1 | /**************************************************************************/ |
2 | /* shader_editor_plugin.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "shader_editor_plugin.h" |
32 | |
33 | #include "editor/editor_command_palette.h" |
34 | #include "editor/editor_node.h" |
35 | #include "editor/editor_scale.h" |
36 | #include "editor/editor_string_names.h" |
37 | #include "editor/editor_undo_redo_manager.h" |
38 | #include "editor/filesystem_dock.h" |
39 | #include "editor/inspector_dock.h" |
40 | #include "editor/plugins/text_shader_editor.h" |
41 | #include "editor/plugins/visual_shader_editor_plugin.h" |
42 | #include "editor/shader_create_dialog.h" |
43 | #include "editor/window_wrapper.h" |
44 | #include "scene/gui/item_list.h" |
45 | #include "scene/gui/texture_rect.h" |
46 | |
47 | void ShaderEditorPlugin::_update_shader_list() { |
48 | shader_list->clear(); |
49 | for (EditedShader &edited_shader : edited_shaders) { |
50 | Ref<Resource> shader = edited_shader.shader; |
51 | if (shader.is_null()) { |
52 | shader = edited_shader.shader_inc; |
53 | } |
54 | |
55 | String path = shader->get_path(); |
56 | String text = path.get_file(); |
57 | if (text.is_empty()) { |
58 | // This appears for newly created built-in shaders before saving the scene. |
59 | text = TTR("[unsaved]" ); |
60 | } else if (shader->is_built_in()) { |
61 | const String &shader_name = shader->get_name(); |
62 | if (!shader_name.is_empty()) { |
63 | text = vformat("%s (%s)" , shader_name, text.get_slice("::" , 0)); |
64 | } |
65 | } |
66 | |
67 | bool unsaved = false; |
68 | if (edited_shader.shader_editor) { |
69 | unsaved = edited_shader.shader_editor->is_unsaved(); |
70 | } |
71 | // TODO: Handle visual shaders too. |
72 | |
73 | if (unsaved) { |
74 | text += "(*)" ; |
75 | } |
76 | |
77 | String _class = shader->get_class(); |
78 | if (!shader_list->has_theme_icon(_class, EditorStringName(EditorIcons))) { |
79 | _class = "TextFile" ; |
80 | } |
81 | Ref<Texture2D> icon = shader_list->get_editor_theme_icon(_class); |
82 | |
83 | shader_list->add_item(text, icon); |
84 | shader_list->set_item_tooltip(shader_list->get_item_count() - 1, path); |
85 | } |
86 | |
87 | if (shader_tabs->get_tab_count()) { |
88 | shader_list->select(shader_tabs->get_current_tab()); |
89 | } |
90 | |
91 | for (int i = FILE_SAVE; i < FILE_MAX; i++) { |
92 | file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.is_empty()); |
93 | } |
94 | |
95 | _update_shader_list_status(); |
96 | } |
97 | |
98 | void ShaderEditorPlugin::_update_shader_list_status() { |
99 | for (int i = 0; i < shader_list->get_item_count(); i++) { |
100 | TextShaderEditor *se = Object::cast_to<TextShaderEditor>(shader_tabs->get_tab_control(i)); |
101 | if (se) { |
102 | if (se->was_compilation_successful()) { |
103 | shader_list->set_item_tag_icon(i, Ref<Texture2D>()); |
104 | } else { |
105 | shader_list->set_item_tag_icon(i, shader_list->get_editor_theme_icon(SNAME("Error" ))); |
106 | } |
107 | } |
108 | } |
109 | } |
110 | |
111 | void ShaderEditorPlugin::_move_shader_tab(int p_from, int p_to) { |
112 | if (p_from == p_to) { |
113 | return; |
114 | } |
115 | EditedShader es = edited_shaders[p_from]; |
116 | edited_shaders.remove_at(p_from); |
117 | edited_shaders.insert(p_to, es); |
118 | shader_tabs->move_child(shader_tabs->get_tab_control(p_from), p_to); |
119 | _update_shader_list(); |
120 | } |
121 | |
122 | void ShaderEditorPlugin::edit(Object *p_object) { |
123 | if (!p_object) { |
124 | return; |
125 | } |
126 | |
127 | EditedShader es; |
128 | |
129 | ShaderInclude *si = Object::cast_to<ShaderInclude>(p_object); |
130 | if (si != nullptr) { |
131 | for (uint32_t i = 0; i < edited_shaders.size(); i++) { |
132 | if (edited_shaders[i].shader_inc.ptr() == si) { |
133 | shader_tabs->set_current_tab(i); |
134 | shader_list->select(i); |
135 | return; |
136 | } |
137 | } |
138 | es.shader_inc = Ref<ShaderInclude>(si); |
139 | es.shader_editor = memnew(TextShaderEditor); |
140 | es.shader_editor->edit(si); |
141 | shader_tabs->add_child(es.shader_editor); |
142 | es.shader_editor->connect("validation_changed" , callable_mp(this, &ShaderEditorPlugin::_update_shader_list)); |
143 | } else { |
144 | Shader *s = Object::cast_to<Shader>(p_object); |
145 | for (uint32_t i = 0; i < edited_shaders.size(); i++) { |
146 | if (edited_shaders[i].shader.ptr() == s) { |
147 | shader_tabs->set_current_tab(i); |
148 | shader_list->select(i); |
149 | return; |
150 | } |
151 | } |
152 | es.shader = Ref<Shader>(s); |
153 | Ref<VisualShader> vs = es.shader; |
154 | if (vs.is_valid()) { |
155 | es.visual_shader_editor = memnew(VisualShaderEditor); |
156 | shader_tabs->add_child(es.visual_shader_editor); |
157 | es.visual_shader_editor->edit(vs.ptr()); |
158 | } else { |
159 | es.shader_editor = memnew(TextShaderEditor); |
160 | shader_tabs->add_child(es.shader_editor); |
161 | es.shader_editor->edit(s); |
162 | es.shader_editor->connect("validation_changed" , callable_mp(this, &ShaderEditorPlugin::_update_shader_list)); |
163 | } |
164 | } |
165 | |
166 | shader_tabs->set_current_tab(shader_tabs->get_tab_count() - 1); |
167 | edited_shaders.push_back(es); |
168 | _update_shader_list(); |
169 | } |
170 | |
171 | bool ShaderEditorPlugin::handles(Object *p_object) const { |
172 | return Object::cast_to<Shader>(p_object) != nullptr || Object::cast_to<ShaderInclude>(p_object) != nullptr; |
173 | } |
174 | |
175 | void ShaderEditorPlugin::make_visible(bool p_visible) { |
176 | if (p_visible) { |
177 | EditorNode::get_singleton()->make_bottom_panel_item_visible(window_wrapper); |
178 | } |
179 | } |
180 | |
181 | void ShaderEditorPlugin::selected_notify() { |
182 | } |
183 | |
184 | TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) { |
185 | for (EditedShader &edited_shader : edited_shaders) { |
186 | if (edited_shader.shader == p_for_shader) { |
187 | return edited_shader.shader_editor; |
188 | } |
189 | } |
190 | return nullptr; |
191 | } |
192 | |
193 | VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) { |
194 | for (EditedShader &edited_shader : edited_shaders) { |
195 | if (edited_shader.shader == p_for_shader) { |
196 | return edited_shader.visual_shader_editor; |
197 | } |
198 | } |
199 | return nullptr; |
200 | } |
201 | |
202 | void ShaderEditorPlugin::set_window_layout(Ref<ConfigFile> p_layout) { |
203 | if (EDITOR_GET("interface/multi_window/restore_windows_on_load" ) && window_wrapper->is_window_available() && p_layout->has_section_key("ShaderEditor" , "window_rect" )) { |
204 | window_wrapper->restore_window_from_saved_position( |
205 | p_layout->get_value("ShaderEditor" , "window_rect" , Rect2i()), |
206 | p_layout->get_value("ShaderEditor" , "window_screen" , -1), |
207 | p_layout->get_value("ShaderEditor" , "window_screen_rect" , Rect2i())); |
208 | } else { |
209 | window_wrapper->set_window_enabled(false); |
210 | } |
211 | |
212 | if (!bool(EDITOR_GET("editors/shader_editor/behavior/files/restore_shaders_on_load" ))) { |
213 | return; |
214 | } |
215 | if (!p_layout->has_section("ShaderEditor" )) { |
216 | return; |
217 | } |
218 | if (!p_layout->has_section_key("ShaderEditor" , "open_shaders" ) || |
219 | !p_layout->has_section_key("ShaderEditor" , "selected_shader" )) { |
220 | return; |
221 | } |
222 | |
223 | Array shaders = p_layout->get_value("ShaderEditor" , "open_shaders" ); |
224 | int selected_shader_idx = 0; |
225 | String selected_shader = p_layout->get_value("ShaderEditor" , "selected_shader" ); |
226 | for (int i = 0; i < shaders.size(); i++) { |
227 | String path = shaders[i]; |
228 | Ref<Resource> res = ResourceLoader::load(path); |
229 | if (res.is_valid()) { |
230 | edit(res.ptr()); |
231 | } |
232 | if (selected_shader == path) { |
233 | selected_shader_idx = i; |
234 | } |
235 | } |
236 | |
237 | if (p_layout->has_section_key("ShaderEditor" , "split_offset" )) { |
238 | main_split->set_split_offset(p_layout->get_value("ShaderEditor" , "split_offset" )); |
239 | } |
240 | |
241 | _update_shader_list(); |
242 | _shader_selected(selected_shader_idx); |
243 | } |
244 | |
245 | void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) { |
246 | if (window_wrapper->get_window_enabled()) { |
247 | p_layout->set_value("ShaderEditor" , "window_rect" , window_wrapper->get_window_rect()); |
248 | int screen = window_wrapper->get_window_screen(); |
249 | p_layout->set_value("ShaderEditor" , "window_screen" , screen); |
250 | p_layout->set_value("ShaderEditor" , "window_screen_rect" , DisplayServer::get_singleton()->screen_get_usable_rect(screen)); |
251 | |
252 | } else { |
253 | if (p_layout->has_section_key("ShaderEditor" , "window_rect" )) { |
254 | p_layout->erase_section_key("ShaderEditor" , "window_rect" ); |
255 | } |
256 | if (p_layout->has_section_key("ShaderEditor" , "window_screen" )) { |
257 | p_layout->erase_section_key("ShaderEditor" , "window_screen" ); |
258 | } |
259 | if (p_layout->has_section_key("ShaderEditor" , "window_screen_rect" )) { |
260 | p_layout->erase_section_key("ShaderEditor" , "window_screen_rect" ); |
261 | } |
262 | } |
263 | |
264 | Array shaders; |
265 | String selected_shader; |
266 | for (int i = 0; i < shader_tabs->get_tab_count(); i++) { |
267 | EditedShader edited_shader = edited_shaders[i]; |
268 | if (edited_shader.shader_editor || edited_shader.visual_shader_editor) { |
269 | String shader_path; |
270 | if (edited_shader.shader.is_valid()) { |
271 | shader_path = edited_shader.shader->get_path(); |
272 | } else { |
273 | DEV_ASSERT(edited_shader.shader_inc.is_valid()); |
274 | shader_path = edited_shader.shader_inc->get_path(); |
275 | } |
276 | shaders.push_back(shader_path); |
277 | |
278 | TextShaderEditor *shader_editor = Object::cast_to<TextShaderEditor>(shader_tabs->get_current_tab_control()); |
279 | VisualShaderEditor *visual_shader_editor = Object::cast_to<VisualShaderEditor>(shader_tabs->get_current_tab_control()); |
280 | |
281 | if ((shader_editor && edited_shader.shader_editor == shader_editor) || (visual_shader_editor && edited_shader.visual_shader_editor == visual_shader_editor)) { |
282 | selected_shader = shader_path; |
283 | } |
284 | } |
285 | } |
286 | p_layout->set_value("ShaderEditor" , "open_shaders" , shaders); |
287 | p_layout->set_value("ShaderEditor" , "split_offset" , main_split->get_split_offset()); |
288 | p_layout->set_value("ShaderEditor" , "selected_shader" , selected_shader); |
289 | } |
290 | |
291 | String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const { |
292 | if (!p_for_scene.is_empty()) { |
293 | // TODO: handle built-in shaders. |
294 | return String(); |
295 | } |
296 | |
297 | // TODO: This should also include visual shaders and shader includes, but save_external_data() doesn't seem to save them... |
298 | PackedStringArray unsaved_shaders; |
299 | for (uint32_t i = 0; i < edited_shaders.size(); i++) { |
300 | if (edited_shaders[i].shader_editor) { |
301 | if (edited_shaders[i].shader_editor->is_unsaved()) { |
302 | if (unsaved_shaders.is_empty()) { |
303 | unsaved_shaders.append(TTR("Save changes to the following shaders(s) before quitting?" )); |
304 | } |
305 | unsaved_shaders.append(edited_shaders[i].shader_editor->get_name()); |
306 | } |
307 | } |
308 | } |
309 | return String("\n" ).join(unsaved_shaders); |
310 | } |
311 | |
312 | void ShaderEditorPlugin::save_external_data() { |
313 | for (EditedShader &edited_shader : edited_shaders) { |
314 | if (edited_shader.shader_editor) { |
315 | edited_shader.shader_editor->save_external_data(); |
316 | } |
317 | } |
318 | _update_shader_list(); |
319 | } |
320 | |
321 | void ShaderEditorPlugin::apply_changes() { |
322 | for (EditedShader &edited_shader : edited_shaders) { |
323 | if (edited_shader.shader_editor) { |
324 | edited_shader.shader_editor->apply_shaders(); |
325 | } |
326 | } |
327 | } |
328 | |
329 | void ShaderEditorPlugin::_shader_selected(int p_index) { |
330 | if (p_index >= (int)edited_shaders.size()) { |
331 | return; |
332 | } |
333 | |
334 | if (edited_shaders[p_index].shader_editor) { |
335 | edited_shaders[p_index].shader_editor->validate_script(); |
336 | } |
337 | shader_tabs->set_current_tab(p_index); |
338 | shader_list->select(p_index); |
339 | } |
340 | |
341 | void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) { |
342 | if (p_mouse_button_index == MouseButton::MIDDLE) { |
343 | _close_shader(p_item); |
344 | } |
345 | } |
346 | |
347 | void ShaderEditorPlugin::_close_shader(int p_index) { |
348 | ERR_FAIL_INDEX(p_index, shader_tabs->get_tab_count()); |
349 | Control *c = shader_tabs->get_tab_control(p_index); |
350 | memdelete(c); |
351 | edited_shaders.remove_at(p_index); |
352 | _update_shader_list(); |
353 | EditorUndoRedoManager::get_singleton()->clear_history(); // To prevent undo on deleted graphs. |
354 | } |
355 | |
356 | void ShaderEditorPlugin::_close_builtin_shaders_from_scene(const String &p_scene) { |
357 | for (uint32_t i = 0; i < edited_shaders.size();) { |
358 | Ref<Shader> &shader = edited_shaders[i].shader; |
359 | if (shader.is_valid()) { |
360 | if (shader->is_built_in() && shader->get_path().begins_with(p_scene)) { |
361 | _close_shader(i); |
362 | continue; |
363 | } |
364 | } |
365 | Ref<ShaderInclude> &include = edited_shaders[i].shader_inc; |
366 | if (include.is_valid()) { |
367 | if (include->is_built_in() && include->get_path().begins_with(p_scene)) { |
368 | _close_shader(i); |
369 | continue; |
370 | } |
371 | } |
372 | i++; |
373 | } |
374 | } |
375 | |
376 | void ShaderEditorPlugin::_resource_saved(Object *obj) { |
377 | // May have been renamed on save. |
378 | for (EditedShader &edited_shader : edited_shaders) { |
379 | if (edited_shader.shader.ptr() == obj) { |
380 | _update_shader_list(); |
381 | return; |
382 | } |
383 | } |
384 | } |
385 | |
386 | void ShaderEditorPlugin::(int p_index) { |
387 | switch (p_index) { |
388 | case FILE_NEW: { |
389 | String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir(); |
390 | shader_create_dialog->config(base_path.path_join("new_shader" ), false, false, 0); |
391 | shader_create_dialog->popup_centered(); |
392 | } break; |
393 | case FILE_NEW_INCLUDE: { |
394 | String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir(); |
395 | shader_create_dialog->config(base_path.path_join("new_shader" ), false, false, 2); |
396 | shader_create_dialog->popup_centered(); |
397 | } break; |
398 | case FILE_OPEN: { |
399 | InspectorDock::get_singleton()->open_resource("Shader" ); |
400 | } break; |
401 | case FILE_OPEN_INCLUDE: { |
402 | InspectorDock::get_singleton()->open_resource("ShaderInclude" ); |
403 | } break; |
404 | case FILE_SAVE: { |
405 | int index = shader_tabs->get_current_tab(); |
406 | ERR_FAIL_INDEX(index, shader_tabs->get_tab_count()); |
407 | TextShaderEditor *editor = edited_shaders[index].shader_editor; |
408 | if (editor && editor->get_trim_trailing_whitespace_on_save()) { |
409 | editor->trim_trailing_whitespace(); |
410 | } |
411 | if (edited_shaders[index].shader.is_valid()) { |
412 | EditorNode::get_singleton()->save_resource(edited_shaders[index].shader); |
413 | } else { |
414 | EditorNode::get_singleton()->save_resource(edited_shaders[index].shader_inc); |
415 | } |
416 | if (editor) { |
417 | editor->tag_saved_version(); |
418 | } |
419 | } break; |
420 | case FILE_SAVE_AS: { |
421 | int index = shader_tabs->get_current_tab(); |
422 | ERR_FAIL_INDEX(index, shader_tabs->get_tab_count()); |
423 | TextShaderEditor *editor = edited_shaders[index].shader_editor; |
424 | if (editor && editor->get_trim_trailing_whitespace_on_save()) { |
425 | editor->trim_trailing_whitespace(); |
426 | } |
427 | String path; |
428 | if (edited_shaders[index].shader.is_valid()) { |
429 | path = edited_shaders[index].shader->get_path(); |
430 | if (!path.is_resource_file()) { |
431 | path = "" ; |
432 | } |
433 | EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader, path); |
434 | } else { |
435 | path = edited_shaders[index].shader_inc->get_path(); |
436 | if (!path.is_resource_file()) { |
437 | path = "" ; |
438 | } |
439 | EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader_inc, path); |
440 | } |
441 | if (editor) { |
442 | editor->tag_saved_version(); |
443 | } |
444 | } break; |
445 | case FILE_INSPECT: { |
446 | int index = shader_tabs->get_current_tab(); |
447 | ERR_FAIL_INDEX(index, shader_tabs->get_tab_count()); |
448 | if (edited_shaders[index].shader.is_valid()) { |
449 | EditorNode::get_singleton()->push_item(edited_shaders[index].shader.ptr()); |
450 | } else { |
451 | EditorNode::get_singleton()->push_item(edited_shaders[index].shader_inc.ptr()); |
452 | } |
453 | } break; |
454 | case FILE_CLOSE: { |
455 | _close_shader(shader_tabs->get_current_tab()); |
456 | } break; |
457 | } |
458 | } |
459 | |
460 | void ShaderEditorPlugin::_shader_created(Ref<Shader> p_shader) { |
461 | EditorNode::get_singleton()->push_item(p_shader.ptr()); |
462 | } |
463 | |
464 | void ShaderEditorPlugin::_shader_include_created(Ref<ShaderInclude> p_shader_inc) { |
465 | EditorNode::get_singleton()->push_item(p_shader_inc.ptr()); |
466 | } |
467 | |
468 | Variant ShaderEditorPlugin::get_drag_data_fw(const Point2 &p_point, Control *p_from) { |
469 | if (shader_list->get_item_count() == 0) { |
470 | return Variant(); |
471 | } |
472 | |
473 | int idx = shader_list->get_item_at_position(p_point); |
474 | if (idx < 0) { |
475 | return Variant(); |
476 | } |
477 | |
478 | HBoxContainer *drag_preview = memnew(HBoxContainer); |
479 | String preview_name = shader_list->get_item_text(idx); |
480 | Ref<Texture2D> preview_icon = shader_list->get_item_icon(idx); |
481 | |
482 | if (!preview_icon.is_null()) { |
483 | TextureRect *tf = memnew(TextureRect); |
484 | tf->set_texture(preview_icon); |
485 | tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED); |
486 | drag_preview->add_child(tf); |
487 | } |
488 | Label *label = memnew(Label(preview_name)); |
489 | drag_preview->add_child(label); |
490 | main_split->set_drag_preview(drag_preview); |
491 | |
492 | Dictionary drag_data; |
493 | drag_data["type" ] = "shader_list_element" ; |
494 | drag_data["shader_list_element" ] = idx; |
495 | |
496 | return drag_data; |
497 | } |
498 | |
499 | bool ShaderEditorPlugin::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const { |
500 | Dictionary d = p_data; |
501 | if (!d.has("type" )) { |
502 | return false; |
503 | } |
504 | |
505 | if (String(d["type" ]) == "shader_list_element" ) { |
506 | return true; |
507 | } |
508 | |
509 | if (String(d["type" ]) == "files" ) { |
510 | Vector<String> files = d["files" ]; |
511 | |
512 | if (files.size() == 0) { |
513 | return false; |
514 | } |
515 | |
516 | for (int i = 0; i < files.size(); i++) { |
517 | String file = files[i]; |
518 | if (ResourceLoader::exists(file, "Shader" )) { |
519 | Ref<Shader> shader = ResourceLoader::load(file); |
520 | if (shader.is_valid()) { |
521 | return true; |
522 | } |
523 | } |
524 | if (ResourceLoader::exists(file, "ShaderInclude" )) { |
525 | Ref<ShaderInclude> sinclude = ResourceLoader::load(file); |
526 | if (sinclude.is_valid()) { |
527 | return true; |
528 | } |
529 | } |
530 | } |
531 | return false; |
532 | } |
533 | |
534 | return false; |
535 | } |
536 | |
537 | void ShaderEditorPlugin::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) { |
538 | if (!can_drop_data_fw(p_point, p_data, p_from)) { |
539 | return; |
540 | } |
541 | |
542 | Dictionary d = p_data; |
543 | if (!d.has("type" )) { |
544 | return; |
545 | } |
546 | |
547 | if (String(d["type" ]) == "shader_list_element" ) { |
548 | int idx = d["shader_list_element" ]; |
549 | int new_idx = shader_list->get_item_at_position(p_point); |
550 | _move_shader_tab(idx, new_idx); |
551 | return; |
552 | } |
553 | |
554 | if (String(d["type" ]) == "files" ) { |
555 | Vector<String> files = d["files" ]; |
556 | |
557 | for (int i = 0; i < files.size(); i++) { |
558 | String file = files[i]; |
559 | Ref<Resource> res; |
560 | if (ResourceLoader::exists(file, "Shader" ) || ResourceLoader::exists(file, "ShaderInclude" )) { |
561 | res = ResourceLoader::load(file); |
562 | } |
563 | if (res.is_valid()) { |
564 | edit(res.ptr()); |
565 | } |
566 | } |
567 | } |
568 | } |
569 | |
570 | void ShaderEditorPlugin::_window_changed(bool p_visible) { |
571 | make_floating->set_visible(!p_visible); |
572 | } |
573 | |
574 | void ShaderEditorPlugin::_notification(int p_what) { |
575 | switch (p_what) { |
576 | case NOTIFICATION_READY: { |
577 | EditorNode::get_singleton()->connect("scene_closed" , callable_mp(this, &ShaderEditorPlugin::_close_builtin_shaders_from_scene)); |
578 | } break; |
579 | } |
580 | } |
581 | |
582 | ShaderEditorPlugin::ShaderEditorPlugin() { |
583 | window_wrapper = memnew(WindowWrapper); |
584 | window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine" ), TTR("Shader Editor" ))); |
585 | window_wrapper->set_margins_enabled(true); |
586 | |
587 | main_split = memnew(HSplitContainer); |
588 | Ref<Shortcut> make_floating_shortcut = ED_SHORTCUT_AND_COMMAND("shader_editor/make_floating" , TTR("Make Floating" )); |
589 | window_wrapper->set_wrapped_control(main_split, make_floating_shortcut); |
590 | |
591 | VBoxContainer *vb = memnew(VBoxContainer); |
592 | |
593 | HBoxContainer * = memnew(HBoxContainer); |
594 | vb->add_child(menu_hb); |
595 | file_menu = memnew(MenuButton); |
596 | file_menu->set_text(TTR("File" )); |
597 | file_menu->get_popup()->add_item(TTR("New Shader" ), FILE_NEW); |
598 | file_menu->get_popup()->add_item(TTR("New Shader Include" ), FILE_NEW_INCLUDE); |
599 | file_menu->get_popup()->add_separator(); |
600 | file_menu->get_popup()->add_item(TTR("Load Shader File" ), FILE_OPEN); |
601 | file_menu->get_popup()->add_item(TTR("Load Shader Include File" ), FILE_OPEN_INCLUDE); |
602 | file_menu->get_popup()->add_item(TTR("Save File" ), FILE_SAVE); |
603 | file_menu->get_popup()->add_item(TTR("Save File As" ), FILE_SAVE_AS); |
604 | file_menu->get_popup()->add_separator(); |
605 | file_menu->get_popup()->add_item(TTR("Open File in Inspector" ), FILE_INSPECT); |
606 | file_menu->get_popup()->add_separator(); |
607 | file_menu->get_popup()->add_item(TTR("Close File" ), FILE_CLOSE); |
608 | file_menu->get_popup()->connect("id_pressed" , callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed)); |
609 | menu_hb->add_child(file_menu); |
610 | |
611 | for (int i = FILE_SAVE; i < FILE_MAX; i++) { |
612 | file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), true); |
613 | } |
614 | |
615 | if (window_wrapper->is_window_available()) { |
616 | Control *padding = memnew(Control); |
617 | padding->set_h_size_flags(Control::SIZE_EXPAND_FILL); |
618 | menu_hb->add_child(padding); |
619 | |
620 | make_floating = memnew(ScreenSelect); |
621 | make_floating->set_flat(true); |
622 | make_floating->set_tooltip_text(TTR("Make the shader editor floating." )); |
623 | make_floating->connect("request_open_in_screen" , callable_mp(window_wrapper, &WindowWrapper::enable_window_on_screen).bind(true)); |
624 | |
625 | menu_hb->add_child(make_floating); |
626 | window_wrapper->connect("window_visibility_changed" , callable_mp(this, &ShaderEditorPlugin::_window_changed)); |
627 | } |
628 | |
629 | shader_list = memnew(ItemList); |
630 | shader_list->set_v_size_flags(Control::SIZE_EXPAND_FILL); |
631 | vb->add_child(shader_list); |
632 | shader_list->connect("item_selected" , callable_mp(this, &ShaderEditorPlugin::_shader_selected)); |
633 | shader_list->connect("item_clicked" , callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked)); |
634 | SET_DRAG_FORWARDING_GCD(shader_list, ShaderEditorPlugin); |
635 | |
636 | main_split->add_child(vb); |
637 | vb->set_custom_minimum_size(Size2(200, 300) * EDSCALE); |
638 | |
639 | shader_tabs = memnew(TabContainer); |
640 | shader_tabs->set_tabs_visible(false); |
641 | shader_tabs->set_h_size_flags(Control::SIZE_EXPAND_FILL); |
642 | main_split->add_child(shader_tabs); |
643 | Ref<StyleBoxEmpty> empty; |
644 | empty.instantiate(); |
645 | shader_tabs->add_theme_style_override("panel" , empty); |
646 | |
647 | button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Shader Editor" ), window_wrapper); |
648 | |
649 | // Defer connect because Editor class is not in the binding system yet. |
650 | EditorNode::get_singleton()->call_deferred("connect" , "resource_saved" , callable_mp(this, &ShaderEditorPlugin::_resource_saved), CONNECT_DEFERRED); |
651 | |
652 | shader_create_dialog = memnew(ShaderCreateDialog); |
653 | vb->add_child(shader_create_dialog); |
654 | shader_create_dialog->connect("shader_created" , callable_mp(this, &ShaderEditorPlugin::_shader_created)); |
655 | shader_create_dialog->connect("shader_include_created" , callable_mp(this, &ShaderEditorPlugin::_shader_include_created)); |
656 | } |
657 | |
658 | ShaderEditorPlugin::~ShaderEditorPlugin() { |
659 | } |
660 | |