c7bc44d5ad
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!
157 lines
4.7 KiB
C++
157 lines
4.7 KiB
C++
/*************************************************************************/
|
|
/* shader_editor_plugin.h */
|
|
/*************************************************************************/
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
#ifndef SHADER_EDITOR_PLUGIN_H
|
|
#define SHADER_EDITOR_PLUGIN_H
|
|
|
|
#include "tools/editor/code_editor.h"
|
|
#include "tools/editor/editor_plugin.h"
|
|
#include "scene/gui/tab_container.h"
|
|
#include "scene/gui/text_edit.h"
|
|
#include "scene/gui/menu_button.h"
|
|
#include "scene/main/timer.h"
|
|
#include "scene/resources/shader.h"
|
|
#include "servers/visual/shader_language.h"
|
|
|
|
|
|
class ShaderTextEditor : public CodeTextEditor {
|
|
|
|
OBJ_TYPE( ShaderTextEditor, CodeTextEditor );
|
|
|
|
Ref<Shader> shader;
|
|
ShaderLanguage::ShaderType type;
|
|
|
|
protected:
|
|
|
|
static void _bind_methods();
|
|
virtual void _load_theme_settings();
|
|
public:
|
|
|
|
virtual void _validate_script();
|
|
|
|
|
|
Ref<Shader> get_edited_shader() const;
|
|
void set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type);
|
|
ShaderTextEditor();
|
|
|
|
};
|
|
|
|
|
|
class ShaderEditor : public Control {
|
|
|
|
OBJ_TYPE(ShaderEditor, Control );
|
|
|
|
enum {
|
|
|
|
EDIT_UNDO,
|
|
EDIT_REDO,
|
|
EDIT_CUT,
|
|
EDIT_COPY,
|
|
EDIT_PASTE,
|
|
EDIT_SELECT_ALL,
|
|
SEARCH_FIND,
|
|
SEARCH_FIND_NEXT,
|
|
SEARCH_FIND_PREV,
|
|
SEARCH_REPLACE,
|
|
//SEARCH_LOCATE_SYMBOL,
|
|
SEARCH_GOTO_LINE,
|
|
|
|
};
|
|
|
|
MenuButton *edit_menu;
|
|
MenuButton *search_menu;
|
|
MenuButton *settings_menu;
|
|
uint64_t idle;
|
|
|
|
TabContainer *tab_container;
|
|
GotoLineDialog *goto_line_dialog;
|
|
ConfirmationDialog *erase_tab_confirm;
|
|
|
|
TextureButton *close;
|
|
|
|
ShaderTextEditor *vertex_editor;
|
|
ShaderTextEditor *fragment_editor;
|
|
ShaderTextEditor *light_editor;
|
|
|
|
void _tab_changed(int p_which);
|
|
void _menu_option(int p_optin);
|
|
void _params_changed();
|
|
mutable Ref<Shader> shader;
|
|
|
|
void _close_callback();
|
|
|
|
void _editor_settings_changed();
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
public:
|
|
|
|
void apply_shaders();
|
|
|
|
void ensure_select_current();
|
|
void edit(const Ref<Shader>& p_shader);
|
|
|
|
Dictionary get_state() const;
|
|
void set_state(const Dictionary& p_state);
|
|
void clear();
|
|
|
|
virtual Size2 get_minimum_size() const { return Size2(0,200); }
|
|
void save_external_data();
|
|
|
|
ShaderEditor();
|
|
};
|
|
|
|
class ShaderEditorPlugin : public EditorPlugin {
|
|
|
|
OBJ_TYPE( ShaderEditorPlugin, EditorPlugin );
|
|
|
|
bool _2d;
|
|
ShaderEditor *shader_editor;
|
|
EditorNode *editor;
|
|
public:
|
|
|
|
virtual String get_name() const { return "Shader"; }
|
|
bool has_main_screen() const { return false; }
|
|
virtual void edit(Object *p_node);
|
|
virtual bool handles(Object *p_node) const;
|
|
virtual void make_visible(bool p_visible);
|
|
virtual void selected_notify();
|
|
|
|
Dictionary get_state() const;
|
|
virtual void set_state(const Dictionary& p_state);
|
|
virtual void clear();
|
|
|
|
virtual void save_external_data();
|
|
virtual void apply_changes();
|
|
|
|
ShaderEditorPlugin(EditorNode *p_node,bool p_2d);
|
|
~ShaderEditorPlugin();
|
|
|
|
};
|
|
#endif
|