b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
168 lines
5.4 KiB
C++
168 lines
5.4 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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/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 "servers/rendering/shader_language.h"
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class ShaderTextEditor : public CodeTextEditor {
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GDCLASS(ShaderTextEditor, CodeTextEditor);
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Ref<CodeHighlighter> syntax_highlighter;
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Ref<Shader> shader;
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void _check_shader_mode();
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protected:
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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<ScriptCodeCompletionOption> *r_options) override;
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public:
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virtual void _validate_script() override;
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void reload_text();
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Ref<Shader> get_edited_shader() const;
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void set_edited_shader(const Ref<Shader> &p_shader);
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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_CLONE_DOWN,
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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;
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MenuButton *search_menu;
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PopupMenu *bookmarks_menu;
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MenuButton *help_menu;
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PopupMenu *context_menu;
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uint64_t idle;
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GotoLineDialog *goto_line_dialog;
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ConfirmationDialog *erase_tab_confirm;
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ConfirmationDialog *disk_changed;
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ShaderTextEditor *shader_editor;
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void _menu_option(int p_option);
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void _params_changed();
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mutable Ref<Shader> shader;
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void _editor_settings_changed();
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void _check_for_external_edit();
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void _reload_shader_from_disk();
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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> &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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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 goto_line_selection(int p_line, int p_begin, int p_end);
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virtual Size2 get_minimum_size() const override { return Size2(0, 200); }
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void save_external_data(const String &p_str = "");
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ShaderEditor(EditorNode *p_node);
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};
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class ShaderEditorPlugin : public EditorPlugin {
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GDCLASS(ShaderEditorPlugin, EditorPlugin);
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bool _2d;
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ShaderEditor *shader_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const override { return "Shader"; }
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bool has_main_screen() const override { return false; }
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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 { return shader_editor; }
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virtual void save_external_data() override;
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virtual void apply_changes() override;
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ShaderEditorPlugin(EditorNode *p_node);
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~ShaderEditorPlugin();
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};
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#endif
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