Add context menu for shader editor list
This commit is contained in:
parent
db76de5de8
commit
8a087c7ec4
2 changed files with 121 additions and 20 deletions
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@ -45,6 +45,16 @@
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#include "scene/gui/item_list.h"
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#include "scene/gui/item_list.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/texture_rect.h"
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Ref<Resource> ShaderEditorPlugin::_get_current_shader() {
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int index = shader_tabs->get_current_tab();
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ERR_FAIL_INDEX_V(index, shader_tabs->get_tab_count(), Ref<Resource>());
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if (edited_shaders[index].shader.is_valid()) {
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return edited_shaders[index].shader;
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} else {
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return edited_shaders[index].shader_inc;
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}
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}
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void ShaderEditorPlugin::_update_shader_list() {
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void ShaderEditorPlugin::_update_shader_list() {
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shader_list->clear();
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shader_list->clear();
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for (EditedShader &edited_shader : edited_shaders) {
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for (EditedShader &edited_shader : edited_shaders) {
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@ -93,9 +103,7 @@ void ShaderEditorPlugin::_update_shader_list() {
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shader_list->select(shader_tabs->get_current_tab());
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shader_list->select(shader_tabs->get_current_tab());
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}
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}
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for (int i = FILE_SAVE; i < FILE_MAX; i++) {
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_set_file_specific_items_disabled(edited_shaders.is_empty());
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file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.is_empty());
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}
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_update_shader_list_status();
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_update_shader_list_status();
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}
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}
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@ -362,6 +370,61 @@ void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_
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if (p_mouse_button_index == MouseButton::MIDDLE) {
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if (p_mouse_button_index == MouseButton::MIDDLE) {
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_close_shader(p_item);
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_close_shader(p_item);
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}
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}
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if (p_mouse_button_index == MouseButton::RIGHT) {
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_make_script_list_context_menu();
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}
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}
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void ShaderEditorPlugin::_setup_popup_menu(PopupMenuType p_type, PopupMenu *p_menu) {
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if (p_type == FILE) {
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p_menu->add_shortcut(ED_SHORTCUT("shader_editor/new", TTR("New Shader..."), KeyModifierMask::CMD_OR_CTRL | Key::N), FILE_NEW);
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p_menu->add_shortcut(ED_SHORTCUT("shader_editor/new_include", TTR("New Shader Include..."), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::N), FILE_NEW_INCLUDE);
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p_menu->add_separator();
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p_menu->add_shortcut(ED_SHORTCUT("shader_editor/open", TTR("Load Shader File..."), KeyModifierMask::CMD_OR_CTRL | Key::O), FILE_OPEN);
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p_menu->add_shortcut(ED_SHORTCUT("shader_editor/open_include", TTR("Load Shader Include File..."), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::O), FILE_OPEN_INCLUDE);
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}
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if (p_type == FILE || p_type == CONTEXT_VALID_ITEM) {
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p_menu->add_shortcut(ED_SHORTCUT("shader_editor/save", TTR("Save File"), KeyModifierMask::ALT | KeyModifierMask::CMD_OR_CTRL | Key::S), FILE_SAVE);
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p_menu->add_shortcut(ED_SHORTCUT("shader_editor/save_as", TTR("Save File As...")), FILE_SAVE_AS);
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}
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if (p_type == FILE) {
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p_menu->add_separator();
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p_menu->add_item(TTR("Open File in Inspector"), FILE_INSPECT);
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p_menu->add_separator();
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p_menu->add_shortcut(ED_SHORTCUT("shader_editor/close_file", TTR("Close File"), KeyModifierMask::CMD_OR_CTRL | Key::W), FILE_CLOSE);
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} else {
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p_menu->add_shortcut(ED_SHORTCUT("shader_editor/close_file", TTR("Close File"), KeyModifierMask::CMD_OR_CTRL | Key::W), FILE_CLOSE);
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p_menu->add_item(TTR("Close All"), CLOSE_ALL);
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p_menu->add_item(TTR("Close Other Tabs"), CLOSE_OTHER_TABS);
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if (p_type == CONTEXT_VALID_ITEM) {
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p_menu->add_separator();
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p_menu->add_item(TTR("Copy Script Path"), COPY_PATH);
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p_menu->add_item(TTR("Show in File System"), SHOW_IN_FILE_SYSTEM);
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}
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}
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}
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void ShaderEditorPlugin::_make_script_list_context_menu() {
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context_menu->clear();
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int selected = shader_tabs->get_current_tab();
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if (selected < 0 || selected >= shader_tabs->get_tab_count()) {
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return;
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}
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Control *control = shader_tabs->get_tab_control(selected);
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bool is_valid_editor_control = Object::cast_to<TextShaderEditor>(control) || Object::cast_to<VisualShaderEditor>(control);
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_setup_popup_menu(is_valid_editor_control ? CONTEXT_VALID_ITEM : CONTEXT, context_menu);
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context_menu->set_item_disabled(context_menu->get_item_index(CLOSE_ALL), shader_tabs->get_tab_count() <= 0);
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context_menu->set_item_disabled(context_menu->get_item_index(CLOSE_OTHER_TABS), shader_tabs->get_tab_count() <= 1);
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context_menu->set_position(main_split->get_screen_position() + main_split->get_local_mouse_position());
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context_menu->reset_size();
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context_menu->popup();
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}
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}
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void ShaderEditorPlugin::_close_shader(int p_index) {
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void ShaderEditorPlugin::_close_shader(int p_index) {
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@ -486,6 +549,31 @@ void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
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case FILE_CLOSE: {
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case FILE_CLOSE: {
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_close_shader(shader_tabs->get_current_tab());
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_close_shader(shader_tabs->get_current_tab());
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} break;
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} break;
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case CLOSE_ALL: {
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while (shader_tabs->get_tab_count() > 0) {
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_close_shader(0);
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}
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} break;
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case CLOSE_OTHER_TABS: {
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int index = shader_tabs->get_current_tab();
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for (int i = 0; i < index; i++) {
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_close_shader(0);
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}
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while (shader_tabs->get_tab_count() > 1) {
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_close_shader(1);
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}
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} break;
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case SHOW_IN_FILE_SYSTEM: {
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Ref<Resource> shader = _get_current_shader();
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String path = shader->get_path();
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if (!path.is_empty()) {
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FileSystemDock::get_singleton()->navigate_to_path(path);
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}
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} break;
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case COPY_PATH: {
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Ref<Resource> shader = _get_current_shader();
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DisplayServer::get_singleton()->clipboard_set(shader->get_path());
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} break;
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}
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}
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}
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}
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@ -652,6 +740,14 @@ void ShaderEditorPlugin::_res_saved_callback(const Ref<Resource> &p_res) {
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}
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}
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}
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}
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void ShaderEditorPlugin::_set_file_specific_items_disabled(bool p_disabled) {
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PopupMenu *file_popup_menu = file_menu->get_popup();
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file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_SAVE), p_disabled);
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file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_SAVE_AS), p_disabled);
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file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_INSPECT), p_disabled);
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file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_CLOSE), p_disabled);
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}
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void ShaderEditorPlugin::_notification(int p_what) {
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void ShaderEditorPlugin::_notification(int p_what) {
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switch (p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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case NOTIFICATION_READY: {
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@ -679,23 +775,15 @@ ShaderEditorPlugin::ShaderEditorPlugin() {
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file_menu = memnew(MenuButton);
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file_menu = memnew(MenuButton);
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file_menu->set_text(TTR("File"));
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file_menu->set_text(TTR("File"));
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file_menu->set_shortcut_context(main_split);
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file_menu->set_shortcut_context(main_split);
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/new", TTR("New Shader..."), KeyModifierMask::CMD_OR_CTRL | Key::N), FILE_NEW);
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_setup_popup_menu(FILE, file_menu->get_popup());
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/new_include", TTR("New Shader Include..."), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::N), FILE_NEW_INCLUDE);
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file_menu->get_popup()->add_separator();
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/open", TTR("Load Shader File..."), KeyModifierMask::CMD_OR_CTRL | Key::O), FILE_OPEN);
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/open_include", TTR("Load Shader Include File..."), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::O), FILE_OPEN_INCLUDE);
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/save", TTR("Save File"), KeyModifierMask::ALT | KeyModifierMask::CMD_OR_CTRL | Key::S), FILE_SAVE);
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/save_as", TTR("Save File As...")), FILE_SAVE_AS);
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file_menu->get_popup()->add_separator();
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file_menu->get_popup()->add_item(TTR("Open File in Inspector"), FILE_INSPECT);
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file_menu->get_popup()->add_separator();
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/close_file", TTR("Close File"), KeyModifierMask::CMD_OR_CTRL | Key::W), FILE_CLOSE);
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file_menu->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
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file_menu->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
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menu_hb->add_child(file_menu);
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menu_hb->add_child(file_menu);
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for (int i = FILE_SAVE; i < FILE_MAX; i++) {
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_set_file_specific_items_disabled(true);
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file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), true);
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}
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context_menu = memnew(PopupMenu);
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add_child(context_menu);
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context_menu->connect(SceneStringName(id_pressed), callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
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Control *padding = memnew(Control);
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Control *padding = memnew(Control);
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padding->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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padding->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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@ -718,6 +806,7 @@ ShaderEditorPlugin::ShaderEditorPlugin() {
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vb->add_child(shader_list);
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vb->add_child(shader_list);
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shader_list->connect(SceneStringName(item_selected), callable_mp(this, &ShaderEditorPlugin::_shader_selected));
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shader_list->connect(SceneStringName(item_selected), callable_mp(this, &ShaderEditorPlugin::_shader_selected));
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shader_list->connect("item_clicked", callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked));
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shader_list->connect("item_clicked", callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked));
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shader_list->set_allow_rmb_select(true);
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SET_DRAG_FORWARDING_GCD(shader_list, ShaderEditorPlugin);
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SET_DRAG_FORWARDING_GCD(shader_list, ShaderEditorPlugin);
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main_split->add_child(vb);
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main_split->add_child(vb);
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@ -60,8 +60,6 @@ class ShaderEditorPlugin : public EditorPlugin {
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LocalVector<EditedShader> edited_shaders;
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LocalVector<EditedShader> edited_shaders;
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// Always valid operations come first in the enum, file-specific ones
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// should go after FILE_SAVE which is used to build the menu accordingly.
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enum {
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enum {
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FILE_NEW,
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FILE_NEW,
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FILE_NEW_INCLUDE,
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FILE_NEW_INCLUDE,
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@ -71,7 +69,16 @@ class ShaderEditorPlugin : public EditorPlugin {
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FILE_SAVE_AS,
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FILE_SAVE_AS,
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FILE_INSPECT,
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FILE_INSPECT,
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FILE_CLOSE,
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FILE_CLOSE,
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FILE_MAX
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CLOSE_ALL,
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CLOSE_OTHER_TABS,
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SHOW_IN_FILE_SYSTEM,
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COPY_PATH,
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};
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enum PopupMenuType {
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FILE,
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CONTEXT,
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CONTEXT_VALID_ITEM,
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};
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};
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HSplitContainer *main_split = nullptr;
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HSplitContainer *main_split = nullptr;
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@ -80,6 +87,7 @@ class ShaderEditorPlugin : public EditorPlugin {
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Button *button = nullptr;
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Button *button = nullptr;
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MenuButton *file_menu = nullptr;
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MenuButton *file_menu = nullptr;
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PopupMenu *context_menu = nullptr;
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WindowWrapper *window_wrapper = nullptr;
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WindowWrapper *window_wrapper = nullptr;
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Button *make_floating = nullptr;
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Button *make_floating = nullptr;
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@ -88,15 +96,19 @@ class ShaderEditorPlugin : public EditorPlugin {
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float text_shader_zoom_factor = 1.0f;
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float text_shader_zoom_factor = 1.0f;
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Ref<Resource> _get_current_shader();
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void _update_shader_list();
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void _update_shader_list();
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void _shader_selected(int p_index);
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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 _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index);
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void _setup_popup_menu(PopupMenuType p_type, PopupMenu *p_menu);
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void _make_script_list_context_menu();
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void _menu_item_pressed(int p_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 _resource_saved(Object *obj);
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void _close_shader(int p_index);
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void _close_shader(int p_index);
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void _close_builtin_shaders_from_scene(const String &p_scene);
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void _close_builtin_shaders_from_scene(const String &p_scene);
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void _file_removed(const String &p_removed_file);
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void _file_removed(const String &p_removed_file);
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void _res_saved_callback(const Ref<Resource> &p_res);
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void _res_saved_callback(const Ref<Resource> &p_res);
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void _set_file_specific_items_disabled(bool p_disabled);
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void _shader_created(Ref<Shader> p_shader);
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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 _shader_include_created(Ref<ShaderInclude> p_shader_inc);
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