virtualx-engine/tools/editor/plugins/shader_editor_plugin.cpp
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

582 lines
19 KiB
C++

/*************************************************************************/
/* shader_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shader_editor_plugin.h"
#include "tools/editor/editor_settings.h"
#include "spatial_editor_plugin.h"
#include "scene/resources/shader_graph.h"
#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/keyboard.h"
#include "tools/editor/editor_node.h"
#include "tools/editor/property_editor.h"
#include "os/os.h"
#include "servers/visual/shader_types.h"
/*** SETTINGS EDITOR ****/
/*** SCRIPT EDITOR ****/
Ref<Shader> ShaderTextEditor::get_edited_shader() const {
return shader;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader) {
shader=p_shader;
_load_theme_settings();
get_text_edit()->set_text(p_shader->get_code());
_line_col_changed();
}
void ShaderTextEditor::_load_theme_settings() {
get_text_edit()->clear_colors();
/* keyword color */
get_text_edit()->add_color_override("background_color", EDITOR_DEF("text_editor/background_color",Color(0,0,0,0)));
get_text_edit()->add_color_override("completion_background_color", EDITOR_DEF("text_editor/completion_background_color", Color(0,0,0,0)));
get_text_edit()->add_color_override("completion_selected_color", EDITOR_DEF("text_editor/completion_selected_color", Color::html("434244")));
get_text_edit()->add_color_override("completion_existing_color", EDITOR_DEF("text_editor/completion_existing_color", Color::html("21dfdfdf")));
get_text_edit()->add_color_override("completion_scroll_color", EDITOR_DEF("text_editor/completion_scroll_color", Color::html("ffffff")));
get_text_edit()->add_color_override("completion_font_color", EDITOR_DEF("text_editor/completion_font_color", Color::html("aaaaaa")));
get_text_edit()->add_color_override("font_color",EDITOR_DEF("text_editor/text_color",Color(0,0,0)));
get_text_edit()->add_color_override("line_number_color",EDITOR_DEF("text_editor/line_number_color",Color(0,0,0)));
get_text_edit()->add_color_override("caret_color",EDITOR_DEF("text_editor/caret_color",Color(0,0,0)));
get_text_edit()->add_color_override("caret_background_color",EDITOR_DEF("text_editor/caret_background_color",Color(0,0,0)));
get_text_edit()->add_color_override("font_selected_color",EDITOR_DEF("text_editor/text_selected_color",Color(1,1,1)));
get_text_edit()->add_color_override("selection_color",EDITOR_DEF("text_editor/selection_color",Color(0.2,0.2,1)));
get_text_edit()->add_color_override("brace_mismatch_color",EDITOR_DEF("text_editor/brace_mismatch_color",Color(1,0.2,0.2)));
get_text_edit()->add_color_override("current_line_color",EDITOR_DEF("text_editor/current_line_color",Color(0.3,0.5,0.8,0.15)));
get_text_edit()->add_color_override("word_highlighted_color",EDITOR_DEF("text_editor/word_highlighted_color",Color(0.8,0.9,0.9,0.15)));
get_text_edit()->add_color_override("number_color",EDITOR_DEF("text_editor/number_color",Color(0.9,0.6,0.0,2)));
get_text_edit()->add_color_override("function_color",EDITOR_DEF("text_editor/function_color",Color(0.4,0.6,0.8)));
get_text_edit()->add_color_override("member_variable_color",EDITOR_DEF("text_editor/member_variable_color",Color(0.9,0.3,0.3)));
get_text_edit()->add_color_override("mark_color", EDITOR_DEF("text_editor/mark_color", Color(1.0,0.4,0.4,0.4)));
get_text_edit()->add_color_override("breakpoint_color", EDITOR_DEF("text_editor/breakpoint_color", Color(0.8,0.8,0.4,0.2)));
get_text_edit()->add_color_override("search_result_color",EDITOR_DEF("text_editor/search_result_color",Color(0.05,0.25,0.05,1)));
get_text_edit()->add_color_override("search_result_border_color",EDITOR_DEF("text_editor/search_result_border_color",Color(0.1,0.45,0.1,1)));
get_text_edit()->add_color_override("symbol_color",EDITOR_DEF("text_editor/symbol_color",Color::hex(0x005291ff)));
Color keyword_color= EDITOR_DEF("text_editor/keyword_color",Color(0.5,0.0,0.2));
List<String> keywords;
ShaderLanguage::get_keyword_list(&keywords);
if (shader.is_valid()) {
for(const Map< StringName, Map<StringName,ShaderLanguage::DataType> >::Element *E=ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front();E;E=E->next()) {
for (const Map<StringName,ShaderLanguage::DataType>::Element *F=E->get().front();F;F=F->next()) {
keywords.push_back(F->key());
}
}
for(const Set<String>::Element *E =ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).front();E;E=E->next()) {
keywords.push_back(E->get());
}
}
for(List<String>::Element *E=keywords.front();E;E=E->next()) {
get_text_edit()->add_keyword_color(E->get(),keyword_color);
}
//colorize core types
// Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
//colorize comments
Color comment_color = EDITOR_DEF("text_editor/comment_color",Color::hex(0x797e7eff));
get_text_edit()->add_color_region("/*","*/",comment_color,false);
get_text_edit()->add_color_region("//","",comment_color,false);
/*//colorize strings
Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
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::_code_complete_script(const String& p_code, List<String>* r_options) {
print_line("code complete");
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())),r_options,calltip);
if (calltip!="") {
get_text_edit()->set_code_hint(calltip);
}
}
void ShaderTextEditor::_validate_script() {
String code=get_text_edit()->get_text();
//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())));
if (err!=OK) {
String error_text="error("+itos(sl.get_error_line())+"): "+sl.get_error_text();
set_error(error_text);
get_text_edit()->set_line_as_marked(sl.get_error_line(),true);
} else {
for(int i=0;i<get_text_edit()->get_line_count();i++)
get_text_edit()->set_line_as_marked(i,false);
set_error("");
}
emit_signal("script_changed");
}
void ShaderTextEditor::_bind_methods() {
//ADD_SIGNAL( MethodInfo("script_changed") );
}
ShaderTextEditor::ShaderTextEditor() {
}
/*** SCRIPT EDITOR ******/
void ShaderEditor::_menu_option(int p_option) {
ShaderTextEditor *current = shader_editor;
switch(p_option) {
case EDIT_UNDO: {
current->get_text_edit()->undo();
} break;
case EDIT_REDO: {
current->get_text_edit()->redo();
} break;
case EDIT_CUT: {
current->get_text_edit()->cut();
} break;
case EDIT_COPY: {
current->get_text_edit()->copy();
} break;
case EDIT_PASTE: {
current->get_text_edit()->paste();
} break;
case EDIT_SELECT_ALL: {
current->get_text_edit()->select_all();
} break;
case SEARCH_FIND: {
current->get_find_replace_bar()->popup_search();
} break;
case SEARCH_FIND_NEXT: {
current->get_find_replace_bar()->search_next();
} break;
case SEARCH_FIND_PREV: {
current->get_find_replace_bar()->search_prev();
} break;
case SEARCH_REPLACE: {
current->get_find_replace_bar()->popup_replace();
} break;
// case SEARCH_LOCATE_SYMBOL: {
// } break;
case SEARCH_GOTO_LINE: {
goto_line_dialog->popup_find_line(current->get_text_edit());
} break;
}
}
void ShaderEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE) {
}
if (p_what==NOTIFICATION_DRAW) {
RID ci = get_canvas_item();
Ref<StyleBox> style = get_stylebox("panel","Panel");
style->draw( ci, Rect2( Point2(), get_size() ) );
}
}
Dictionary ShaderEditor::get_state() const {
#if 0
apply_shaders();
Dictionary state;
Array paths;
int open=-1;
for(int i=0;i<tab_container->get_child_count();i++) {
ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
if (!ste)
continue;
Ref<Shader> shader = ste->get_edited_shader();
if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
paths.push_back(shader->get_path());
} else {
const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
if (owner)
paths.push_back(owner->get_path());
}
if (i==tab_container->get_current_tab())
open=i;
}
if (paths.size())
state["sources"]=paths;
if (open!=-1)
state["current"]=open;
return state;
#endif
return Dictionary();
}
void ShaderEditor::set_state(const Dictionary& p_state) {
#if 0
print_line("setting state..");
if (!p_state.has("sources"))
return; //bleh
Array sources = p_state["sources"];
for(int i=0;i<sources.size();i++) {
Variant source=sources[i];
Ref<Shader> shader;
if (source.get_type()==Variant::NODE_PATH) {
print_line("cain find owner at path "+String(source));
Node *owner=get_root_node()->get_node(source);
if (!owner)
continue;
shader = owner->get_shader();
} else if (source.get_type()==Variant::STRING) {
print_line("loading at path "+String(source));
shader = ResourceLoader::load(source,"Shader");
}
print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
if (shader.is_null()) //ah well..
continue;
get_scene()->get_root_node()->call("_resource_selected",shader);
}
if (p_state.has("current"))
tab_container->set_current_tab(p_state["current"]);
#endif
}
void ShaderEditor::clear() {
}
void ShaderEditor::_params_changed() {
shader_editor->_validate_script();
}
void ShaderEditor::_editor_settings_changed() {
shader_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
shader_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
shader_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
shader_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
shader_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
shader_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
shader_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
shader_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
shader_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
shader_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
shader_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
}
void ShaderEditor::_bind_methods() {
ClassDB::bind_method("_editor_settings_changed",&ShaderEditor::_editor_settings_changed);
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);
}
void ShaderEditor::ensure_select_current() {
/*
if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
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) {
if (p_shader.is_null())
return;
shader=p_shader;
shader_editor->set_edited_shader(p_shader);
//vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
// 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) {
//external shader, save it
ResourceSaver::save(shader->get_path(),shader);
}
}
void ShaderEditor::apply_shaders() {
if (shader.is_valid()) {
shader->set_code(shader_editor->get_text_edit()->get_text());
shader->set_edited(true);
}
}
ShaderEditor::ShaderEditor() {
HBoxContainer *hbc = memnew( HBoxContainer);
add_child(hbc);
edit_menu = memnew( MenuButton );
hbc->add_child(edit_menu);
edit_menu->set_pos(Point2(5,-1));
edit_menu->set_text(TTR("Edit"));
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/undo", TTR("Undo"), KEY_MASK_CMD|KEY_Z), EDIT_UNDO);
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/redo", TTR("Redo"), KEY_MASK_CMD|KEY_Y), EDIT_REDO);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/cut", TTR("Cut"), KEY_MASK_CMD|KEY_X), EDIT_CUT);
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/copy", TTR("Copy"), KEY_MASK_CMD|KEY_C), EDIT_COPY);
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/paste", TTR("Paste"), KEY_MASK_CMD|KEY_V), EDIT_PASTE);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/select_all", TTR("Select All"), KEY_MASK_CMD|KEY_A), EDIT_SELECT_ALL);
edit_menu->get_popup()->connect("item_pressed", this,"_menu_option");
search_menu = memnew( MenuButton );
hbc->add_child(search_menu);
search_menu->set_pos(Point2(38,-1));
search_menu->set_text(TTR("Search"));
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find.."), KEY_MASK_CMD|KEY_F), SEARCH_FIND);
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), SEARCH_FIND_NEXT);
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_previous", TTR("Find Previous"), KEY_MASK_SHIFT|KEY_F3), SEARCH_FIND_PREV);
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/replace", TTR("Replace.."), KEY_MASK_CMD|KEY_R), SEARCH_REPLACE);
search_menu->get_popup()->add_separator();
// search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/goto_line", TTR("Goto Line.."), KEY_MASK_CMD|KEY_L), SEARCH_GOTO_LINE);
search_menu->get_popup()->connect("item_pressed", this,"_menu_option");
goto_line_dialog = memnew(GotoLineDialog);
add_child(goto_line_dialog);
shader_editor = memnew( ShaderTextEditor );
add_child(shader_editor);
shader_editor->set_v_size_flags(SIZE_EXPAND_FILL);
shader_editor->connect("script_changed", this,"apply_shaders");
EditorSettings::get_singleton()->connect("settings_changed",this,"_editor_settings_changed");
_editor_settings_changed();
}
void ShaderEditorPlugin::edit(Object *p_object) {
Shader* s = p_object->cast_to<Shader>();
shader_editor->edit(s);
}
bool ShaderEditorPlugin::handles(Object *p_object) const {
bool handles = true;
Shader *shader=p_object->cast_to<Shader>();
//if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
// handles = false;
return shader!=NULL;
}
void ShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
button->show();
editor->make_bottom_panel_item_visible(shader_editor);
} else {
button->hide();
if (shader_editor->is_visible())
editor->hide_bottom_panel();
shader_editor->apply_shaders();
}
}
void ShaderEditorPlugin::selected_notify() {
shader_editor->ensure_select_current();
}
Dictionary ShaderEditorPlugin::get_state() const {
return shader_editor->get_state();
}
void ShaderEditorPlugin::set_state(const Dictionary& p_state) {
shader_editor->set_state(p_state);
}
void ShaderEditorPlugin::clear() {
shader_editor->clear();
}
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 );
shader_editor->set_custom_minimum_size(Size2(0,300));
button=editor->add_bottom_panel_item("Shader",shader_editor);
}
ShaderEditorPlugin::~ShaderEditorPlugin() {
}