/**************************************************************************/ /* shader_editor_plugin.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* 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 "editor/editor_plugin.h" class HSplitContainer; class ItemList; class MenuButton; class ShaderCreateDialog; class TabContainer; class TextShaderEditor; class VisualShaderEditor; class WindowWrapper; class ShaderEditorPlugin : public EditorPlugin { GDCLASS(ShaderEditorPlugin, EditorPlugin); struct EditedShader { Ref shader; Ref shader_inc; TextShaderEditor *shader_editor = nullptr; VisualShaderEditor *visual_shader_editor = nullptr; String path; }; LocalVector edited_shaders; // Always valid operations come first in the enum, file-specific ones // should go after FILE_SAVE which is used to build the menu accordingly. 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; WindowWrapper *window_wrapper = nullptr; Button *make_floating = nullptr; ShaderCreateDialog *shader_create_dialog = nullptr; void _update_shader_list(); void _shader_selected(int p_index); void _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index); void _menu_item_pressed(int p_index); void _resource_saved(Object *obj); void _close_shader(int p_index); void _close_builtin_shaders_from_scene(const String &p_scene); void _file_removed(const String &p_removed_file); void _shader_created(Ref p_shader); void _shader_include_created(Ref p_shader_inc); void _update_shader_list_status(); void _move_shader_tab(int p_from, int p_to); Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); void _window_changed(bool p_visible); protected: void _notification(int p_what); public: virtual String get_name() const override { return "Shader"; } 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; TextShaderEditor *get_shader_editor(const Ref &p_for_shader); VisualShaderEditor *get_visual_shader_editor(const Ref &p_for_shader); virtual void set_window_layout(Ref p_layout) override; virtual void get_window_layout(Ref p_layout) override; virtual String get_unsaved_status(const String &p_for_scene) const override; virtual void save_external_data() override; virtual void apply_changes() override; ShaderEditorPlugin(); ~ShaderEditorPlugin(); }; #endif // SHADER_EDITOR_PLUGIN_H