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https://github.com/godotengine/godot.git
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c430ff2396
This is a minor usability tweak. The light functions replace the default ones, so even if empty they will avoid the current shader to have proper lighting and users will have no idea why. Code was changed to have the shader function commented by default, indicating that uncommenting replaces the default function.
678 lines
20 KiB
C++
678 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_scale.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 "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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_update_theme();
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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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_update_theme();
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} break;
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}
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}
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void ShaderCreateDialog::_update_theme() {
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Ref<Texture2D> shader_icon = gc->get_editor_theme_icon(SNAME("Shader"));
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if (shader_icon.is_valid()) {
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type_menu->set_item_icon(0, shader_icon);
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}
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Ref<Texture2D> visual_shader_icon = gc->get_editor_theme_icon(SNAME("VisualShader"));
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if (visual_shader_icon.is_valid()) {
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type_menu->set_item_icon(1, visual_shader_icon);
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}
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Ref<Texture2D> include_icon = gc->get_editor_theme_icon(SNAME("TextFile"));
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if (include_icon.is_valid()) {
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type_menu->set_item_icon(2, include_icon);
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}
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path_button->set_icon(get_editor_theme_icon(SNAME("Folder")));
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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("/") + 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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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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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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}
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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[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[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[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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for (int i = 0; i < SHADER_TYPE_MAX; i++) {
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for (const String &ext : type_data[i].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[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);
|
|
}
|
|
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);
|
|
|
|
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("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("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);
|
|
register_text_enter(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"));
|
|
}
|