virtualx-engine/tools/editor/plugins/shader_editor_plugin.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

656 lines
24 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"
/*** SETTINGS EDITOR ****/
/*** SCRIPT EDITOR ****/
Ref<Shader> ShaderTextEditor::get_edited_shader() const {
return shader;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type) {
shader=p_shader;
type=p_type;
_load_theme_settings();
if (p_type==ShaderLanguage::SHADER_MATERIAL_LIGHT || p_type==ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT)
get_text_edit()->set_text(shader->get_light_code());
else if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX || p_type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX)
get_text_edit()->set_text(shader->get_vertex_code());
else
get_text_edit()->set_text(shader->get_fragment_code());
_line_col_changed();
}
void ShaderTextEditor::_load_theme_settings() {
get_text_edit()->clear_colors();
/* keyword color */
get_text_edit()->set_custom_bg_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)));
Color keyword_color= EDITOR_DEF("text_editor/keyword_color",Color(0.5,0.0,0.2));
List<String> keywords;
ShaderLanguage::get_keyword_list(type,&keywords);
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=="");
}*/
//colorize symbols
Color symbol_color= EDITOR_DEF("text_editor/symbol_color",Color::hex(0x005291ff));
get_text_edit()->set_symbol_color(symbol_color);
}
void ShaderTextEditor::_validate_script() {
String errortxt;
int line,col;
String code=get_text_edit()->get_text();
//List<StringName> params;
//shader->get_param_list(&params);
Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col);
if (err!=OK) {
String error_text="error("+itos(line+1)+","+itos(col+1)+"): "+errortxt;
set_error(error_text);
get_text_edit()->set_line_as_marked(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 = tab_container->get_current_tab_control()->cast_to<ShaderTextEditor>();
if (!current)
return;
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::_tab_changed(int p_which) {
ShaderTextEditor *shader_editor = tab_container->get_tab_control(p_which)->cast_to<ShaderTextEditor>();
if (shader_editor && is_inside_tree())
shader_editor->get_text_edit()->grab_focus();
ensure_select_current();
}
void ShaderEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE) {
close->set_normal_texture( get_icon("Close","EditorIcons"));
close->set_hover_texture( get_icon("CloseHover","EditorIcons"));
close->set_pressed_texture( get_icon("Close","EditorIcons"));
close->connect("pressed",this,"_close_callback");
}
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() {
fragment_editor->_validate_script();
vertex_editor->_validate_script();
light_editor->_validate_script();
}
void ShaderEditor::_editor_settings_changed() {
vertex_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
vertex_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
vertex_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
vertex_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
vertex_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
vertex_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
vertex_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
vertex_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
vertex_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
vertex_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
vertex_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
fragment_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
fragment_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
fragment_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
fragment_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
fragment_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
fragment_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
fragment_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
fragment_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
fragment_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
fragment_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
fragment_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
light_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
light_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
light_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
light_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
light_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
light_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
light_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
light_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
light_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
light_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
light_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
}
void ShaderEditor::_bind_methods() {
ObjectTypeDB::bind_method("_editor_settings_changed",&ShaderEditor::_editor_settings_changed);
ObjectTypeDB::bind_method("_tab_changed",&ShaderEditor::_tab_changed);
ObjectTypeDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
ObjectTypeDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
ObjectTypeDB::bind_method("_close_callback",&ShaderEditor::_close_callback);
ObjectTypeDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
// ObjectTypeDB::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;
if (shader->get_mode()==Shader::MODE_MATERIAL) {
vertex_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_LIGHT);
} else if (shader->get_mode()==Shader::MODE_CANVAS_ITEM) {
vertex_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX);
fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT);
light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT);
}
//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(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),light_editor->get_text_edit()->get_text(),0,0);
shader->set_edited(true);
}
}
void ShaderEditor::_close_callback() {
hide();
}
ShaderEditor::ShaderEditor() {
tab_container = memnew( TabContainer );
add_child(tab_container);
tab_container->set_area_as_parent_rect();
tab_container->set_begin(Point2(0,0));
//tab_container->set_begin(Point2(0,0));
close = memnew( TextureButton );
close->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_END,20);
close->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END,4);
close->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN,2);
add_child(close);
edit_menu = memnew( MenuButton );
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 );
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");
tab_container->connect("tab_changed", this,"_tab_changed");
erase_tab_confirm = memnew( ConfirmationDialog );
add_child(erase_tab_confirm);
erase_tab_confirm->connect("confirmed", this,"_close_current_tab");
goto_line_dialog = memnew(GotoLineDialog);
add_child(goto_line_dialog);
vertex_editor = memnew( ShaderTextEditor );
tab_container->add_child(vertex_editor);
vertex_editor->set_name(TTR("Vertex"));
fragment_editor = memnew( ShaderTextEditor );
tab_container->add_child(fragment_editor);
fragment_editor->set_name(TTR("Fragment"));
light_editor = memnew( ShaderTextEditor );
tab_container->add_child(light_editor);
light_editor->set_name(TTR("Lighting"));
tab_container->set_current_tab(1);
vertex_editor->connect("script_changed", this,"apply_shaders");
fragment_editor->connect("script_changed", this,"apply_shaders");
light_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>();
if (!s || s->cast_to<ShaderGraph>()) {
shader_editor->hide(); //Dont edit ShaderGraph
return;
}
if (_2d && s->get_mode()==Shader::MODE_CANVAS_ITEM)
shader_editor->edit(s);
else if (!_2d && s->get_mode()==Shader::MODE_MATERIAL)
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;
if (handles && _2d)
handles = shader->get_mode()==Shader::MODE_CANVAS_ITEM;
else if (handles && !_2d)
return shader->get_mode()==Shader::MODE_MATERIAL;
if (!handles)
shader_editor->hide();
return handles;
}
void ShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
shader_editor->show();
} else {
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, bool p_2d) {
editor=p_node;
shader_editor = memnew( ShaderEditor );
_2d=p_2d;
if (p_2d)
add_control_to_container(CONTAINER_CANVAS_EDITOR_BOTTOM,shader_editor);
else
add_control_to_container(CONTAINER_SPATIAL_EDITOR_BOTTOM,shader_editor);
// editor->get_viewport()->add_child(shader_editor);
// shader_editor->set_area_as_parent_rect();
shader_editor->hide();
}
ShaderEditorPlugin::~ShaderEditorPlugin() {
}