/*************************************************************************/
/*  shader_editor_plugin.h                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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/* 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    */
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/*************************************************************************/

#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/tab_container.h"
#include "scene/gui/text_edit.h"
#include "scene/main/timer.h"
#include "scene/resources/shader.h"
#include "servers/visual/shader_language.h"

class ShaderTextEditor : public CodeTextEditor {

	GDCLASS(ShaderTextEditor, CodeTextEditor);

	Ref<Shader> shader;

	void _check_shader_mode();

protected:
	static void _bind_methods();
	virtual void _load_theme_settings();

	virtual void _code_complete_script(const String &p_code, List<String> *r_options);

public:
	virtual void _validate_script();

	Ref<Shader> get_edited_shader() const;
	void set_edited_shader(const Ref<Shader> &p_shader);
	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_CLONE_DOWN,
		EDIT_TOGGLE_COMMENT,
		EDIT_COMPLETE,
		SEARCH_FIND,
		SEARCH_FIND_NEXT,
		SEARCH_FIND_PREV,
		SEARCH_REPLACE,
		SEARCH_GOTO_LINE,

	};

	MenuButton *edit_menu;
	MenuButton *search_menu;
	MenuButton *settings_menu;
	PopupMenu *context_menu;
	uint64_t idle;

	GotoLineDialog *goto_line_dialog;
	ConfirmationDialog *erase_tab_confirm;

	ShaderTextEditor *shader_editor;

	void _menu_option(int p_option);
	void _params_changed();
	mutable Ref<Shader> shader;

	void _editor_settings_changed();

protected:
	void _notification(int p_what);
	static void _bind_methods();
	void _make_context_menu(bool p_selection);
	void _text_edit_gui_input(const Ref<InputEvent> &ev);

public:
	void apply_shaders();

	void ensure_select_current();
	void edit(const Ref<Shader> &p_shader);

	virtual Size2 get_minimum_size() const { return Size2(0, 200); }
	void save_external_data();

	ShaderEditor(EditorNode *p_node);
};

class ShaderEditorPlugin : public EditorPlugin {

	GDCLASS(ShaderEditorPlugin, EditorPlugin);

	bool _2d;
	ShaderEditor *shader_editor;
	EditorNode *editor;
	Button *button;

public:
	virtual String get_name() const { return "Shader"; }
	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);
	virtual void selected_notify();

	virtual void save_external_data();
	virtual void apply_changes();

	ShaderEditorPlugin(EditorNode *p_node);
	~ShaderEditorPlugin();
};

#endif