virtualx-engine/editor/plugins/shader_editor_plugin.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

171 lines
5.3 KiB
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/*************************************************************************/
/* shader_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef SHADER_EDITOR_PLUGIN_H
#define SHADER_EDITOR_PLUGIN_H
#include "editor/code_editor.h"
#include "editor/editor_plugin.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/text_edit.h"
#include "scene/main/timer.h"
#include "scene/resources/shader.h"
#include "servers/visual/shader_language.h"
class ShaderTextEditor : public CodeTextEditor {
GDCLASS(ShaderTextEditor, CodeTextEditor);
Ref<Shader> shader;
void _check_shader_mode();
protected:
static void _bind_methods();
virtual void _load_theme_settings();
virtual void _code_complete_script(const String &p_code, List<ScriptCodeCompletionOption> *r_options);
public:
virtual void _validate_script();
void reload_text();
Ref<Shader> get_edited_shader() const;
void set_edited_shader(const Ref<Shader> &p_shader);
ShaderTextEditor();
};
class ShaderEditor : public PanelContainer {
GDCLASS(ShaderEditor, PanelContainer);
enum {
EDIT_UNDO,
EDIT_REDO,
EDIT_CUT,
EDIT_COPY,
EDIT_PASTE,
EDIT_SELECT_ALL,
EDIT_MOVE_LINE_UP,
EDIT_MOVE_LINE_DOWN,
EDIT_INDENT_LEFT,
EDIT_INDENT_RIGHT,
EDIT_DELETE_LINE,
EDIT_CLONE_DOWN,
EDIT_TOGGLE_COMMENT,
EDIT_COMPLETE,
SEARCH_FIND,
SEARCH_FIND_NEXT,
SEARCH_FIND_PREV,
SEARCH_REPLACE,
SEARCH_GOTO_LINE,
BOOKMARK_TOGGLE,
BOOKMARK_GOTO_NEXT,
BOOKMARK_GOTO_PREV,
BOOKMARK_REMOVE_ALL,
HELP_DOCS,
};
MenuButton *edit_menu;
MenuButton *search_menu;
PopupMenu *bookmarks_menu;
MenuButton *help_menu;
PopupMenu *context_menu;
uint64_t idle;
GotoLineDialog *goto_line_dialog;
ConfirmationDialog *erase_tab_confirm;
ConfirmationDialog *disk_changed;
ShaderTextEditor *shader_editor;
void _menu_option(int p_option);
void _params_changed();
mutable Ref<Shader> shader;
void _editor_settings_changed();
void _check_for_external_edit();
void _reload_shader_from_disk();
protected:
void _notification(int p_what);
static void _bind_methods();
void _make_context_menu(bool p_selection, Vector2 p_position);
void _text_edit_gui_input(const Ref<InputEvent> &ev);
void _update_bookmark_list();
void _bookmark_item_pressed(int p_idx);
public:
void apply_shaders();
void ensure_select_current();
void edit(const Ref<Shader> &p_shader);
void goto_line_selection(int p_line, int p_begin, int p_end);
virtual Size2 get_minimum_size() const { return Size2(0, 200); }
void save_external_data(const String &p_str = "");
ShaderEditor(EditorNode *p_node);
};
class ShaderEditorPlugin : public EditorPlugin {
GDCLASS(ShaderEditorPlugin, EditorPlugin);
bool _2d;
ShaderEditor *shader_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "Shader"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
virtual void selected_notify();
ShaderEditor *get_shader_editor() const { return shader_editor; }
virtual void save_external_data();
virtual void apply_changes();
ShaderEditorPlugin(EditorNode *p_node);
~ShaderEditorPlugin();
};
#endif