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/*************************************************************************/
/* shader_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "tools/editor/code_editor.h"
#include "tools/editor/editor_plugin.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/text_edit.h"
#include "scene/gui/menu_button.h"
#include "scene/main/timer.h"
#include "scene/resources/shader.h"
#include "servers/visual/shader_language.h"
class ShaderTextEditor : public CodeTextEditor {
OBJ_TYPE( ShaderTextEditor, CodeTextEditor );
Ref<Shader> shader;
ShaderLanguage::ShaderType type;
protected:
static void _bind_methods();
virtual void _load_theme_settings();
public:
virtual void _validate_script();
Ref<Shader> get_edited_shader() const;
void set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type);
ShaderTextEditor();
};
class ShaderEditor : public Control {
OBJ_TYPE(ShaderEditor, Control );
enum {
EDIT_UNDO,
EDIT_REDO,
EDIT_CUT,
EDIT_COPY,
EDIT_PASTE,
EDIT_SELECT_ALL,
SEARCH_FIND,
SEARCH_FIND_NEXT,
SEARCH_REPLACE,
//SEARCH_LOCATE_SYMBOL,
SEARCH_GOTO_LINE,
SHADER_MATERIAL_MODE,
SHADER_POST_PROCESS_MODE,
SHADER_SHADE_MODEL_MODE,
};
MenuButton *edit_menu;
MenuButton *search_menu;
MenuButton *settings_menu;
uint64_t idle;
TabContainer *tab_container;
FindReplaceDialog *find_replace_dialog;
GotoLineDialog *goto_line_dialog;
ConfirmationDialog *erase_tab_confirm;
TextureButton *close;
ShaderTextEditor *vertex_editor;
ShaderTextEditor *fragment_editor;
void _tab_changed(int p_which);
void _menu_option(int p_optin);
void _params_changed();
mutable Ref<Shader> shader;
void _close_callback();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void apply_shaders();
void ensure_select_current();
void edit(const Ref<Shader>& p_shader);
Dictionary get_state() const;
void set_state(const Dictionary& p_state);
void clear();
virtual Size2 get_minimum_size() const { return Size2(0,200); }
void save_external_data();
ShaderEditor();
};
class ShaderEditorPlugin : public EditorPlugin {
OBJ_TYPE( ShaderEditorPlugin, EditorPlugin );
ShaderEditor *shader_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Shader"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
virtual void selected_notify();
Dictionary get_state() const;
virtual void set_state(const Dictionary& p_state);
virtual void clear();
virtual void save_external_data();
virtual void apply_changes();
ShaderEditorPlugin(EditorNode *p_node);
~ShaderEditorPlugin();
};
#endif
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