1 | /**************************************************************************/ |
2 | /* shader_editor_plugin.h */ |
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 | #ifndef SHADER_EDITOR_PLUGIN_H |
32 | #define SHADER_EDITOR_PLUGIN_H |
33 | |
34 | #include "editor/editor_plugin.h" |
35 | |
36 | class HSplitContainer; |
37 | class ItemList; |
38 | class ; |
39 | class ShaderCreateDialog; |
40 | class TabContainer; |
41 | class TextShaderEditor; |
42 | class VisualShaderEditor; |
43 | class WindowWrapper; |
44 | |
45 | class ShaderEditorPlugin : public EditorPlugin { |
46 | GDCLASS(ShaderEditorPlugin, EditorPlugin); |
47 | |
48 | struct EditedShader { |
49 | Ref<Shader> shader; |
50 | Ref<ShaderInclude> shader_inc; |
51 | TextShaderEditor *shader_editor = nullptr; |
52 | VisualShaderEditor *visual_shader_editor = nullptr; |
53 | }; |
54 | |
55 | LocalVector<EditedShader> edited_shaders; |
56 | |
57 | // Always valid operations come first in the enum, file-specific ones |
58 | // should go after FILE_SAVE which is used to build the menu accordingly. |
59 | enum { |
60 | FILE_NEW, |
61 | FILE_NEW_INCLUDE, |
62 | FILE_OPEN, |
63 | FILE_OPEN_INCLUDE, |
64 | FILE_SAVE, |
65 | FILE_SAVE_AS, |
66 | FILE_INSPECT, |
67 | FILE_CLOSE, |
68 | FILE_MAX |
69 | }; |
70 | |
71 | HSplitContainer *main_split = nullptr; |
72 | ItemList *shader_list = nullptr; |
73 | TabContainer *shader_tabs = nullptr; |
74 | |
75 | Button *button = nullptr; |
76 | MenuButton * = nullptr; |
77 | |
78 | WindowWrapper *window_wrapper = nullptr; |
79 | Button *make_floating = nullptr; |
80 | |
81 | ShaderCreateDialog *shader_create_dialog = nullptr; |
82 | |
83 | void _update_shader_list(); |
84 | void _shader_selected(int p_index); |
85 | void _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index); |
86 | void (int p_index); |
87 | void _resource_saved(Object *obj); |
88 | void _close_shader(int p_index); |
89 | void _close_builtin_shaders_from_scene(const String &p_scene); |
90 | |
91 | void _shader_created(Ref<Shader> p_shader); |
92 | void _shader_include_created(Ref<ShaderInclude> p_shader_inc); |
93 | void _update_shader_list_status(); |
94 | void _move_shader_tab(int p_from, int p_to); |
95 | |
96 | Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); |
97 | bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; |
98 | void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); |
99 | |
100 | void _window_changed(bool p_visible); |
101 | |
102 | protected: |
103 | void _notification(int p_what); |
104 | |
105 | public: |
106 | virtual String get_name() const override { return "Shader" ; } |
107 | virtual void edit(Object *p_object) override; |
108 | virtual bool handles(Object *p_object) const override; |
109 | virtual void make_visible(bool p_visible) override; |
110 | virtual void selected_notify() override; |
111 | |
112 | TextShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader); |
113 | VisualShaderEditor *get_visual_shader_editor(const Ref<Shader> &p_for_shader); |
114 | |
115 | virtual void set_window_layout(Ref<ConfigFile> p_layout) override; |
116 | virtual void get_window_layout(Ref<ConfigFile> p_layout) override; |
117 | |
118 | virtual String get_unsaved_status(const String &p_for_scene) const override; |
119 | virtual void save_external_data() override; |
120 | virtual void apply_changes() override; |
121 | |
122 | ShaderEditorPlugin(); |
123 | ~ShaderEditorPlugin(); |
124 | }; |
125 | |
126 | #endif // SHADER_EDITOR_PLUGIN_H |
127 | |