/*************************************************************************/ /* shader_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifndef SHADER_EDITOR_PLUGIN_H #define SHADER_EDITOR_PLUGIN_H #include "editor/code_editor.h" #include "editor/editor_plugin.h" #include "scene/gui/menu_button.h" #include "scene/gui/panel_container.h" #include "scene/gui/rich_text_label.h" #include "scene/gui/tab_container.h" #include "scene/gui/text_edit.h" #include "scene/main/timer.h" #include "scene/resources/shader.h" #include "scene/resources/shader_include.h" #include "servers/rendering/shader_warnings.h" class ItemList; class VisualShaderEditor; class HSplitContainer; class ShaderCreateDialog; class ShaderTextEditor : public CodeTextEditor { GDCLASS(ShaderTextEditor, CodeTextEditor); Color marked_line_color = Color(1, 1, 1); struct WarningsComparator { _ALWAYS_INLINE_ bool operator()(const ShaderWarning &p_a, const ShaderWarning &p_b) const { return (p_a.get_line() < p_b.get_line()); } }; Ref syntax_highlighter; RichTextLabel *warnings_panel = nullptr; Ref shader; Ref shader_inc; List warnings; Error last_compile_result = Error::OK; void _check_shader_mode(); void _update_warning_panel(); bool block_shader_changed = false; void _shader_changed(); uint32_t dependencies_version = 0; // Incremented if deps changed protected: void _notification(int p_what); static void _bind_methods(); virtual void _load_theme_settings() override; virtual void _code_complete_script(const String &p_code, List *r_options) override; public: void set_block_shader_changed(bool p_block) { block_shader_changed = p_block; } uint32_t get_dependencies_version() const { return dependencies_version; } virtual void _validate_script() override; void reload_text(); void set_warnings_panel(RichTextLabel *p_warnings_panel); Ref get_edited_shader() const; Ref get_edited_shader_include() const; void set_edited_shader(const Ref &p_shader); void set_edited_shader(const Ref &p_shader, const String &p_code); void set_edited_shader_include(const Ref &p_include); void set_edited_shader_include(const Ref &p_include, const String &p_code); void set_edited_code(const String &p_code); ShaderTextEditor(); }; class ShaderEditor : public PanelContainer { GDCLASS(ShaderEditor, PanelContainer); enum { EDIT_UNDO, EDIT_REDO, EDIT_CUT, EDIT_COPY, EDIT_PASTE, EDIT_SELECT_ALL, EDIT_MOVE_LINE_UP, EDIT_MOVE_LINE_DOWN, EDIT_INDENT_LEFT, EDIT_INDENT_RIGHT, EDIT_DELETE_LINE, EDIT_DUPLICATE_SELECTION, EDIT_TOGGLE_COMMENT, EDIT_COMPLETE, SEARCH_FIND, SEARCH_FIND_NEXT, SEARCH_FIND_PREV, SEARCH_REPLACE, SEARCH_GOTO_LINE, BOOKMARK_TOGGLE, BOOKMARK_GOTO_NEXT, BOOKMARK_GOTO_PREV, BOOKMARK_REMOVE_ALL, HELP_DOCS, }; MenuButton *edit_menu = nullptr; MenuButton *search_menu = nullptr; PopupMenu *bookmarks_menu = nullptr; MenuButton *help_menu = nullptr; PopupMenu *context_menu = nullptr; RichTextLabel *warnings_panel = nullptr; uint64_t idle = 0; GotoLineDialog *goto_line_dialog = nullptr; ConfirmationDialog *erase_tab_confirm = nullptr; ConfirmationDialog *disk_changed = nullptr; ShaderTextEditor *shader_editor = nullptr; bool compilation_success = true; void _menu_option(int p_option); mutable Ref shader; mutable Ref shader_inc; void _editor_settings_changed(); void _project_settings_changed(); void _check_for_external_edit(); void _reload_shader_from_disk(); void _reload_shader_include_from_disk(); void _reload(); void _show_warnings_panel(bool p_show); void _warning_clicked(Variant p_line); void _update_warnings(bool p_validate); void _script_validated(bool p_valid) { compilation_success = p_valid; emit_signal(SNAME("validation_changed")); } uint32_t dependencies_version = 0xFFFFFFFF; protected: void _notification(int p_what); static void _bind_methods(); void _make_context_menu(bool p_selection, Vector2 p_position); void _text_edit_gui_input(const Ref &p_ev); void _update_bookmark_list(); void _bookmark_item_pressed(int p_idx); public: bool was_compilation_successful() const { return compilation_success; } void apply_shaders(); void ensure_select_current(); void edit(const Ref &p_shader); void edit(const Ref &p_shader_inc); void goto_line_selection(int p_line, int p_begin, int p_end); void save_external_data(const String &p_str = ""); void validate_script(); virtual Size2 get_minimum_size() const override { return Size2(0, 200); } ShaderEditor(); }; class ShaderEditorPlugin : public EditorPlugin { GDCLASS(ShaderEditorPlugin, EditorPlugin); struct EditedShader { Ref shader; Ref shader_inc; ShaderEditor *shader_editor = nullptr; VisualShaderEditor *visual_shader_editor = nullptr; }; LocalVector edited_shaders; enum { FILE_NEW, FILE_NEW_INCLUDE, FILE_OPEN, FILE_OPEN_INCLUDE, FILE_SAVE, FILE_SAVE_AS, FILE_INSPECT, FILE_CLOSE, FILE_MAX }; HSplitContainer *main_split = nullptr; ItemList *shader_list = nullptr; TabContainer *shader_tabs = nullptr; Button *button = nullptr; MenuButton *file_menu = nullptr; ShaderCreateDialog *shader_create_dialog = nullptr; void _update_shader_list(); void _shader_selected(int p_index); void _menu_item_pressed(int p_index); void _resource_saved(Object *obj); void _close_shader(int p_index); void _shader_created(Ref p_shader); void _shader_include_created(Ref p_shader_inc); void _update_shader_list_status(); public: virtual String get_name() const override { return "Shader"; } bool has_main_screen() const override { return false; } virtual void edit(Object *p_object) override; virtual bool handles(Object *p_object) const override; virtual void make_visible(bool p_visible) override; virtual void selected_notify() override; ShaderEditor *get_shader_editor(const Ref &p_for_shader); VisualShaderEditor *get_visual_shader_editor(const Ref &p_for_shader); virtual void save_external_data() override; virtual void apply_changes() override; ShaderEditorPlugin(); ~ShaderEditorPlugin(); }; #endif