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674 lines
20 KiB
C++
674 lines
20 KiB
C++
/**************************************************************************/
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/* shader_create_dialog.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "shader_create_dialog.h"
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#include "core/config/project_settings.h"
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#include "editor/editor_node.h"
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#include "editor/gui/editor_file_dialog.h"
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#include "editor/gui/editor_validation_panel.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/resources/shader_include.h"
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#include "scene/resources/visual_shader.h"
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#include "servers/rendering/shader_types.h"
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enum ShaderType {
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SHADER_TYPE_TEXT,
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SHADER_TYPE_VISUAL,
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SHADER_TYPE_INC,
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SHADER_TYPE_MAX,
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};
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void ShaderCreateDialog::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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String last_lang = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_language", "");
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if (!last_lang.is_empty()) {
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for (int i = 0; i < type_menu->get_item_count(); i++) {
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if (type_menu->get_item_text(i) == last_lang) {
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type_menu->select(i);
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current_type = i;
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break;
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}
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}
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} else {
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type_menu->select(default_type);
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}
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current_mode = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_mode", 0);
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mode_menu->select(current_mode);
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} break;
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case NOTIFICATION_THEME_CHANGED: {
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static const char *shader_types[3] = { "Shader", "VisualShader", "TextFile" };
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for (int i = 0; i < 3; i++) {
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Ref<Texture2D> icon = get_editor_theme_icon(shader_types[i]);
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if (icon.is_valid()) {
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type_menu->set_item_icon(i, icon);
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}
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}
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path_button->set_button_icon(get_editor_theme_icon(SNAME("Folder")));
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} break;
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}
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}
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void ShaderCreateDialog::_update_language_info() {
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type_data.clear();
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for (int i = 0; i < SHADER_TYPE_MAX; i++) {
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ShaderTypeData shader_type_data;
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if (i == int(SHADER_TYPE_TEXT)) {
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shader_type_data.use_templates = true;
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shader_type_data.extensions.push_back("gdshader");
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shader_type_data.default_extension = "gdshader";
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} else if (i == int(SHADER_TYPE_INC)) {
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shader_type_data.extensions.push_back("gdshaderinc");
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shader_type_data.default_extension = "gdshaderinc";
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} else {
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shader_type_data.default_extension = "tres";
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}
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shader_type_data.extensions.push_back("res");
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shader_type_data.extensions.push_back("tres");
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type_data.push_back(shader_type_data);
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}
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}
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void ShaderCreateDialog::_path_hbox_sorted() {
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if (is_visible()) {
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int filename_start_pos = initial_base_path.rfind_char('/') + 1;
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int filename_end_pos = initial_base_path.length();
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if (!is_built_in) {
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file_path->select(filename_start_pos, filename_end_pos);
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}
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file_path->set_caret_column(file_path->get_text().length());
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file_path->set_caret_column(filename_start_pos);
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file_path->grab_focus();
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}
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}
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void ShaderCreateDialog::_mode_changed(int p_mode) {
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current_mode = p_mode;
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EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_mode", p_mode);
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}
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void ShaderCreateDialog::_template_changed(int p_template) {
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current_template = p_template;
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EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_template", p_template);
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}
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void ShaderCreateDialog::ok_pressed() {
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if (is_new_shader_created) {
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_create_new();
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} else {
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_load_exist();
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}
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is_new_shader_created = true;
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validation_panel->update();
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}
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void ShaderCreateDialog::_create_new() {
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Ref<Resource> shader;
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Ref<Resource> shader_inc;
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switch (type_menu->get_selected()) {
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case SHADER_TYPE_TEXT: {
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Ref<Shader> text_shader;
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text_shader.instantiate();
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shader = text_shader;
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StringBuilder code;
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code += vformat("shader_type %s;\n", mode_menu->get_text().to_snake_case());
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if (current_template == 0) { // Default template.
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switch (current_mode) {
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case Shader::MODE_SPATIAL:
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code += R"(
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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}
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//void light() {
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// Called for every pixel for every light affecting the material.
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// Uncomment to replace the default light processing function with this one.
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//}
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)";
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break;
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case Shader::MODE_CANVAS_ITEM:
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code += R"(
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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}
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//void light() {
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// Called for every pixel for every light affecting the CanvasItem.
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// Uncomment to replace the default light processing function with this one.
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//}
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)";
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break;
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case Shader::MODE_PARTICLES:
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code += R"(
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void start() {
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// Called when a particle is spawned.
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}
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void process() {
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// Called every frame on existing particles (according to the Fixed FPS property).
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}
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)";
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break;
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case Shader::MODE_SKY:
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code += R"(
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void sky() {
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// Called for every visible pixel in the sky background, as well as all pixels
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// in the radiance cubemap.
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}
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)";
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break;
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case Shader::MODE_FOG:
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code += R"(
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void fog() {
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// Called once for every froxel that is touched by an axis-aligned bounding box
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// of the associated FogVolume. This means that froxels that just barely touch
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// a given FogVolume will still be used.
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}
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)";
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}
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}
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text_shader->set_code(code.as_string());
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} break;
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case SHADER_TYPE_VISUAL: {
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Ref<VisualShader> visual_shader;
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visual_shader.instantiate();
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shader = visual_shader;
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visual_shader->set_mode(Shader::Mode(current_mode));
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} break;
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case SHADER_TYPE_INC: {
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Ref<ShaderInclude> include;
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include.instantiate();
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shader_inc = include;
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} break;
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default: {
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} break;
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}
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if (shader.is_null()) {
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String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
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shader_inc->set_path(lpath);
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Error error = ResourceSaver::save(shader_inc, lpath, ResourceSaver::FLAG_CHANGE_PATH);
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if (error != OK) {
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alert->set_text(TTR("Error - Could not create shader include in filesystem."));
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alert->popup_centered();
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return;
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}
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EditorNode::get_singleton()->ensure_uid_file(lpath);
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emit_signal(SNAME("shader_include_created"), shader_inc);
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} else {
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if (is_built_in) {
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Node *edited_scene = get_tree()->get_edited_scene_root();
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if (likely(edited_scene)) {
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shader->set_path(edited_scene->get_scene_file_path() + "::");
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}
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} else {
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String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
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shader->set_path(lpath);
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Error error = ResourceSaver::save(shader, lpath, ResourceSaver::FLAG_CHANGE_PATH);
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if (error != OK) {
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alert->set_text(TTR("Error - Could not create shader in filesystem."));
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alert->popup_centered();
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return;
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}
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EditorNode::get_singleton()->ensure_uid_file(lpath);
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}
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emit_signal(SNAME("shader_created"), shader);
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}
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file_path->set_text(file_path->get_text().get_base_dir());
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hide();
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}
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void ShaderCreateDialog::_load_exist() {
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String path = file_path->get_text();
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Ref<Resource> p_shader = ResourceLoader::load(path, "Shader");
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if (p_shader.is_null()) {
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alert->set_text(vformat(TTR("Error loading shader from %s"), path));
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alert->popup_centered();
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return;
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}
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emit_signal(SNAME("shader_created"), p_shader);
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hide();
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}
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void ShaderCreateDialog::_type_changed(int p_language) {
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current_type = p_language;
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ShaderTypeData shader_type_data = type_data.get(p_language);
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String selected_ext = "." + shader_type_data.default_extension;
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String path = file_path->get_text();
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String extension = "";
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if (!path.is_empty()) {
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if (path.contains(".")) {
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extension = path.get_extension();
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}
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if (extension.length() == 0) {
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path += selected_ext;
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} else {
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path = path.get_basename() + selected_ext;
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}
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} else {
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path = "shader" + selected_ext;
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}
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_path_changed(path);
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file_path->set_text(path);
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type_menu->set_item_disabled(int(SHADER_TYPE_INC), load_enabled);
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mode_menu->set_disabled(p_language == SHADER_TYPE_INC);
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template_menu->set_disabled(!shader_type_data.use_templates);
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template_menu->clear();
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if (shader_type_data.use_templates) {
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int last_template = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_template", 0);
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template_menu->add_item(TTR("Default"));
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template_menu->add_item(TTR("Empty"));
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template_menu->select(last_template);
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current_template = last_template;
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} else {
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template_menu->add_item(TTR("N/A"));
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}
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EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_language", type_menu->get_item_text(type_menu->get_selected()));
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validation_panel->update();
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}
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void ShaderCreateDialog::_built_in_toggled(bool p_enabled) {
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is_built_in = p_enabled;
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if (p_enabled) {
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is_new_shader_created = true;
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} else {
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_path_changed(file_path->get_text());
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}
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validation_panel->update();
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}
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void ShaderCreateDialog::_browse_path() {
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file_browse->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
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file_browse->set_title(TTR("Open Shader / Choose Location"));
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file_browse->set_ok_button_text(TTR("Open"));
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file_browse->set_disable_overwrite_warning(true);
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file_browse->clear_filters();
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List<String> extensions = type_data.get(type_menu->get_selected()).extensions;
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for (const String &E : extensions) {
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file_browse->add_filter("*." + E);
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}
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file_browse->set_current_path(file_path->get_text());
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file_browse->popup_file_dialog();
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}
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void ShaderCreateDialog::_file_selected(const String &p_file) {
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String p = ProjectSettings::get_singleton()->localize_path(p_file);
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file_path->set_text(p);
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_path_changed(p);
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String filename = p.get_file().get_basename();
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int select_start = p.rfind(filename);
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file_path->select(select_start, select_start + filename.length());
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file_path->set_caret_column(select_start + filename.length());
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file_path->grab_focus();
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}
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void ShaderCreateDialog::_path_changed(const String &p_path) {
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if (is_built_in) {
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return;
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}
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is_path_valid = false;
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is_new_shader_created = true;
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path_error = _validate_path(p_path);
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if (!path_error.is_empty()) {
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validation_panel->update();
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return;
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}
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Ref<DirAccess> f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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String p = ProjectSettings::get_singleton()->localize_path(p_path.strip_edges());
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if (f->file_exists(p)) {
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is_new_shader_created = false;
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}
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is_path_valid = true;
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validation_panel->update();
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}
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void ShaderCreateDialog::_path_submitted(const String &p_path) {
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if (!get_ok_button()->is_disabled()) {
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ok_pressed();
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}
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}
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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) {
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if (!p_base_path.is_empty()) {
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initial_base_path = p_base_path.get_basename();
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file_path->set_text(initial_base_path + "." + type_data.get(type_menu->get_selected()).default_extension);
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current_type = type_menu->get_selected();
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} else {
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initial_base_path = "";
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file_path->set_text("");
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}
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file_path->deselect();
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built_in_enabled = p_built_in_enabled;
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load_enabled = p_load_enabled;
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if (p_preferred_type > -1) {
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type_menu->select(p_preferred_type);
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_type_changed(p_preferred_type);
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}
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if (p_preferred_mode > -1) {
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mode_menu->select(p_preferred_mode);
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_mode_changed(p_preferred_mode);
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}
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_type_changed(current_type);
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_path_changed(file_path->get_text());
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}
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String ShaderCreateDialog::_validate_path(const String &p_path) {
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String p = p_path.strip_edges();
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if (p.is_empty()) {
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return TTR("Path is empty.");
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}
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if (p.get_file().get_basename().is_empty()) {
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return TTR("Filename is empty.");
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}
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p = ProjectSettings::get_singleton()->localize_path(p);
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if (!p.begins_with("res://")) {
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return TTR("Path is not local.");
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}
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Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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if (d->change_dir(p.get_base_dir()) != OK) {
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return TTR("Invalid base path.");
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}
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Ref<DirAccess> f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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if (f->dir_exists(p)) {
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return TTR("A directory with the same name exists.");
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}
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String extension = p.get_extension();
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HashSet<String> extensions;
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List<ShaderCreateDialog::ShaderTypeData>::ConstIterator itr = type_data.begin();
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for (int i = 0; i < SHADER_TYPE_MAX; ++itr, ++i) {
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for (const String &ext : itr->extensions) {
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if (!extensions.has(ext)) {
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extensions.insert(ext);
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}
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}
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}
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bool found = false;
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bool match = false;
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for (const String &ext : extensions) {
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if (ext.nocasecmp_to(extension) == 0) {
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found = true;
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for (const String &type_ext : type_data.get(current_type).extensions) {
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if (type_ext.nocasecmp_to(extension) == 0) {
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match = true;
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break;
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}
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}
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break;
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}
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}
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if (!found) {
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return TTR("Invalid extension.");
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}
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if (!match) {
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return TTR("Wrong extension chosen.");
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}
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return "";
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}
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void ShaderCreateDialog::_update_dialog() {
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if (!is_built_in && !is_path_valid) {
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validation_panel->set_message(MSG_ID_SHADER, TTR("Invalid path."), EditorValidationPanel::MSG_ERROR);
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}
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if (!is_built_in && !path_error.is_empty()) {
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validation_panel->set_message(MSG_ID_PATH, path_error, EditorValidationPanel::MSG_ERROR);
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} else if (validation_panel->is_valid() && !is_new_shader_created) {
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validation_panel->set_message(MSG_ID_SHADER, TTR("File exists, it will be reused."), EditorValidationPanel::MSG_OK);
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}
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if (!built_in_enabled) {
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internal->set_pressed(false);
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|
}
|
|
|
|
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);
|
|
|
|
if (is_built_in) {
|
|
validation_panel->set_message(MSG_ID_BUILT_IN, TTR("Note: Built-in shaders can't be edited using an external editor."), EditorValidationPanel::MSG_INFO, false);
|
|
}
|
|
|
|
if (is_built_in) {
|
|
set_ok_button_text(TTR("Create"));
|
|
validation_panel->set_message(MSG_ID_PATH, TTR("Built-in shader (into scene file)."), EditorValidationPanel::MSG_OK);
|
|
} else if (is_new_shader_created) {
|
|
set_ok_button_text(TTR("Create"));
|
|
} else if (load_enabled) {
|
|
set_ok_button_text(TTR("Load"));
|
|
if (is_path_valid) {
|
|
validation_panel->set_message(MSG_ID_PATH, TTR("Will load an existing shader file."), EditorValidationPanel::MSG_OK);
|
|
}
|
|
} else {
|
|
set_ok_button_text(TTR("Create"));
|
|
validation_panel->set_message(MSG_ID_PATH, TTR("Shader file already exists."), EditorValidationPanel::MSG_ERROR);
|
|
}
|
|
}
|
|
|
|
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")));
|
|
ADD_SIGNAL(MethodInfo("shader_include_created", PropertyInfo(Variant::OBJECT, "shader_include", PROPERTY_HINT_RESOURCE_TYPE, "ShaderInclude")));
|
|
}
|
|
|
|
ShaderCreateDialog::ShaderCreateDialog() {
|
|
_update_language_info();
|
|
|
|
// Main Controls.
|
|
|
|
gc = memnew(GridContainer);
|
|
gc->set_columns(2);
|
|
|
|
// Error Fields.
|
|
|
|
validation_panel = memnew(EditorValidationPanel);
|
|
validation_panel->add_line(MSG_ID_SHADER, TTR("Shader path/name is valid."));
|
|
validation_panel->add_line(MSG_ID_PATH, TTR("Will create a new shader file."));
|
|
validation_panel->add_line(MSG_ID_BUILT_IN);
|
|
validation_panel->set_update_callback(callable_mp(this, &ShaderCreateDialog::_update_dialog));
|
|
validation_panel->set_accept_button(get_ok_button());
|
|
|
|
// Spacing.
|
|
|
|
Control *spacing = memnew(Control);
|
|
spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
|
|
|
|
VBoxContainer *vb = memnew(VBoxContainer);
|
|
vb->add_child(gc);
|
|
vb->add_child(spacing);
|
|
vb->add_child(validation_panel);
|
|
add_child(vb);
|
|
|
|
// Type.
|
|
|
|
type_menu = memnew(OptionButton);
|
|
type_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
|
|
type_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
gc->add_child(memnew(Label(TTR("Type:"))));
|
|
gc->add_child(type_menu);
|
|
|
|
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
|
|
String type;
|
|
bool invalid = false;
|
|
switch (i) {
|
|
case SHADER_TYPE_TEXT:
|
|
type = "Shader";
|
|
default_type = i;
|
|
break;
|
|
case SHADER_TYPE_VISUAL:
|
|
type = "VisualShader";
|
|
break;
|
|
case SHADER_TYPE_INC:
|
|
type = "ShaderInclude";
|
|
break;
|
|
case SHADER_TYPE_MAX:
|
|
invalid = true;
|
|
break;
|
|
default:
|
|
invalid = true;
|
|
break;
|
|
}
|
|
if (invalid) {
|
|
continue;
|
|
}
|
|
type_menu->add_item(type);
|
|
}
|
|
if (default_type >= 0) {
|
|
type_menu->select(default_type);
|
|
}
|
|
current_type = default_type;
|
|
type_menu->connect(SceneStringName(item_selected), callable_mp(this, &ShaderCreateDialog::_type_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(SceneStringName(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(SceneStringName(item_selected), callable_mp(this, &ShaderCreateDialog::_template_changed));
|
|
|
|
// Built-in Shader.
|
|
|
|
internal = memnew(CheckBox);
|
|
internal->set_text(TTR("On"));
|
|
internal->connect(SceneStringName(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(SceneStringName(sort_children), callable_mp(this, &ShaderCreateDialog::_path_hbox_sorted));
|
|
file_path = memnew(LineEdit);
|
|
file_path->connect(SceneStringName(text_changed), callable_mp(this, &ShaderCreateDialog::_path_changed));
|
|
file_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
hb->add_child(file_path);
|
|
register_text_enter(file_path);
|
|
path_button = memnew(Button);
|
|
path_button->connect(SceneStringName(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"));
|
|
}
|