virtualx-engine/editor/plugins/shader_editor_plugin.cpp

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/*************************************************************************/
/* shader_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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#include "shader_editor_plugin.h"
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#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/property_editor.h"
#include "servers/visual/shader_types.h"
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/*** SHADER SCRIPT EDITOR ****/
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Ref<Shader> ShaderTextEditor::get_edited_shader() const {
return shader;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader) {
shader = p_shader;
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_load_theme_settings();
get_text_edit()->set_text(p_shader->get_code());
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_line_col_changed();
}
void ShaderTextEditor::_load_theme_settings() {
get_text_edit()->clear_colors();
Color background_color = EDITOR_GET("text_editor/highlighting/background_color");
Color completion_background_color = EDITOR_GET("text_editor/highlighting/completion_background_color");
Color completion_selected_color = EDITOR_GET("text_editor/highlighting/completion_selected_color");
Color completion_existing_color = EDITOR_GET("text_editor/highlighting/completion_existing_color");
Color completion_scroll_color = EDITOR_GET("text_editor/highlighting/completion_scroll_color");
Color completion_font_color = EDITOR_GET("text_editor/highlighting/completion_font_color");
Color text_color = EDITOR_GET("text_editor/highlighting/text_color");
Color line_number_color = EDITOR_GET("text_editor/highlighting/line_number_color");
Color caret_color = EDITOR_GET("text_editor/highlighting/caret_color");
Color caret_background_color = EDITOR_GET("text_editor/highlighting/caret_background_color");
Color text_selected_color = EDITOR_GET("text_editor/highlighting/text_selected_color");
Color selection_color = EDITOR_GET("text_editor/highlighting/selection_color");
Color brace_mismatch_color = EDITOR_GET("text_editor/highlighting/brace_mismatch_color");
Color current_line_color = EDITOR_GET("text_editor/highlighting/current_line_color");
Color line_length_guideline_color = EDITOR_GET("text_editor/highlighting/line_length_guideline_color");
Color word_highlighted_color = EDITOR_GET("text_editor/highlighting/word_highlighted_color");
Color number_color = EDITOR_GET("text_editor/highlighting/number_color");
Color function_color = EDITOR_GET("text_editor/highlighting/function_color");
Color member_variable_color = EDITOR_GET("text_editor/highlighting/member_variable_color");
Color mark_color = EDITOR_GET("text_editor/highlighting/mark_color");
Color breakpoint_color = EDITOR_GET("text_editor/highlighting/breakpoint_color");
Color code_folding_color = EDITOR_GET("text_editor/highlighting/code_folding_color");
Color search_result_color = EDITOR_GET("text_editor/highlighting/search_result_color");
Color search_result_border_color = EDITOR_GET("text_editor/highlighting/search_result_border_color");
Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");
Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");
Color basetype_color = EDITOR_GET("text_editor/highlighting/base_type_color");
Color type_color = EDITOR_GET("text_editor/highlighting/engine_type_color");
Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");
Color string_color = EDITOR_GET("text_editor/highlighting/string_color");
get_text_edit()->add_color_override("background_color", background_color);
get_text_edit()->add_color_override("completion_background_color", completion_background_color);
get_text_edit()->add_color_override("completion_selected_color", completion_selected_color);
get_text_edit()->add_color_override("completion_existing_color", completion_existing_color);
get_text_edit()->add_color_override("completion_scroll_color", completion_scroll_color);
get_text_edit()->add_color_override("completion_font_color", completion_font_color);
get_text_edit()->add_color_override("font_color", text_color);
get_text_edit()->add_color_override("line_number_color", line_number_color);
get_text_edit()->add_color_override("caret_color", caret_color);
get_text_edit()->add_color_override("caret_background_color", caret_background_color);
get_text_edit()->add_color_override("font_selected_color", text_selected_color);
get_text_edit()->add_color_override("selection_color", selection_color);
get_text_edit()->add_color_override("brace_mismatch_color", brace_mismatch_color);
get_text_edit()->add_color_override("current_line_color", current_line_color);
get_text_edit()->add_color_override("line_length_guideline_color", line_length_guideline_color);
get_text_edit()->add_color_override("word_highlighted_color", word_highlighted_color);
get_text_edit()->add_color_override("number_color", number_color);
get_text_edit()->add_color_override("function_color", function_color);
get_text_edit()->add_color_override("member_variable_color", member_variable_color);
get_text_edit()->add_color_override("mark_color", mark_color);
get_text_edit()->add_color_override("breakpoint_color", breakpoint_color);
get_text_edit()->add_color_override("code_folding_color", code_folding_color);
get_text_edit()->add_color_override("search_result_color", search_result_color);
get_text_edit()->add_color_override("search_result_border_color", search_result_border_color);
get_text_edit()->add_color_override("symbol_color", symbol_color);
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List<String> keywords;
ShaderLanguage::get_keyword_list(&keywords);
if (shader.is_valid()) {
for (const Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
for (const Map<StringName, ShaderLanguage::BuiltInInfo>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
keywords.push_back(F->key());
}
}
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for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).size(); i++) {
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keywords.push_back(ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode()))[i]);
}
}
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for (List<String>::Element *E = keywords.front(); E; E = E->next()) {
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get_text_edit()->add_keyword_color(E->get(), keyword_color);
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}
//colorize core types
//Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
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//colorize comments
get_text_edit()->add_color_region("/*", "*/", comment_color, false);
get_text_edit()->add_color_region("//", "", comment_color, false);
/*//colorize strings
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Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
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List<String> strings;
shader->get_shader_mode()->get_string_delimiters(&strings);
for (List<String>::Element *E=strings.front();E;E=E->next()) {
String string = E->get();
String beg = string.get_slice(" ",0);
String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
get_text_edit()->add_color_region(beg,end,string_color,end=="");
}*/
}
void ShaderTextEditor::_check_shader_mode() {
String type = ShaderLanguage::get_shader_type(get_text_edit()->get_text());
Shader::Mode mode;
if (type == "canvas_item") {
mode = Shader::MODE_CANVAS_ITEM;
} else if (type == "particles") {
mode = Shader::MODE_PARTICLES;
} else {
mode = Shader::MODE_SPATIAL;
}
if (shader->get_mode() != mode) {
shader->set_code(get_text_edit()->get_text());
_load_theme_settings();
}
}
void ShaderTextEditor::_code_complete_script(const String &p_code, List<String> *r_options) {
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_check_shader_mode();
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ShaderLanguage sl;
String calltip;
Error err = sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);
if (err != OK)
ERR_PRINT("Shaderlang complete failed");
if (calltip != "") {
get_text_edit()->set_code_hint(calltip);
}
}
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void ShaderTextEditor::_validate_script() {
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_check_shader_mode();
String code = get_text_edit()->get_text();
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//List<StringName> params;
//shader->get_param_list(&params);
ShaderLanguage sl;
Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types());
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if (err != OK) {
String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
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set_error(error_text);
for (int i = 0; i < get_text_edit()->get_line_count(); i++)
get_text_edit()->set_line_as_marked(i, false);
get_text_edit()->set_line_as_marked(sl.get_error_line() - 1, true);
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} else {
for (int i = 0; i < get_text_edit()->get_line_count(); i++)
get_text_edit()->set_line_as_marked(i, false);
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set_error("");
}
emit_signal("script_changed");
}
void ShaderTextEditor::_bind_methods() {
}
ShaderTextEditor::ShaderTextEditor() {
}
/*** SCRIPT EDITOR ******/
void ShaderEditor::_menu_option(int p_option) {
switch (p_option) {
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case EDIT_UNDO: {
shader_editor->get_text_edit()->undo();
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} break;
case EDIT_REDO: {
shader_editor->get_text_edit()->redo();
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} break;
case EDIT_CUT: {
shader_editor->get_text_edit()->cut();
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} break;
case EDIT_COPY: {
shader_editor->get_text_edit()->copy();
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} break;
case EDIT_PASTE: {
shader_editor->get_text_edit()->paste();
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} break;
case EDIT_SELECT_ALL: {
shader_editor->get_text_edit()->select_all();
} break;
case EDIT_MOVE_LINE_UP: {
shader_editor->move_lines_up();
} break;
case EDIT_MOVE_LINE_DOWN: {
shader_editor->move_lines_down();
} break;
case EDIT_INDENT_LEFT: {
TextEdit *tx = shader_editor->get_text_edit();
if (shader.is_null())
return;
tx->indent_left();
} break;
case EDIT_INDENT_RIGHT: {
TextEdit *tx = shader_editor->get_text_edit();
if (shader.is_null())
return;
tx->indent_right();
} break;
case EDIT_DELETE_LINE: {
shader_editor->delete_lines();
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} break;
case EDIT_CLONE_DOWN: {
shader_editor->code_lines_down();
} break;
case EDIT_TOGGLE_COMMENT: {
TextEdit *tx = shader_editor->get_text_edit();
if (shader.is_null())
return;
tx->begin_complex_operation();
if (tx->is_selection_active()) {
int begin = tx->get_selection_from_line();
int end = tx->get_selection_to_line();
// End of selection ends on the first column of the last line, ignore it.
if (tx->get_selection_to_column() == 0)
end -= 1;
// Check if all lines in the selected block are commented
bool is_commented = true;
for (int i = begin; i <= end; i++) {
if (!tx->get_line(i).begins_with("//")) {
is_commented = false;
break;
}
}
for (int i = begin; i <= end; i++) {
String line_text = tx->get_line(i);
if (line_text.strip_edges().empty()) {
line_text = "//";
} else {
if (is_commented) {
line_text = line_text.substr(2, line_text.length());
} else {
line_text = "//" + line_text;
}
}
tx->set_line(i, line_text);
}
} else {
int begin = tx->cursor_get_line();
String line_text = tx->get_line(begin);
if (line_text.begins_with("//"))
line_text = line_text.substr(2, line_text.length());
else
line_text = "//" + line_text;
tx->set_line(begin, line_text);
}
tx->end_complex_operation();
tx->update();
//tx->deselect();
} break;
case EDIT_COMPLETE: {
shader_editor->get_text_edit()->query_code_comple();
} break;
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case SEARCH_FIND: {
shader_editor->get_find_replace_bar()->popup_search();
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} break;
case SEARCH_FIND_NEXT: {
shader_editor->get_find_replace_bar()->search_next();
} break;
case SEARCH_FIND_PREV: {
shader_editor->get_find_replace_bar()->search_prev();
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} break;
case SEARCH_REPLACE: {
shader_editor->get_find_replace_bar()->popup_replace();
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} break;
case SEARCH_GOTO_LINE: {
goto_line_dialog->popup_find_line(shader_editor->get_text_edit());
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} break;
}
if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) {
shader_editor->get_text_edit()->call_deferred("grab_focus");
}
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}
void ShaderEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
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}
if (p_what == NOTIFICATION_DRAW) {
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}
}
void ShaderEditor::_params_changed() {
shader_editor->_validate_script();
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}
void ShaderEditor::_editor_settings_changed() {
shader_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/completion/auto_brace_complete"));
shader_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/cursor/scroll_past_end_of_file"));
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shader_editor->get_text_edit()->set_indent_size(EditorSettings::get_singleton()->get("text_editor/indent/size"));
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shader_editor->get_text_edit()->set_indent_using_spaces(EditorSettings::get_singleton()->get("text_editor/indent/type"));
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shader_editor->get_text_edit()->set_auto_indent(EditorSettings::get_singleton()->get("text_editor/indent/auto_indent"));
shader_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/indent/draw_tabs"));
shader_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/line_numbers/show_line_numbers"));
shader_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/highlighting/syntax_highlighting"));
shader_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_all_occurrences"));
shader_editor->get_text_edit()->set_highlight_current_line(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_current_line"));
shader_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink"));
shader_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink_speed"));
shader_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/theme/line_spacing"));
shader_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/cursor/block_caret"));
shader_editor->get_text_edit()->set_smooth_scroll_enabled(EditorSettings::get_singleton()->get("text_editor/open_scripts/smooth_scrolling"));
shader_editor->get_text_edit()->set_v_scroll_speed(EditorSettings::get_singleton()->get("text_editor/open_scripts/v_scroll_speed"));
}
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void ShaderEditor::_bind_methods() {
ClassDB::bind_method("_editor_settings_changed", &ShaderEditor::_editor_settings_changed);
ClassDB::bind_method("_text_edit_gui_input", &ShaderEditor::_text_edit_gui_input);
ClassDB::bind_method("_menu_option", &ShaderEditor::_menu_option);
ClassDB::bind_method("_params_changed", &ShaderEditor::_params_changed);
ClassDB::bind_method("apply_shaders", &ShaderEditor::apply_shaders);
//ClassDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
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}
void ShaderEditor::ensure_select_current() {
/*
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if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
ShaderTextEditor *ste = Object::cast_to<ShaderTextEditor>(tab_container->get_child(tab_container->get_current_tab()));
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if (!ste)
return;
Ref<Shader> shader = ste->get_edited_shader();
get_scene()->get_root_node()->call("_resource_selected",shader);
}*/
}
void ShaderEditor::edit(const Ref<Shader> &p_shader) {
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if (p_shader.is_null())
return;
shader = p_shader;
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shader_editor->set_edited_shader(p_shader);
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//vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
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// see if already has it
}
void ShaderEditor::save_external_data() {
if (shader.is_null())
return;
apply_shaders();
if (shader->get_path() != "" && shader->get_path().find("local://") == -1 && shader->get_path().find("::") == -1) {
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//external shader, save it
ResourceSaver::save(shader->get_path(), shader);
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}
}
void ShaderEditor::apply_shaders() {
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if (shader.is_valid()) {
shader->set_code(shader_editor->get_text_edit()->get_text());
shader->set_edited(true);
}
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}
void ShaderEditor::_text_edit_gui_input(const Ref<InputEvent> &ev) {
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Ref<InputEventMouseButton> mb = ev;
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if (mb.is_valid()) {
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if (mb->get_button_index() == BUTTON_RIGHT && mb->is_pressed()) {
int col, row;
TextEdit *tx = shader_editor->get_text_edit();
tx->_get_mouse_pos(mb->get_global_position() - tx->get_global_position(), row, col);
Vector2 mpos = mb->get_global_position() - tx->get_global_position();
tx->set_right_click_moves_caret(EditorSettings::get_singleton()->get("text_editor/cursor/right_click_moves_caret"));
if (tx->is_right_click_moving_caret()) {
if (tx->is_selection_active()) {
int from_line = tx->get_selection_from_line();
int to_line = tx->get_selection_to_line();
int from_column = tx->get_selection_from_column();
int to_column = tx->get_selection_to_column();
if (row < from_line || row > to_line || (row == from_line && col < from_column) || (row == to_line && col > to_column)) {
// Right click is outside the selected text
tx->deselect();
}
}
if (!tx->is_selection_active()) {
tx->cursor_set_line(row, true, false);
tx->cursor_set_column(col);
}
}
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_make_context_menu(tx->is_selection_active());
}
}
}
void ShaderEditor::_make_context_menu(bool p_selection) {
context_menu->clear();
if (p_selection) {
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY);
}
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE);
context_menu->add_separator();
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO);
context_menu->add_separator();
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT);
context_menu->set_position(get_global_transform().xform(get_local_mouse_position()));
context_menu->set_size(Vector2(1, 1));
context_menu->popup();
}
ShaderEditor::ShaderEditor(EditorNode *p_node) {
shader_editor = memnew(ShaderTextEditor);
shader_editor->set_v_size_flags(SIZE_EXPAND_FILL);
shader_editor->add_constant_override("separation", 0);
shader_editor->set_anchors_and_margins_preset(Control::PRESET_WIDE);
shader_editor->connect("script_changed", this, "apply_shaders");
EditorSettings::get_singleton()->connect("settings_changed", this, "_editor_settings_changed");
shader_editor->get_text_edit()->set_callhint_settings(
EditorSettings::get_singleton()->get("text_editor/completion/put_callhint_tooltip_below_current_line"),
EditorSettings::get_singleton()->get("text_editor/completion/callhint_tooltip_offset"));
shader_editor->get_text_edit()->set_select_identifiers_on_hover(true);
shader_editor->get_text_edit()->set_context_menu_enabled(false);
shader_editor->get_text_edit()->connect("gui_input", this, "_text_edit_gui_input");
shader_editor->update_editor_settings();
context_menu = memnew(PopupMenu);
add_child(context_menu);
context_menu->connect("id_pressed", this, "_menu_option");
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context_menu->set_hide_on_window_lose_focus(true);
VBoxContainer *main_container = memnew(VBoxContainer);
HBoxContainer *hbc = memnew(HBoxContainer);
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edit_menu = memnew(MenuButton);
//edit_menu->set_position(Point2(5, -1));
edit_menu->set_text(TTR("Edit"));
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edit_menu->get_popup()->set_hide_on_window_lose_focus(true);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL);
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edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_up"), EDIT_MOVE_LINE_UP);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_down"), EDIT_MOVE_LINE_DOWN);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/delete_line"), EDIT_DELETE_LINE);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/clone_down"), EDIT_CLONE_DOWN);
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edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/complete_symbol"), EDIT_COMPLETE);
edit_menu->get_popup()->connect("id_pressed", this, "_menu_option");
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search_menu = memnew(MenuButton);
//search_menu->set_position(Point2(38, -1));
search_menu->set_text(TTR("Search"));
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search_menu->get_popup()->set_hide_on_window_lose_focus(true);
search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find"), SEARCH_FIND);
search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_next"), SEARCH_FIND_NEXT);
search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_previous"), SEARCH_FIND_PREV);
search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/replace"), SEARCH_REPLACE);
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search_menu->get_popup()->add_separator();
search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_line"), SEARCH_GOTO_LINE);
search_menu->get_popup()->connect("id_pressed", this, "_menu_option");
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add_child(main_container);
main_container->add_child(hbc);
hbc->add_child(search_menu);
hbc->add_child(edit_menu);
hbc->add_style_override("panel", p_node->get_gui_base()->get_stylebox("ScriptEditorPanel", "EditorStyles"));
main_container->add_child(shader_editor);
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goto_line_dialog = memnew(GotoLineDialog);
add_child(goto_line_dialog);
_editor_settings_changed();
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}
void ShaderEditorPlugin::edit(Object *p_object) {
Shader *s = Object::cast_to<Shader>(p_object);
shader_editor->edit(s);
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}
bool ShaderEditorPlugin::handles(Object *p_object) const {
Shader *shader = Object::cast_to<Shader>(p_object);
return shader != NULL;
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}
void ShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
button->show();
editor->make_bottom_panel_item_visible(shader_editor);
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} else {
button->hide();
if (shader_editor->is_visible_in_tree())
editor->hide_bottom_panel();
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shader_editor->apply_shaders();
}
}
void ShaderEditorPlugin::selected_notify() {
shader_editor->ensure_select_current();
}
void ShaderEditorPlugin::save_external_data() {
shader_editor->save_external_data();
}
void ShaderEditorPlugin::apply_changes() {
shader_editor->apply_shaders();
}
ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {
editor = p_node;
shader_editor = memnew(ShaderEditor(p_node));
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shader_editor->set_custom_minimum_size(Size2(0, 300));
button = editor->add_bottom_panel_item(TTR("Shader"), shader_editor);
button->hide();
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}
ShaderEditorPlugin::~ShaderEditorPlugin() {
}