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279 lines
9.0 KiB
C++
279 lines
9.0 KiB
C++
/*************************************************************************/
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/* shader_editor_plugin.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef SHADER_EDITOR_PLUGIN_H
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#define SHADER_EDITOR_PLUGIN_H
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#include "editor/code_editor.h"
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#include "editor/editor_plugin.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/rich_text_label.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/text_edit.h"
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#include "scene/main/timer.h"
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#include "scene/resources/shader.h"
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#include "scene/resources/shader_include.h"
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#include "servers/rendering/shader_warnings.h"
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class ItemList;
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class VisualShaderEditor;
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class HSplitContainer;
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class ShaderCreateDialog;
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class GDShaderSyntaxHighlighter : public CodeHighlighter {
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GDCLASS(GDShaderSyntaxHighlighter, CodeHighlighter)
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private:
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Vector<Point2i> disabled_branch_regions;
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Color disabled_branch_color;
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public:
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virtual Dictionary _get_line_syntax_highlighting_impl(int p_line) override;
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void add_disabled_branch_region(const Point2i &p_region);
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void clear_disabled_branch_regions();
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void set_disabled_branch_color(const Color &p_color);
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};
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class ShaderTextEditor : public CodeTextEditor {
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GDCLASS(ShaderTextEditor, CodeTextEditor);
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Color marked_line_color = Color(1, 1, 1);
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struct WarningsComparator {
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_ALWAYS_INLINE_ bool operator()(const ShaderWarning &p_a, const ShaderWarning &p_b) const { return (p_a.get_line() < p_b.get_line()); }
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};
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Ref<GDShaderSyntaxHighlighter> syntax_highlighter;
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RichTextLabel *warnings_panel = nullptr;
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Ref<Shader> shader;
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Ref<ShaderInclude> shader_inc;
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List<ShaderWarning> warnings;
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Error last_compile_result = Error::OK;
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void _check_shader_mode();
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void _update_warning_panel();
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bool block_shader_changed = false;
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void _shader_changed();
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uint32_t dependencies_version = 0; // Incremented if deps changed
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _load_theme_settings() override;
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virtual void _code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options) override;
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public:
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void set_block_shader_changed(bool p_block) { block_shader_changed = p_block; }
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uint32_t get_dependencies_version() const { return dependencies_version; }
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virtual void _validate_script() override;
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void reload_text();
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void set_warnings_panel(RichTextLabel *p_warnings_panel);
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Ref<Shader> get_edited_shader() const;
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Ref<ShaderInclude> get_edited_shader_include() const;
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void set_edited_shader(const Ref<Shader> &p_shader);
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void set_edited_shader(const Ref<Shader> &p_shader, const String &p_code);
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void set_edited_shader_include(const Ref<ShaderInclude> &p_include);
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void set_edited_shader_include(const Ref<ShaderInclude> &p_include, const String &p_code);
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void set_edited_code(const String &p_code);
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ShaderTextEditor();
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};
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class ShaderEditor : public PanelContainer {
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GDCLASS(ShaderEditor, PanelContainer);
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enum {
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EDIT_UNDO,
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EDIT_REDO,
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EDIT_CUT,
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EDIT_COPY,
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EDIT_PASTE,
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EDIT_SELECT_ALL,
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EDIT_MOVE_LINE_UP,
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EDIT_MOVE_LINE_DOWN,
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EDIT_INDENT_LEFT,
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EDIT_INDENT_RIGHT,
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EDIT_DELETE_LINE,
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EDIT_DUPLICATE_SELECTION,
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EDIT_TOGGLE_COMMENT,
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EDIT_COMPLETE,
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SEARCH_FIND,
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SEARCH_FIND_NEXT,
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SEARCH_FIND_PREV,
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SEARCH_REPLACE,
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SEARCH_GOTO_LINE,
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BOOKMARK_TOGGLE,
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BOOKMARK_GOTO_NEXT,
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BOOKMARK_GOTO_PREV,
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BOOKMARK_REMOVE_ALL,
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HELP_DOCS,
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};
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MenuButton *edit_menu = nullptr;
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MenuButton *search_menu = nullptr;
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PopupMenu *bookmarks_menu = nullptr;
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MenuButton *help_menu = nullptr;
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PopupMenu *context_menu = nullptr;
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RichTextLabel *warnings_panel = nullptr;
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uint64_t idle = 0;
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GotoLineDialog *goto_line_dialog = nullptr;
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ConfirmationDialog *erase_tab_confirm = nullptr;
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ConfirmationDialog *disk_changed = nullptr;
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ShaderTextEditor *shader_editor = nullptr;
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bool compilation_success = true;
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void _menu_option(int p_option);
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mutable Ref<Shader> shader;
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mutable Ref<ShaderInclude> shader_inc;
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void _editor_settings_changed();
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void _project_settings_changed();
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void _check_for_external_edit();
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void _reload_shader_from_disk();
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void _reload_shader_include_from_disk();
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void _reload();
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void _show_warnings_panel(bool p_show);
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void _warning_clicked(Variant p_line);
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void _update_warnings(bool p_validate);
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void _script_validated(bool p_valid) {
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compilation_success = p_valid;
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emit_signal(SNAME("validation_changed"));
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}
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uint32_t dependencies_version = 0xFFFFFFFF;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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void _make_context_menu(bool p_selection, Vector2 p_position);
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void _text_edit_gui_input(const Ref<InputEvent> &p_ev);
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void _update_bookmark_list();
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void _bookmark_item_pressed(int p_idx);
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public:
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bool was_compilation_successful() const { return compilation_success; }
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void apply_shaders();
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void ensure_select_current();
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void edit(const Ref<Shader> &p_shader);
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void edit(const Ref<ShaderInclude> &p_shader_inc);
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void goto_line_selection(int p_line, int p_begin, int p_end);
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void save_external_data(const String &p_str = "");
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void validate_script();
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bool is_unsaved() const;
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virtual Size2 get_minimum_size() const override { return Size2(0, 200); }
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ShaderEditor();
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};
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class ShaderEditorPlugin : public EditorPlugin {
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GDCLASS(ShaderEditorPlugin, EditorPlugin);
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struct EditedShader {
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Ref<Shader> shader;
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Ref<ShaderInclude> shader_inc;
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ShaderEditor *shader_editor = nullptr;
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VisualShaderEditor *visual_shader_editor = nullptr;
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};
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LocalVector<EditedShader> edited_shaders;
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enum {
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FILE_NEW,
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FILE_NEW_INCLUDE,
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FILE_OPEN,
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FILE_OPEN_INCLUDE,
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FILE_SAVE,
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FILE_SAVE_AS,
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FILE_INSPECT,
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FILE_CLOSE,
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FILE_MAX
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};
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HSplitContainer *main_split = nullptr;
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ItemList *shader_list = nullptr;
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TabContainer *shader_tabs = nullptr;
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Button *button = nullptr;
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MenuButton *file_menu = nullptr;
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ShaderCreateDialog *shader_create_dialog = nullptr;
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void _update_shader_list();
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void _shader_selected(int p_index);
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void _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index);
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void _menu_item_pressed(int p_index);
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void _resource_saved(Object *obj);
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void _close_shader(int p_index);
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void _shader_created(Ref<Shader> p_shader);
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void _shader_include_created(Ref<ShaderInclude> p_shader_inc);
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void _update_shader_list_status();
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void _move_shader_tab(int p_from, int p_to);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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protected:
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static void _bind_methods();
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public:
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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virtual void selected_notify() override;
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ShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader);
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VisualShaderEditor *get_visual_shader_editor(const Ref<Shader> &p_for_shader);
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virtual void save_external_data() override;
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virtual void apply_changes() override;
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ShaderEditorPlugin();
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~ShaderEditorPlugin();
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};
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#endif // SHADER_EDITOR_PLUGIN_H
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