/*************************************************************************/ /* shader_create_dialog.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "shader_create_dialog.h" #include "core/config/project_settings.h" #include "editor/editor_file_dialog.h" #include "editor/editor_scale.h" #include "scene/resources/visual_shader.h" #include "servers/rendering/shader_types.h" void ShaderCreateDialog::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { _update_theme(); String last_lang = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_language", ""); if (!last_lang.is_empty()) { for (int i = 0; i < language_menu->get_item_count(); i++) { if (language_menu->get_item_text(i) == last_lang) { language_menu->select(i); current_language = i; break; } } } else { language_menu->select(default_language); } current_mode = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_mode", 0); mode_menu->select(current_mode); } break; case NOTIFICATION_THEME_CHANGED: { _update_theme(); } break; } } void ShaderCreateDialog::_update_theme() { Ref shader_icon = gc->get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")); if (shader_icon.is_valid()) { language_menu->set_item_icon(0, shader_icon); } Ref visual_shader_icon = gc->get_theme_icon(SNAME("VisualShader"), SNAME("EditorIcons")); if (visual_shader_icon.is_valid()) { language_menu->set_item_icon(1, visual_shader_icon); } path_button->set_icon(get_theme_icon(SNAME("Folder"), SNAME("EditorIcons"))); status_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree"))); } void ShaderCreateDialog::_update_language_info() { language_data.clear(); for (int i = 0; i < SHADER_TYPE_MAX; i++) { ShaderTypeData data; if (i == int(SHADER_TYPE_TEXT)) { data.use_templates = true; data.extensions.push_back("gdshader"); data.default_extension = "gdshader"; } else { data.default_extension = "tres"; } data.extensions.push_back("res"); data.extensions.push_back("tres"); language_data.push_back(data); } } void ShaderCreateDialog::_path_hbox_sorted() { if (is_visible()) { int filename_start_pos = initial_base_path.rfind("/") + 1; int filename_end_pos = initial_base_path.length(); if (!is_built_in) { file_path->select(filename_start_pos, filename_end_pos); } file_path->set_caret_column(file_path->get_text().length()); file_path->set_caret_column(filename_start_pos); file_path->grab_focus(); } } void ShaderCreateDialog::_mode_changed(int p_mode) { current_mode = p_mode; EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_mode", p_mode); } void ShaderCreateDialog::_template_changed(int p_template) { current_template = p_template; EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_template", p_template); } void ShaderCreateDialog::ok_pressed() { if (is_new_shader_created) { _create_new(); } else { _load_exist(); } is_new_shader_created = true; _update_dialog(); } void ShaderCreateDialog::_create_new() { Ref shader; if (language_menu->get_selected() == int(SHADER_TYPE_TEXT)) { Ref text_shader; text_shader.instantiate(); shader = text_shader; StringBuilder code; code += vformat("shader_type %s;\n", mode_menu->get_text().replace(" ", "").camelcase_to_underscore()); if (current_template == 0) { // Default template. code += "\n"; switch (current_mode) { case Shader::MODE_SPATIAL: code += "void fragment() {\n"; code += "\t// Place fragment code here.\n"; code += "}\n"; break; case Shader::MODE_CANVAS_ITEM: code += "void fragment() {\n"; code += "\t// Place fragment code here.\n"; code += "}\n"; break; case Shader::MODE_PARTICLES: code += "void start() {\n"; code += "\t// Place start code here.\n"; code += "}\n"; code += "\n"; code += "void process() {\n"; code += "\t// Place process code here.\n"; code += "}\n"; break; case Shader::MODE_SKY: code += "void sky() {\n"; code += "\t// Place sky code here.\n"; code += "}\n"; break; case Shader::MODE_FOG: code += "void fog() {\n"; code += "\t// Place fog code here.\n"; code += "}\n"; break; } } text_shader->set_code(code.as_string()); } else { Ref visual_shader; visual_shader.instantiate(); shader = visual_shader; visual_shader->set_mode(Shader::Mode(current_mode)); } if (!is_built_in) { String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text()); shader->set_path(lpath); Error err = ResourceSaver::save(lpath, shader, ResourceSaver::FLAG_CHANGE_PATH); if (err != OK) { alert->set_text(TTR("Error - Could not create shader in filesystem.")); alert->popup_centered(); return; } } emit_signal(SNAME("shader_created"), shader); hide(); } void ShaderCreateDialog::_load_exist() { String path = file_path->get_text(); Ref p_shader = ResourceLoader::load(path, "Shader"); if (p_shader.is_null()) { alert->set_text(vformat(TTR("Error loading shader from %s"), path)); alert->popup_centered(); return; } emit_signal(SNAME("shader_created"), p_shader); hide(); } void ShaderCreateDialog::_language_changed(int p_language) { current_language = p_language; ShaderTypeData data = language_data[p_language]; String selected_ext = "." + data.default_extension; String path = file_path->get_text(); String extension = ""; if (!path.is_empty()) { if (path.contains(".")) { extension = path.get_extension(); } if (extension.length() == 0) { path += selected_ext; } else { path = path.get_basename() + selected_ext; } } else { path = "shader" + selected_ext; } _path_changed(path); file_path->set_text(path); template_menu->set_disabled(!data.use_templates); template_menu->clear(); if (data.use_templates) { int last_template = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_template", 0); template_menu->add_item(TTR("Default")); template_menu->add_item(TTR("Empty")); template_menu->select(last_template); current_template = last_template; } else { template_menu->add_item(TTR("N/A")); } EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_language", language_menu->get_item_text(language_menu->get_selected())); _update_dialog(); } void ShaderCreateDialog::_built_in_toggled(bool p_enabled) { is_built_in = p_enabled; if (p_enabled) { is_new_shader_created = true; } else { _path_changed(file_path->get_text()); } _update_dialog(); } void ShaderCreateDialog::_browse_path() { file_browse->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE); file_browse->set_title(TTR("Open Shader / Choose Location")); file_browse->set_ok_button_text(TTR("Open")); file_browse->set_disable_overwrite_warning(true); file_browse->clear_filters(); List extensions = language_data[language_menu->get_selected()].extensions; for (const String &E : extensions) { file_browse->add_filter("*." + E); } file_browse->set_current_path(file_path->get_text()); file_browse->popup_file_dialog(); } void ShaderCreateDialog::_file_selected(const String &p_file) { String p = ProjectSettings::get_singleton()->localize_path(p_file); file_path->set_text(p); _path_changed(p); String filename = p.get_file().get_basename(); int select_start = p.rfind(filename); file_path->select(select_start, select_start + filename.length()); file_path->set_caret_column(select_start + filename.length()); file_path->grab_focus(); } void ShaderCreateDialog::_path_changed(const String &p_path) { if (is_built_in) { return; } is_path_valid = false; is_new_shader_created = true; String path_error = _validate_path(p_path); if (!path_error.is_empty()) { _msg_path_valid(false, path_error); _update_dialog(); return; } Ref f = DirAccess::create(DirAccess::ACCESS_RESOURCES); String p = ProjectSettings::get_singleton()->localize_path(p_path.strip_edges()); if (f->file_exists(p)) { is_new_shader_created = false; _msg_path_valid(true, TTR("File exists, it will be reused.")); } is_path_valid = true; _update_dialog(); } void ShaderCreateDialog::_path_submitted(const String &p_path) { ok_pressed(); } void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled, int p_preferred_type, int p_preferred_mode) { if (!p_base_path.is_empty()) { initial_base_path = p_base_path.get_basename(); file_path->set_text(initial_base_path + "." + language_data[language_menu->get_selected()].default_extension); current_language = language_menu->get_selected(); } else { initial_base_path = ""; file_path->set_text(""); } file_path->deselect(); built_in_enabled = p_built_in_enabled; load_enabled = p_load_enabled; if (p_preferred_type > -1) { language_menu->select(p_preferred_type); _language_changed(p_preferred_type); } if (p_preferred_mode > -1) { mode_menu->select(p_preferred_mode); _mode_changed(p_preferred_mode); } _language_changed(current_language); _path_changed(file_path->get_text()); } String ShaderCreateDialog::_validate_path(const String &p_path) { String p = p_path.strip_edges(); if (p.is_empty()) { return TTR("Path is empty."); } if (p.get_file().get_basename().is_empty()) { return TTR("Filename is empty."); } p = ProjectSettings::get_singleton()->localize_path(p); if (!p.begins_with("res://")) { return TTR("Path is not local."); } Ref d = DirAccess::create(DirAccess::ACCESS_RESOURCES); if (d->change_dir(p.get_base_dir()) != OK) { return TTR("Invalid base path."); } Ref f = DirAccess::create(DirAccess::ACCESS_RESOURCES); if (f->dir_exists(p)) { return TTR("A directory with the same name exists."); } String extension = p.get_extension(); HashSet extensions; for (int i = 0; i < SHADER_TYPE_MAX; i++) { for (const String &ext : language_data[i].extensions) { if (!extensions.has(ext)) { extensions.insert(ext); } } } ShaderTypeData data = language_data[language_menu->get_selected()]; bool found = false; bool match = false; for (const String &ext : extensions) { if (ext.nocasecmp_to(extension) == 0) { found = true; for (const String &lang_ext : language_data[current_language].extensions) { if (lang_ext.nocasecmp_to(extension) == 0) { match = true; break; } } break; } } if (!found) { return TTR("Invalid extension."); } if (!match) { return TTR("Wrong extension chosen."); } return ""; } void ShaderCreateDialog::_msg_script_valid(bool valid, const String &p_msg) { error_label->set_text("- " + p_msg); if (valid) { error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("success_color"), SNAME("Editor"))); } else { error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("error_color"), SNAME("Editor"))); } } void ShaderCreateDialog::_msg_path_valid(bool valid, const String &p_msg) { path_error_label->set_text("- " + p_msg); if (valid) { path_error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("success_color"), SNAME("Editor"))); } else { path_error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("error_color"), SNAME("Editor"))); } } void ShaderCreateDialog::_update_dialog() { bool shader_ok = true; if (!is_built_in && !is_path_valid) { _msg_script_valid(false, TTR("Invalid path.")); shader_ok = false; } if (shader_ok) { _msg_script_valid(true, TTR("Shader path/name is valid.")); } if (!built_in_enabled) { internal->set_pressed(false); } if (is_built_in) { file_path->set_editable(false); path_button->set_disabled(true); re_check_path = true; } else { file_path->set_editable(true); path_button->set_disabled(false); if (re_check_path) { re_check_path = false; _path_changed(file_path->get_text()); } } internal->set_disabled(!built_in_enabled); builtin_warning_label->set_visible(is_built_in); if (is_built_in) { set_ok_button_text(TTR("Create")); _msg_path_valid(true, TTR("Built-in shader (into scene file).")); } else if (is_new_shader_created) { set_ok_button_text(TTR("Create")); if (is_path_valid) { _msg_path_valid(true, TTR("Will create a new shader file.")); } } else if (load_enabled) { set_ok_button_text(TTR("Load")); if (is_path_valid) { _msg_path_valid(true, TTR("Will load an existing shader file.")); } } else { set_ok_button_text(TTR("Create")); _msg_path_valid(false, TTR("Shader file already exists.")); shader_ok = false; } get_ok_button()->set_disabled(!shader_ok); Callable entered_call = callable_mp(this, &ShaderCreateDialog::_path_submitted); if (shader_ok) { if (!file_path->is_connected("text_submitted", entered_call)) { file_path->connect("text_submitted", entered_call); } } else if (file_path->is_connected("text_submitted", entered_call)) { file_path->disconnect("text_submitted", entered_call); } } void ShaderCreateDialog::_bind_methods() { ClassDB::bind_method(D_METHOD("config", "path", "built_in_enabled", "load_enabled"), &ShaderCreateDialog::config, DEFVAL(true), DEFVAL(true)); ADD_SIGNAL(MethodInfo("shader_created", PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"))); } ShaderCreateDialog::ShaderCreateDialog() { _update_language_info(); // Main Controls. gc = memnew(GridContainer); gc->set_columns(2); // Error Fields. VBoxContainer *vb = memnew(VBoxContainer); error_label = memnew(Label); vb->add_child(error_label); path_error_label = memnew(Label); vb->add_child(path_error_label); builtin_warning_label = memnew(Label); builtin_warning_label->set_text( TTR("Note: Built-in shaders can't be edited using an external editor.")); vb->add_child(builtin_warning_label); builtin_warning_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART); builtin_warning_label->hide(); status_panel = memnew(PanelContainer); status_panel->set_h_size_flags(Control::SIZE_FILL); status_panel->set_v_size_flags(Control::SIZE_EXPAND_FILL); status_panel->add_child(vb); // Spacing. Control *spacing = memnew(Control); spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE)); vb = memnew(VBoxContainer); vb->add_child(gc); vb->add_child(spacing); vb->add_child(status_panel); add_child(vb); // Language. language_menu = memnew(OptionButton); language_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE); language_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL); gc->add_child(memnew(Label(TTR("Language:")))); gc->add_child(language_menu); for (int i = 0; i < SHADER_TYPE_MAX; i++) { String language; bool invalid = false; switch (i) { case SHADER_TYPE_TEXT: language = "Shader"; default_language = i; break; case SHADER_TYPE_VISUAL: language = "VisualShader"; break; case SHADER_TYPE_MAX: invalid = true; break; default: invalid = true; break; } if (invalid) { continue; } language_menu->add_item(language); } if (default_language >= 0) { language_menu->select(default_language); } current_language = default_language; language_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_language_changed)); // Modes. mode_menu = memnew(OptionButton); for (const String &type_name : ShaderTypes::get_singleton()->get_types_list()) { mode_menu->add_item(type_name.capitalize()); } gc->add_child(memnew(Label(TTR("Mode:")))); gc->add_child(mode_menu); mode_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_mode_changed)); // Templates. template_menu = memnew(OptionButton); gc->add_child(memnew(Label(TTR("Template:")))); gc->add_child(template_menu); template_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_template_changed)); // Built-in Shader. internal = memnew(CheckBox); internal->set_text(TTR("On")); internal->connect("toggled", callable_mp(this, &ShaderCreateDialog::_built_in_toggled)); gc->add_child(memnew(Label(TTR("Built-in Shader:")))); gc->add_child(internal); // Path. HBoxContainer *hb = memnew(HBoxContainer); hb->set_h_size_flags(Control::SIZE_EXPAND_FILL); hb->connect("sort_children", callable_mp(this, &ShaderCreateDialog::_path_hbox_sorted)); file_path = memnew(LineEdit); file_path->connect("text_changed", callable_mp(this, &ShaderCreateDialog::_path_changed)); file_path->set_h_size_flags(Control::SIZE_EXPAND_FILL); hb->add_child(file_path); path_button = memnew(Button); path_button->connect("pressed", callable_mp(this, &ShaderCreateDialog::_browse_path)); hb->add_child(path_button); gc->add_child(memnew(Label(TTR("Path:")))); gc->add_child(hb); // Dialog Setup. file_browse = memnew(EditorFileDialog); file_browse->connect("file_selected", callable_mp(this, &ShaderCreateDialog::_file_selected)); file_browse->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE); add_child(file_browse); alert = memnew(AcceptDialog); alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART); alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER); alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER); alert->get_label()->set_custom_minimum_size(Size2(325, 60) * EDSCALE); add_child(alert); set_ok_button_text(TTR("Create")); set_hide_on_ok(false); set_title(TTR("Create Shader")); }