godot/editor/plugins/shader_editor_plugin.cpp
Hugo Locurcio 04a930d9a6
Disable multi-window buttons instead of hiding them when support is unavailable
This is more explicit as for why this functionality isn't available
depending on editor settings and current platform.

This also exposes a `EditorInterface.is_multi_window_enabled()` method
so that editor plugins can easily query whether the editor is able and
expected to create multiple windows.
2024-01-27 19:38:39 +01:00

690 lines
24 KiB
C++

/**************************************************************************/
/* shader_editor_plugin.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "shader_editor_plugin.h"
#include "editor/editor_command_palette.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/filesystem_dock.h"
#include "editor/inspector_dock.h"
#include "editor/plugins/text_shader_editor.h"
#include "editor/plugins/visual_shader_editor_plugin.h"
#include "editor/shader_create_dialog.h"
#include "editor/themes/editor_scale.h"
#include "editor/window_wrapper.h"
#include "scene/gui/item_list.h"
#include "scene/gui/texture_rect.h"
void ShaderEditorPlugin::_update_shader_list() {
shader_list->clear();
for (EditedShader &edited_shader : edited_shaders) {
Ref<Resource> shader = edited_shader.shader;
if (shader.is_null()) {
shader = edited_shader.shader_inc;
}
String path = shader->get_path();
String text = path.get_file();
if (text.is_empty()) {
// This appears for newly created built-in shaders before saving the scene.
text = TTR("[unsaved]");
} else if (shader->is_built_in()) {
const String &shader_name = shader->get_name();
if (!shader_name.is_empty()) {
text = vformat("%s (%s)", shader_name, text.get_slice("::", 0));
}
}
// When shader is deleted in filesystem dock, need this to correctly close shader editor.
edited_shader.path = path;
bool unsaved = false;
if (edited_shader.shader_editor) {
unsaved = edited_shader.shader_editor->is_unsaved();
}
// TODO: Handle visual shaders too.
if (unsaved) {
text += "(*)";
}
String _class = shader->get_class();
if (!shader_list->has_theme_icon(_class, EditorStringName(EditorIcons))) {
_class = "TextFile";
}
Ref<Texture2D> icon = shader_list->get_editor_theme_icon(_class);
shader_list->add_item(text, icon);
shader_list->set_item_tooltip(-1, path);
edited_shader.name = text;
}
if (shader_tabs->get_tab_count()) {
shader_list->select(shader_tabs->get_current_tab());
}
for (int i = FILE_SAVE; i < FILE_MAX; i++) {
file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.is_empty());
}
_update_shader_list_status();
}
void ShaderEditorPlugin::_update_shader_list_status() {
for (int i = 0; i < shader_list->get_item_count(); i++) {
TextShaderEditor *se = Object::cast_to<TextShaderEditor>(shader_tabs->get_tab_control(i));
if (se) {
if (se->was_compilation_successful()) {
shader_list->set_item_tag_icon(i, Ref<Texture2D>());
} else {
shader_list->set_item_tag_icon(i, shader_list->get_editor_theme_icon(SNAME("Error")));
}
}
}
}
void ShaderEditorPlugin::_move_shader_tab(int p_from, int p_to) {
if (p_from == p_to) {
return;
}
EditedShader es = edited_shaders[p_from];
edited_shaders.remove_at(p_from);
edited_shaders.insert(p_to, es);
shader_tabs->move_child(shader_tabs->get_tab_control(p_from), p_to);
_update_shader_list();
}
void ShaderEditorPlugin::edit(Object *p_object) {
if (!p_object) {
return;
}
EditedShader es;
ShaderInclude *si = Object::cast_to<ShaderInclude>(p_object);
if (si != nullptr) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader_inc.ptr() == si) {
shader_tabs->set_current_tab(i);
shader_list->select(i);
return;
}
}
es.shader_inc = Ref<ShaderInclude>(si);
es.shader_editor = memnew(TextShaderEditor);
es.shader_editor->edit(si);
shader_tabs->add_child(es.shader_editor);
es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
} else {
Shader *s = Object::cast_to<Shader>(p_object);
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader.ptr() == s) {
shader_tabs->set_current_tab(i);
shader_list->select(i);
return;
}
}
es.shader = Ref<Shader>(s);
Ref<VisualShader> vs = es.shader;
if (vs.is_valid()) {
es.visual_shader_editor = memnew(VisualShaderEditor);
shader_tabs->add_child(es.visual_shader_editor);
es.visual_shader_editor->edit(vs.ptr());
} else {
es.shader_editor = memnew(TextShaderEditor);
shader_tabs->add_child(es.shader_editor);
es.shader_editor->edit(s);
es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
}
}
shader_tabs->set_current_tab(shader_tabs->get_tab_count() - 1);
edited_shaders.push_back(es);
_update_shader_list();
}
bool ShaderEditorPlugin::handles(Object *p_object) const {
return Object::cast_to<Shader>(p_object) != nullptr || Object::cast_to<ShaderInclude>(p_object) != nullptr;
}
void ShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
EditorNode::get_singleton()->make_bottom_panel_item_visible(window_wrapper);
}
}
void ShaderEditorPlugin::selected_notify() {
}
TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader == p_for_shader) {
return edited_shader.shader_editor;
}
}
return nullptr;
}
VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader == p_for_shader) {
return edited_shader.visual_shader_editor;
}
}
return nullptr;
}
void ShaderEditorPlugin::set_window_layout(Ref<ConfigFile> p_layout) {
if (EDITOR_GET("interface/multi_window/restore_windows_on_load") && window_wrapper->is_window_available() && p_layout->has_section_key("ShaderEditor", "window_rect")) {
window_wrapper->restore_window_from_saved_position(
p_layout->get_value("ShaderEditor", "window_rect", Rect2i()),
p_layout->get_value("ShaderEditor", "window_screen", -1),
p_layout->get_value("ShaderEditor", "window_screen_rect", Rect2i()));
} else {
window_wrapper->set_window_enabled(false);
}
if (!bool(EDITOR_GET("editors/shader_editor/behavior/files/restore_shaders_on_load"))) {
return;
}
if (!p_layout->has_section("ShaderEditor")) {
return;
}
if (!p_layout->has_section_key("ShaderEditor", "open_shaders") ||
!p_layout->has_section_key("ShaderEditor", "selected_shader")) {
return;
}
Array shaders = p_layout->get_value("ShaderEditor", "open_shaders");
int selected_shader_idx = 0;
String selected_shader = p_layout->get_value("ShaderEditor", "selected_shader");
for (int i = 0; i < shaders.size(); i++) {
String path = shaders[i];
Ref<Resource> res = ResourceLoader::load(path);
if (res.is_valid()) {
edit(res.ptr());
}
if (selected_shader == path) {
selected_shader_idx = i;
}
}
if (p_layout->has_section_key("ShaderEditor", "split_offset")) {
main_split->set_split_offset(p_layout->get_value("ShaderEditor", "split_offset"));
}
_update_shader_list();
_shader_selected(selected_shader_idx);
}
void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
if (window_wrapper->get_window_enabled()) {
p_layout->set_value("ShaderEditor", "window_rect", window_wrapper->get_window_rect());
int screen = window_wrapper->get_window_screen();
p_layout->set_value("ShaderEditor", "window_screen", screen);
p_layout->set_value("ShaderEditor", "window_screen_rect", DisplayServer::get_singleton()->screen_get_usable_rect(screen));
} else {
if (p_layout->has_section_key("ShaderEditor", "window_rect")) {
p_layout->erase_section_key("ShaderEditor", "window_rect");
}
if (p_layout->has_section_key("ShaderEditor", "window_screen")) {
p_layout->erase_section_key("ShaderEditor", "window_screen");
}
if (p_layout->has_section_key("ShaderEditor", "window_screen_rect")) {
p_layout->erase_section_key("ShaderEditor", "window_screen_rect");
}
}
Array shaders;
String selected_shader;
for (int i = 0; i < shader_tabs->get_tab_count(); i++) {
EditedShader edited_shader = edited_shaders[i];
if (edited_shader.shader_editor || edited_shader.visual_shader_editor) {
String shader_path;
if (edited_shader.shader.is_valid()) {
shader_path = edited_shader.shader->get_path();
} else {
DEV_ASSERT(edited_shader.shader_inc.is_valid());
shader_path = edited_shader.shader_inc->get_path();
}
shaders.push_back(shader_path);
TextShaderEditor *shader_editor = Object::cast_to<TextShaderEditor>(shader_tabs->get_current_tab_control());
VisualShaderEditor *visual_shader_editor = Object::cast_to<VisualShaderEditor>(shader_tabs->get_current_tab_control());
if ((shader_editor && edited_shader.shader_editor == shader_editor) || (visual_shader_editor && edited_shader.visual_shader_editor == visual_shader_editor)) {
selected_shader = shader_path;
}
}
}
p_layout->set_value("ShaderEditor", "open_shaders", shaders);
p_layout->set_value("ShaderEditor", "split_offset", main_split->get_split_offset());
p_layout->set_value("ShaderEditor", "selected_shader", selected_shader);
}
String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
// TODO: This should also include visual shaders and shader includes, but save_external_data() doesn't seem to save them...
PackedStringArray unsaved_shaders;
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader_editor) {
if (edited_shaders[i].shader_editor->is_unsaved()) {
if (unsaved_shaders.is_empty()) {
unsaved_shaders.append(TTR("Save changes to the following shaders(s) before quitting?"));
}
unsaved_shaders.append(edited_shaders[i].name.trim_suffix("(*)"));
}
}
}
if (!p_for_scene.is_empty()) {
PackedStringArray unsaved_built_in_shaders;
const String scene_file = p_for_scene.get_file();
for (const String &E : unsaved_shaders) {
if (!E.is_resource_file() && E.contains(scene_file)) {
if (unsaved_built_in_shaders.is_empty()) {
unsaved_built_in_shaders.append(TTR("There are unsaved changes in the following built-in shaders(s):"));
}
unsaved_built_in_shaders.append(E);
}
}
if (!unsaved_built_in_shaders.is_empty()) {
return String("\n").join(unsaved_built_in_shaders);
}
return String();
}
return String("\n").join(unsaved_shaders);
}
void ShaderEditorPlugin::save_external_data() {
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader_editor) {
edited_shader.shader_editor->save_external_data();
}
}
_update_shader_list();
}
void ShaderEditorPlugin::apply_changes() {
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader_editor) {
edited_shader.shader_editor->apply_shaders();
}
}
}
void ShaderEditorPlugin::_shader_selected(int p_index) {
if (p_index >= (int)edited_shaders.size()) {
return;
}
if (edited_shaders[p_index].shader_editor) {
edited_shaders[p_index].shader_editor->validate_script();
}
shader_tabs->set_current_tab(p_index);
shader_list->select(p_index);
}
void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) {
if (p_mouse_button_index == MouseButton::MIDDLE) {
_close_shader(p_item);
}
}
void ShaderEditorPlugin::_close_shader(int p_index) {
ERR_FAIL_INDEX(p_index, shader_tabs->get_tab_count());
Control *c = shader_tabs->get_tab_control(p_index);
memdelete(c);
edited_shaders.remove_at(p_index);
_update_shader_list();
EditorUndoRedoManager::get_singleton()->clear_history(); // To prevent undo on deleted graphs.
}
void ShaderEditorPlugin::_close_builtin_shaders_from_scene(const String &p_scene) {
for (uint32_t i = 0; i < edited_shaders.size();) {
Ref<Shader> &shader = edited_shaders[i].shader;
if (shader.is_valid()) {
if (shader->is_built_in() && shader->get_path().begins_with(p_scene)) {
_close_shader(i);
continue;
}
}
Ref<ShaderInclude> &include = edited_shaders[i].shader_inc;
if (include.is_valid()) {
if (include->is_built_in() && include->get_path().begins_with(p_scene)) {
_close_shader(i);
continue;
}
}
i++;
}
}
void ShaderEditorPlugin::_resource_saved(Object *obj) {
// May have been renamed on save.
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader.ptr() == obj) {
_update_shader_list();
return;
}
}
}
void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
switch (p_index) {
case FILE_NEW: {
String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
shader_create_dialog->config(base_path.path_join("new_shader"), false, false, 0);
shader_create_dialog->popup_centered();
} break;
case FILE_NEW_INCLUDE: {
String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
shader_create_dialog->config(base_path.path_join("new_shader"), false, false, 2);
shader_create_dialog->popup_centered();
} break;
case FILE_OPEN: {
InspectorDock::get_singleton()->open_resource("Shader");
} break;
case FILE_OPEN_INCLUDE: {
InspectorDock::get_singleton()->open_resource("ShaderInclude");
} break;
case FILE_SAVE: {
int index = shader_tabs->get_current_tab();
ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
TextShaderEditor *editor = edited_shaders[index].shader_editor;
if (editor && editor->get_trim_trailing_whitespace_on_save()) {
editor->trim_trailing_whitespace();
}
if (edited_shaders[index].shader.is_valid()) {
EditorNode::get_singleton()->save_resource(edited_shaders[index].shader);
} else {
EditorNode::get_singleton()->save_resource(edited_shaders[index].shader_inc);
}
if (editor) {
editor->tag_saved_version();
}
} break;
case FILE_SAVE_AS: {
int index = shader_tabs->get_current_tab();
ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
TextShaderEditor *editor = edited_shaders[index].shader_editor;
if (editor && editor->get_trim_trailing_whitespace_on_save()) {
editor->trim_trailing_whitespace();
}
String path;
if (edited_shaders[index].shader.is_valid()) {
path = edited_shaders[index].shader->get_path();
if (!path.is_resource_file()) {
path = "";
}
EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader, path);
} else {
path = edited_shaders[index].shader_inc->get_path();
if (!path.is_resource_file()) {
path = "";
}
EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader_inc, path);
}
if (editor) {
editor->tag_saved_version();
}
} break;
case FILE_INSPECT: {
int index = shader_tabs->get_current_tab();
ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
if (edited_shaders[index].shader.is_valid()) {
EditorNode::get_singleton()->push_item(edited_shaders[index].shader.ptr());
} else {
EditorNode::get_singleton()->push_item(edited_shaders[index].shader_inc.ptr());
}
} break;
case FILE_CLOSE: {
_close_shader(shader_tabs->get_current_tab());
} break;
}
}
void ShaderEditorPlugin::_shader_created(Ref<Shader> p_shader) {
EditorNode::get_singleton()->push_item(p_shader.ptr());
}
void ShaderEditorPlugin::_shader_include_created(Ref<ShaderInclude> p_shader_inc) {
EditorNode::get_singleton()->push_item(p_shader_inc.ptr());
}
Variant ShaderEditorPlugin::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
if (shader_list->get_item_count() == 0) {
return Variant();
}
int idx = shader_list->get_item_at_position(p_point);
if (idx < 0) {
return Variant();
}
HBoxContainer *drag_preview = memnew(HBoxContainer);
String preview_name = shader_list->get_item_text(idx);
Ref<Texture2D> preview_icon = shader_list->get_item_icon(idx);
if (!preview_icon.is_null()) {
TextureRect *tf = memnew(TextureRect);
tf->set_texture(preview_icon);
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
drag_preview->add_child(tf);
}
Label *label = memnew(Label(preview_name));
drag_preview->add_child(label);
main_split->set_drag_preview(drag_preview);
Dictionary drag_data;
drag_data["type"] = "shader_list_element";
drag_data["shader_list_element"] = idx;
return drag_data;
}
bool ShaderEditorPlugin::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
Dictionary d = p_data;
if (!d.has("type")) {
return false;
}
if (String(d["type"]) == "shader_list_element") {
return true;
}
if (String(d["type"]) == "files") {
Vector<String> files = d["files"];
if (files.size() == 0) {
return false;
}
for (int i = 0; i < files.size(); i++) {
const String &file = files[i];
if (ResourceLoader::exists(file, "Shader")) {
Ref<Shader> shader = ResourceLoader::load(file);
if (shader.is_valid()) {
return true;
}
}
if (ResourceLoader::exists(file, "ShaderInclude")) {
Ref<ShaderInclude> sinclude = ResourceLoader::load(file);
if (sinclude.is_valid()) {
return true;
}
}
}
return false;
}
return false;
}
void ShaderEditorPlugin::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (!can_drop_data_fw(p_point, p_data, p_from)) {
return;
}
Dictionary d = p_data;
if (!d.has("type")) {
return;
}
if (String(d["type"]) == "shader_list_element") {
int idx = d["shader_list_element"];
int new_idx = shader_list->get_item_at_position(p_point);
_move_shader_tab(idx, new_idx);
return;
}
if (String(d["type"]) == "files") {
Vector<String> files = d["files"];
for (int i = 0; i < files.size(); i++) {
const String &file = files[i];
Ref<Resource> res;
if (ResourceLoader::exists(file, "Shader") || ResourceLoader::exists(file, "ShaderInclude")) {
res = ResourceLoader::load(file);
}
if (res.is_valid()) {
edit(res.ptr());
}
}
}
}
void ShaderEditorPlugin::_window_changed(bool p_visible) {
make_floating->set_visible(!p_visible);
}
void ShaderEditorPlugin::_file_removed(const String &p_removed_file) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].path == p_removed_file) {
_close_shader(i);
break;
}
}
}
void ShaderEditorPlugin::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &ShaderEditorPlugin::_resource_saved), CONNECT_DEFERRED);
EditorNode::get_singleton()->connect("scene_closed", callable_mp(this, &ShaderEditorPlugin::_close_builtin_shaders_from_scene));
FileSystemDock::get_singleton()->connect("file_removed", callable_mp(this, &ShaderEditorPlugin::_file_removed));
} break;
}
}
ShaderEditorPlugin::ShaderEditorPlugin() {
window_wrapper = memnew(WindowWrapper);
window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Shader Editor")));
window_wrapper->set_margins_enabled(true);
main_split = memnew(HSplitContainer);
Ref<Shortcut> make_floating_shortcut = ED_SHORTCUT_AND_COMMAND("shader_editor/make_floating", TTR("Make Floating"));
window_wrapper->set_wrapped_control(main_split, make_floating_shortcut);
VBoxContainer *vb = memnew(VBoxContainer);
HBoxContainer *menu_hb = memnew(HBoxContainer);
vb->add_child(menu_hb);
file_menu = memnew(MenuButton);
file_menu->set_text(TTR("File"));
file_menu->set_shortcut_context(main_split);
file_menu->get_popup()->add_item(TTR("New Shader"), FILE_NEW);
file_menu->get_popup()->add_item(TTR("New Shader Include"), FILE_NEW_INCLUDE);
file_menu->get_popup()->add_separator();
file_menu->get_popup()->add_item(TTR("Load Shader File"), FILE_OPEN);
file_menu->get_popup()->add_item(TTR("Load Shader Include File"), FILE_OPEN_INCLUDE);
file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/save", TTR("Save File"), KeyModifierMask::ALT | KeyModifierMask::CMD_OR_CTRL | Key::S), FILE_SAVE);
file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/save_as", TTR("Save File As")), FILE_SAVE_AS);
file_menu->get_popup()->add_separator();
file_menu->get_popup()->add_item(TTR("Open File in Inspector"), FILE_INSPECT);
file_menu->get_popup()->add_separator();
file_menu->get_popup()->add_item(TTR("Close File"), FILE_CLOSE);
file_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
menu_hb->add_child(file_menu);
for (int i = FILE_SAVE; i < FILE_MAX; i++) {
file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), true);
}
Control *padding = memnew(Control);
padding->set_h_size_flags(Control::SIZE_EXPAND_FILL);
menu_hb->add_child(padding);
make_floating = memnew(ScreenSelect);
make_floating->set_flat(true);
make_floating->connect("request_open_in_screen", callable_mp(window_wrapper, &WindowWrapper::enable_window_on_screen).bind(true));
if (!make_floating->is_disabled()) {
// Override default ScreenSelect tooltip if multi-window support is available.
make_floating->set_tooltip_text(TTR("Make the shader editor floating."));
}
menu_hb->add_child(make_floating);
window_wrapper->connect("window_visibility_changed", callable_mp(this, &ShaderEditorPlugin::_window_changed));
shader_list = memnew(ItemList);
shader_list->set_auto_translate(false);
shader_list->set_v_size_flags(Control::SIZE_EXPAND_FILL);
vb->add_child(shader_list);
shader_list->connect("item_selected", callable_mp(this, &ShaderEditorPlugin::_shader_selected));
shader_list->connect("item_clicked", callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked));
SET_DRAG_FORWARDING_GCD(shader_list, ShaderEditorPlugin);
main_split->add_child(vb);
vb->set_custom_minimum_size(Size2(200, 300) * EDSCALE);
shader_tabs = memnew(TabContainer);
shader_tabs->set_tabs_visible(false);
shader_tabs->set_h_size_flags(Control::SIZE_EXPAND_FILL);
main_split->add_child(shader_tabs);
Ref<StyleBoxEmpty> empty;
empty.instantiate();
shader_tabs->add_theme_style_override("panel", empty);
button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Shader Editor"), window_wrapper);
shader_create_dialog = memnew(ShaderCreateDialog);
vb->add_child(shader_create_dialog);
shader_create_dialog->connect("shader_created", callable_mp(this, &ShaderEditorPlugin::_shader_created));
shader_create_dialog->connect("shader_include_created", callable_mp(this, &ShaderEditorPlugin::_shader_include_created));
}
ShaderEditorPlugin::~ShaderEditorPlugin() {
}