1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
168 lines
5.3 KiB
C++
168 lines
5.3 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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/margin_container.h"
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#include "scene/gui/menu_button.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/visual/shader_language.h"
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class ShaderTextEditor : public CodeTextEditor {
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GDCLASS(ShaderTextEditor, CodeTextEditor);
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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();
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virtual void _code_complete_script(const String &p_code, List<ScriptCodeCompletionOption> *r_options);
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public:
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virtual void _validate_script();
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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 MarginContainer {
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GDCLASS(ShaderEditor, MarginContainer);
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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_DUPLICATE_SELECTION,
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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 { 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 { return "Shader"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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virtual void selected_notify();
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ShaderEditor *get_shader_editor() const { return shader_editor; }
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virtual void save_external_data();
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virtual void apply_changes();
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ShaderEditorPlugin(EditorNode *p_node);
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~ShaderEditorPlugin();
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};
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#endif // SHADER_EDITOR_PLUGIN_H
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