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- /**************************************************************************/
- /* shader_editor_plugin.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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 "editor/code_editor.h"
- #include "editor/editor_plugin.h"
- #include "scene/gui/margin_container.h"
- #include "scene/gui/menu_button.h"
- #include "scene/gui/tab_container.h"
- #include "scene/gui/text_edit.h"
- #include "scene/main/timer.h"
- #include "scene/resources/shader.h"
- #include "servers/visual/shader_language.h"
- class ShaderTextEditor : public CodeTextEditor {
- GDCLASS(ShaderTextEditor, CodeTextEditor);
- Ref<Shader> shader;
- void _check_shader_mode();
- protected:
- static void _bind_methods();
- virtual void _load_theme_settings();
- virtual void _code_complete_script(const String &p_code, List<ScriptCodeCompletionOption> *r_options);
- public:
- virtual void _validate_script();
- void reload_text();
- Ref<Shader> get_edited_shader() const;
- void set_edited_shader(const Ref<Shader> &p_shader);
- ShaderTextEditor();
- };
- class ShaderEditor : public MarginContainer {
- GDCLASS(ShaderEditor, MarginContainer);
- enum {
- EDIT_UNDO,
- EDIT_REDO,
- EDIT_CUT,
- EDIT_COPY,
- EDIT_PASTE,
- EDIT_SELECT_ALL,
- EDIT_MOVE_LINE_UP,
- EDIT_MOVE_LINE_DOWN,
- EDIT_INDENT_LEFT,
- EDIT_INDENT_RIGHT,
- EDIT_DELETE_LINE,
- EDIT_DUPLICATE_SELECTION,
- EDIT_TOGGLE_COMMENT,
- EDIT_COMPLETE,
- SEARCH_FIND,
- SEARCH_FIND_NEXT,
- SEARCH_FIND_PREV,
- SEARCH_REPLACE,
- SEARCH_GOTO_LINE,
- BOOKMARK_TOGGLE,
- BOOKMARK_GOTO_NEXT,
- BOOKMARK_GOTO_PREV,
- BOOKMARK_REMOVE_ALL,
- HELP_DOCS,
- };
- MenuButton *edit_menu;
- MenuButton *search_menu;
- PopupMenu *bookmarks_menu;
- MenuButton *help_menu;
- PopupMenu *context_menu;
- uint64_t idle;
- GotoLineDialog *goto_line_dialog;
- ConfirmationDialog *erase_tab_confirm;
- ConfirmationDialog *disk_changed;
- ShaderTextEditor *shader_editor;
- void _menu_option(int p_option);
- void _params_changed();
- mutable Ref<Shader> shader;
- void _editor_settings_changed();
- void _check_for_external_edit();
- void _reload_shader_from_disk();
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- void _make_context_menu(bool p_selection, Vector2 p_position);
- void _text_edit_gui_input(const Ref<InputEvent> &ev);
- void _update_bookmark_list();
- void _bookmark_item_pressed(int p_idx);
- public:
- void apply_shaders();
- void ensure_select_current();
- void edit(const Ref<Shader> &p_shader);
- void goto_line_selection(int p_line, int p_begin, int p_end);
- virtual Size2 get_minimum_size() const { return Size2(0, 200); }
- void save_external_data(const String &p_str = "");
- ShaderEditor(EditorNode *p_node);
- };
- class ShaderEditorPlugin : public EditorPlugin {
- GDCLASS(ShaderEditorPlugin, EditorPlugin);
- bool _2d;
- ShaderEditor *shader_editor;
- EditorNode *editor;
- Button *button;
- public:
- virtual String get_name() const { return "Shader"; }
- bool has_main_screen() const { return false; }
- virtual void edit(Object *p_object);
- virtual bool handles(Object *p_object) const;
- virtual void make_visible(bool p_visible);
- virtual void selected_notify();
- ShaderEditor *get_shader_editor() const { return shader_editor; }
- virtual void save_external_data();
- virtual void apply_changes();
- ShaderEditorPlugin(EditorNode *p_node);
- ~ShaderEditorPlugin();
- };
- #endif // SHADER_EDITOR_PLUGIN_H
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