_edit()->add_color_override("search_result_color", search_result_color); get_text_edit()->add_color_override("search_result_border_color", search_result_border_color); get_text_edit()->add_color_override("symbol_color", symbol_color); List keywords; ShaderLanguage::get_keyword_list(&keywords); if (shader.is_valid()) { for (const Map::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) { for (const Map::Element *F = E->get().built_ins.front(); F; F = F->next()) { keywords.push_back(F->key()); } } for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).size(); i++) { keywords.push_back(ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode()))[i]); } } for (List::Element *E = keywords.front(); E; E = E->next()) { get_text_edit()->add_keyword_color(E->get(), keyword_color); } //colorize core types //Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0)); //colorize comments get_text_edit()->add_color_region("/*", "*/", comment_color, false); get_text_edit()->add_color_region("//", "", comment_color, false); /*//colorize strings Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff)); List strings; shader->get_shader_mode()->get_string_delimiters(&strings); for (List::Element *E=strings.front();E;E=E->next()) { String string = E->get(); String beg = string.get_slice(" ",0); String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String(); get_text_edit()->add_color_region(beg,end,string_color,end==""); }*/ } void ShaderTextEditor::_check_shader_mode() { String type = ShaderLanguage::get_shader_type(get_text_edit()->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_edit()->get_text()); _load_theme_settings(); } } void ShaderTextEditor::_code_complete_script(const String &p_code, List *r_options) { _check_shader_mode(); ShaderLanguage sl; String calltip; Error err = sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip); if (err != OK) ERR_PRINT("Shaderlang complete failed"); if (calltip != "") { get_text_edit()->set_code_hint(calltip); } } void ShaderTextEditor::_validate_script() { _check_shader_mode(); String code = get_text_edit()->get_text(); //List params; //shader->get_param_list(¶ms); ShaderLanguage sl; Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types()); if (err != OK) { String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text(); set_error(error_text); for (int i = 0; i < get_text_edit()->get_line_count(); i++) get_text_edit()->set_line_as_marked(i, false); get_text_edit()->set_line_as_marked(sl.get_error_line() - 1, true); } else { for (int i = 0; i < get_text_edit()->get_line_count(); i++) get_text_edit()->set_line_as_marked(i, false); set_error(""); } emit_signal("script_changed"); } void ShaderTextEditor::_bind_methods() { } ShaderTextEditor::ShaderTextEditor() { } /*** SCRIPT EDITOR ******/ void ShaderEditor::_menu_option(int p_option) { switch (p_option) { case EDIT_UNDO: { shader_editor->get_text_edit()->undo(); } break; case EDIT_REDO: { shader_editor->get_text_edit()->redo(); } break; case EDIT_CUT: { shader_editor->get_text_edit()->cut(); } break; case EDIT_COPY: { shader_editor->get_text_edit()->copy(); } break; case EDIT_PASTE: { shader_editor->get_text_edit()->paste(); } break; case EDIT_SELECT_ALL: { shader_editor->get_text_edit()->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: { TextEdit *tx = shader_editor->get_text_edit(); if (shader.is_null()) return; tx->indent_left(); } break; case EDIT_INDENT_RIGHT: { TextEdit *tx = shader_editor->get_text_edit(); if (shader.is_null()) return; tx->indent_right(); } break; case EDIT_DELETE_LINE: { shader_editor->delete_lines(); } break; case EDIT_CLONE_DOWN: { shader_editor->code_lines_down(); } break; case EDIT_TOGGLE_COMMENT: { TextEdit *tx = shader_editor->get_text_edit(); if (shader.is_null()) return; tx->begin_complex_operation(); if (tx->is_selection_active()) { int begin = tx->get_selection_from_line(); int end = tx->get_selection_to_line(); // End of selection ends on the first column of the last line, ignore it. if (tx->get_selection_to_column() == 0) end -= 1; // Check if all lines in the selected block are commented bool is_commented = true; for (int i = begin; i <= end; i++) { if (!tx->get_line(i).begins_with("//")) { is_commented = false; break; } } for (int i = begin; i <= end; i++) { String line_text = tx->get_line(i); if (line_text.strip_edges().empty()) { line_text = "//"; } else { if (is_commented) { line_text = line_text.substr(2, line_text.length()); } else { line_text = "//" + line_text; } } tx->set_line(i, line_text); } } else { int begin = tx->cursor_get_line(); String line_text = tx->get_line(begin); if (line_text.begins_with("//")) line_text = line_text.substr(2, line_text.length()); else line_text = "//" + line_text; tx->set_line(begin, line_text); } tx->end_complex_operation(); tx->update(); //tx->deselect(); } break; case EDIT_COMPLETE: { shader_editor->get_text_edit()->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_edit()); } break; } if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) { shader_editor->get_text_edit()->call_deferred("grab_focus"); } } void ShaderEditor::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { } if (p_what == NOTIFICATION_DRAW) { } } void ShaderEditor::_params_changed() { shader_editor->_validate_script(); } void ShaderEditor::_editor_settings_changed() { shader_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/completion/auto_brace_complete")); shader_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/cursor/scroll_past_end_of_file")); shader_editor->get_text_edit()->set_indent_size(EditorSettings::get_singleton()->get("text_editor/indent/size")); shader_editor->get_text_edit()->set_indent_using_spaces(EditorSettings::get_singleton()->get("text_editor/indent/type")); shader_editor->get_text_edit()->set_auto_indent(EditorSettings::get_singleton()->get("text_editor/indent/auto_indent")); shader_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/indent/draw_tabs")); shader_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/line_numbers/show_line_numbers")); shader_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/highlighting/syntax_highlighting")); shader_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_all_occurrences")); shader_editor->get_text_edit()->set_highlight_current_line(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_current_line")); shader_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink")); shader_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink_speed")); shader_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/theme/line_spacing")); shader_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/cursor/block_caret")); shader_editor->get_text_edit()->set_smooth_scroll_enabled(EditorSettings::get_singleton()->get("text_editor/open_scripts/smooth_scrolling")); shader_editor->get_text_edit()->set_v_scroll_speed(EditorSettings::get_singleton()->get("text_editor/open_scripts/v_scroll_speed")); } void ShaderEditor::_bind_methods() { ClassDB::bind_method("_editor_settings_changed", &ShaderEditor::_editor_settings_changed); ClassDB::bind_method("_text_edit_gui_input", &ShaderEditor::_text_edit_gui_input); ClassDB::bind_method("_menu_option", &ShaderEditor::_menu_option); ClassDB::bind_method("_params_changed", &ShaderEditor::_params_changed); ClassDB::bind_method("apply_shaders", &ShaderEditor::apply_shaders); //ClassDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab); } 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::edit(const Ref &p_shader) { if (p_shader.is_null() || !p_shader->is_text_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() { if (shader.is_null()) 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); } } void ShaderEditor::apply_shaders() { if (shader.is_valid()) { shader->set_code(shader_editor->get_text_edit()->get_text()); 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; TextEdit *tx = shader_editor->get_text_edit(); tx->_get_mouse_pos(mb->get_global_position() - tx->get_global_position(), row, col); Vector2 mpos = mb->get_global_position() - tx->get_global_position(); 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()); } } } void ShaderEditor::_make_context_menu(bool p_selection) { 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->set_position(get_global_transform().xform(get_local_mouse_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_constant_override("separation", 0); shader_editor->set_anchors_and_margins_preset(Control::PRESET_WIDE); shader_editor->connect("script_changed", this, "apply_shaders"); EditorSettings::get_singleton()->connect("settings_changed", this, "_editor_settings_changed"); shader_editor->get_text_edit()->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_edit()->set_select_identifiers_on_hover(true); shader_editor->get_text_edit()->set_context_menu_enabled(false); shader_editor->get_text_edit()->connect("gui_input", this, "_text_edit_gui_input"); shader_editor->update_editor_settings(); context_menu = memnew(PopupMenu); add_child(context_menu); context_menu->connect("id_pressed", this, "_menu_option"); context_menu->set_hide_on_window_lose_focus(true); VBoxContainer *main_container = memnew(VBoxContainer); HBoxContainer *hbc = memnew(HBoxContainer); edit_menu = memnew(MenuButton); //edit_menu->set_position(Point2(5, -1)); edit_menu->set_text(TTR("Edit")); edit_menu->get_popup()->set_hide_on_window_lose_focus(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", this, "_menu_option"); search_menu = memnew(MenuButton); //search_menu->set_position(Point2(38, -1)); search_menu->set_text(TTR("Search")); search_menu->get_popup()->set_hide_on_window_lose_focus(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()->add_separator(); search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_line"), SEARCH_GOTO_LINE); search_menu->get_popup()->connect("id_pressed", this, "_menu_option"); add_child(main_container); main_container->add_child(hbc); hbc->add_child(search_menu); hbc->add_child(edit_menu); hbc->add_style_override("panel", p_node->get_gui_base()->get_stylebox("ScriptEditorPanel", "EditorStyles")); main_container->add_child(shader_editor); goto_line_dialog = memnew(GotoLineDialog); add_child(goto_line_dialog); _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 != NULL && 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)); button = editor->add_bottom_panel_item(TTR("Shader"), shader_editor); button->hide(); } ShaderEditorPlugin::~ShaderEditorPlugin() { }