1 /*************************************************************************/
2 /* shader_editor_plugin.cpp */
3 /*************************************************************************/
4 /* This file is part of: */
5 /* GODOT ENGINE */
6 /* https://godotengine.org */
7 /*************************************************************************/
8 /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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 #include "shader_editor_plugin.h"
31 #include "editor/editor_settings.h"
32
33 #include "editor/editor_node.h"
34 #include "editor/property_editor.h"
35 #include "io/resource_loader.h"
36 #include "io/resource_saver.h"
37 #include "os/keyboard.h"
38 #include "os/os.h"
39 #include "scene/resources/shader_graph.h"
40 #include "spatial_editor_plugin.h"
41
42 /*** SETTINGS EDITOR ****/
43
44 /*** SCRIPT EDITOR ****/
45
get_edited_shader() const46 Ref<Shader> ShaderTextEditor::get_edited_shader() const {
47
48 return shader;
49 }
set_edited_shader(const Ref<Shader> & p_shader,ShaderLanguage::ShaderType p_type)50 void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader, ShaderLanguage::ShaderType p_type) {
51
52 shader = p_shader;
53 type = p_type;
54
55 _load_theme_settings();
56
57 if (p_type == ShaderLanguage::SHADER_MATERIAL_LIGHT || p_type == ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT)
58 get_text_edit()->set_text(shader->get_light_code());
59 else if (p_type == ShaderLanguage::SHADER_MATERIAL_VERTEX || p_type == ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX)
60 get_text_edit()->set_text(shader->get_vertex_code());
61 else
62 get_text_edit()->set_text(shader->get_fragment_code());
63
64 _line_col_changed();
65 }
66
_load_theme_settings()67 void ShaderTextEditor::_load_theme_settings() {
68
69 get_text_edit()->clear_colors();
70
71 /* keyword color */
72
73 get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color", Color(0, 0, 0, 0)));
74 get_text_edit()->add_color_override("completion_background_color", EDITOR_DEF("text_editor/completion_background_color", Color(0, 0, 0, 0)));
75 get_text_edit()->add_color_override("completion_selected_color", EDITOR_DEF("text_editor/completion_selected_color", Color::html("434244")));
76 get_text_edit()->add_color_override("completion_existing_color", EDITOR_DEF("text_editor/completion_existing_color", Color::html("21dfdfdf")));
77 get_text_edit()->add_color_override("completion_scroll_color", EDITOR_DEF("text_editor/completion_scroll_color", Color::html("ffffff")));
78 get_text_edit()->add_color_override("completion_font_color", EDITOR_DEF("text_editor/completion_font_color", Color::html("aaaaaa")));
79 get_text_edit()->add_color_override("font_color", EDITOR_DEF("text_editor/text_color", Color(0, 0, 0)));
80 get_text_edit()->add_color_override("line_number_color", EDITOR_DEF("text_editor/line_number_color", Color(0, 0, 0)));
81 get_text_edit()->add_color_override("caret_color", EDITOR_DEF("text_editor/caret_color", Color(0, 0, 0)));
82 get_text_edit()->add_color_override("caret_background_color", EDITOR_DEF("text_editor/caret_background_color", Color(0, 0, 0)));
83 get_text_edit()->add_color_override("font_selected_color", EDITOR_DEF("text_editor/text_selected_color", Color(1, 1, 1)));
84 get_text_edit()->add_color_override("selection_color", EDITOR_DEF("text_editor/selection_color", Color(0.2, 0.2, 1)));
85 get_text_edit()->add_color_override("brace_mismatch_color", EDITOR_DEF("text_editor/brace_mismatch_color", Color(1, 0.2, 0.2)));
86 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)));
87 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)));
88 get_text_edit()->add_color_override("number_color", EDITOR_DEF("text_editor/number_color", Color(0.9, 0.6, 0.0, 2)));
89 get_text_edit()->add_color_override("function_color", EDITOR_DEF("text_editor/function_color", Color(0.4, 0.6, 0.8)));
90 get_text_edit()->add_color_override("member_variable_color", EDITOR_DEF("text_editor/member_variable_color", Color(0.9, 0.3, 0.3)));
91 get_text_edit()->add_color_override("mark_color", EDITOR_DEF("text_editor/mark_color", Color(1.0, 0.4, 0.4, 0.4)));
92 get_text_edit()->add_color_override("breakpoint_color", EDITOR_DEF("text_editor/breakpoint_color", Color(0.8, 0.8, 0.4, 0.2)));
93 get_text_edit()->add_color_override("search_result_color", EDITOR_DEF("text_editor/search_result_color", Color(0.05, 0.25, 0.05, 1)));
94 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)));
95
96 Color keyword_color = EDITOR_DEF("text_editor/keyword_color", Color(0.5, 0.0, 0.2));
97
98 List<String> keywords;
99 ShaderLanguage::get_keyword_list(type, &keywords);
100
101 for (List<String>::Element *E = keywords.front(); E; E = E->next()) {
102
103 get_text_edit()->add_keyword_color(E->get(), keyword_color);
104 }
105
106 //colorize core types
107 // Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
108
109 //colorize comments
110 Color comment_color = EDITOR_DEF("text_editor/comment_color", Color::hex(0x797e7eff));
111
112 get_text_edit()->add_color_region("/*", "*/", comment_color, false);
113 get_text_edit()->add_color_region("//", "", comment_color, false);
114
115 /*//colorize strings
116 Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
117
118 List<String> strings;
119 shader->get_shader_mode()->get_string_delimiters(&strings);
120
121 for (List<String>::Element *E=strings.front();E;E=E->next()) {
122
123 String string = E->get();
124 String beg = string.get_slice(" ",0);
125 String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
126 get_text_edit()->add_color_region(beg,end,string_color,end=="");
127 }*/
128
129 //colorize symbols
130 Color symbol_color = EDITOR_DEF("text_editor/symbol_color", Color::hex(0x005291ff));
131 get_text_edit()->set_symbol_color(symbol_color);
132 }
133
_validate_script()134 void ShaderTextEditor::_validate_script() {
135
136 String errortxt;
137 int line, col;
138
139 String code = get_text_edit()->get_text();
140 //List<StringName> params;
141 //shader->get_param_list(¶ms);
142
143 Error err = ShaderLanguage::compile(code, type, NULL, NULL, &errortxt, &line, &col);
144
145 if (err != OK) {
146 String error_text = "error(" + itos(line + 1) + "," + itos(col + 1) + "): " + errortxt;
147 set_error(error_text);
148 get_text_edit()->set_line_as_marked(line, true);
149
150 } else {
151 for (int i = 0; i < get_text_edit()->get_line_count(); i++)
152 get_text_edit()->set_line_as_marked(i, false);
153 set_error("");
154 }
155
156 emit_signal("script_changed");
157 }
158
_bind_methods()159 void ShaderTextEditor::_bind_methods() {
160
161 //ADD_SIGNAL( MethodInfo("script_changed") );
162 }
163
ShaderTextEditor()164 ShaderTextEditor::ShaderTextEditor() {
165 }
166
167 /*** SCRIPT EDITOR ******/
168
_menu_option(int p_option)169 void ShaderEditor::_menu_option(int p_option) {
170
171 ShaderTextEditor *current = tab_container->get_current_tab_control()->cast_to<ShaderTextEditor>();
172 if (!current)
173 return;
174
175 switch (p_option) {
176 case EDIT_UNDO: {
177
178 current->get_text_edit()->undo();
179 } break;
180 case EDIT_REDO: {
181 current->get_text_edit()->redo();
182
183 } break;
184 case EDIT_CUT: {
185
186 current->get_text_edit()->cut();
187 } break;
188 case EDIT_COPY: {
189 current->get_text_edit()->copy();
190
191 } break;
192 case EDIT_PASTE: {
193 current->get_text_edit()->paste();
194
195 } break;
196 case EDIT_SELECT_ALL: {
197
198 current->get_text_edit()->select_all();
199
200 } break;
201 case SEARCH_FIND: {
202
203 current->get_find_replace_bar()->popup_search();
204 } break;
205 case SEARCH_FIND_NEXT: {
206
207 current->get_find_replace_bar()->search_next();
208 } break;
209 case SEARCH_FIND_PREV: {
210
211 current->get_find_replace_bar()->search_prev();
212 } break;
213 case SEARCH_REPLACE: {
214
215 current->get_find_replace_bar()->popup_replace();
216 } break;
217 // case SEARCH_LOCATE_SYMBOL: {
218
219 // } break;
220 case SEARCH_GOTO_LINE: {
221
222 goto_line_dialog->popup_find_line(current->get_text_edit());
223 } break;
224 }
225 }
226
_tab_changed(int p_which)227 void ShaderEditor::_tab_changed(int p_which) {
228
229 ShaderTextEditor *shader_editor = tab_container->get_tab_control(p_which)->cast_to<ShaderTextEditor>();
230
231 if (shader_editor && is_inside_tree())
232 shader_editor->get_text_edit()->grab_focus();
233
234 ensure_select_current();
235 }
236
_notification(int p_what)237 void ShaderEditor::_notification(int p_what) {
238
239 if (p_what == NOTIFICATION_ENTER_TREE) {
240
241 close->set_normal_texture(get_icon("Close", "EditorIcons"));
242 close->set_hover_texture(get_icon("CloseHover", "EditorIcons"));
243 close->set_pressed_texture(get_icon("Close", "EditorIcons"));
244 close->connect("pressed", this, "_close_callback");
245 }
246 if (p_what == NOTIFICATION_DRAW) {
247
248 RID ci = get_canvas_item();
249 Ref<StyleBox> style = get_stylebox("panel", "Panel");
250 style->draw(ci, Rect2(Point2(), get_size()));
251 }
252 }
253
get_state() const254 Dictionary ShaderEditor::get_state() const {
255 #if 0
256 apply_shaders();
257
258 Dictionary state;
259
260 Array paths;
261 int open=-1;
262
263 for(int i=0;i<tab_container->get_child_count();i++) {
264
265 ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
266 if (!ste)
267 continue;
268
269
270 Ref<Shader> shader = ste->get_edited_shader();
271 if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
272
273 paths.push_back(shader->get_path());
274 } else {
275
276
277 const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
278 if (owner)
279 paths.push_back(owner->get_path());
280
281 }
282
283 if (i==tab_container->get_current_tab())
284 open=i;
285 }
286
287 if (paths.size())
288 state["sources"]=paths;
289 if (open!=-1)
290 state["current"]=open;
291
292
293 return state;
294 #endif
295 return Dictionary();
296 }
set_state(const Dictionary & p_state)297 void ShaderEditor::set_state(const Dictionary &p_state) {
298 #if 0
299 print_line("setting state..");
300 if (!p_state.has("sources"))
301 return; //bleh
302
303 Array sources = p_state["sources"];
304 for(int i=0;i<sources.size();i++) {
305
306 Variant source=sources[i];
307
308 Ref<Shader> shader;
309
310 if (source.get_type()==Variant::NODE_PATH) {
311
312 print_line("cain find owner at path "+String(source));
313 Node *owner=get_root_node()->get_node(source);
314 if (!owner)
315 continue;
316
317 shader = owner->get_shader();
318 } else if (source.get_type()==Variant::STRING) {
319
320 print_line("loading at path "+String(source));
321 shader = ResourceLoader::load(source,"Shader");
322 }
323
324 print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
325 if (shader.is_null()) //ah well..
326 continue;
327
328 get_scene()->get_root_node()->call("_resource_selected",shader);
329 }
330
331 if (p_state.has("current"))
332 tab_container->set_current_tab(p_state["current"]);
333 #endif
334 }
clear()335 void ShaderEditor::clear() {
336 }
337
_params_changed()338 void ShaderEditor::_params_changed() {
339
340 fragment_editor->_validate_script();
341 vertex_editor->_validate_script();
342 light_editor->_validate_script();
343 }
344
_editor_settings_changed()345 void ShaderEditor::_editor_settings_changed() {
346
347 vertex_editor->update_editor_settings();
348 fragment_editor->update_editor_settings();
349 light_editor->update_editor_settings();
350 }
351
_bind_methods()352 void ShaderEditor::_bind_methods() {
353
354 ObjectTypeDB::bind_method("_editor_settings_changed", &ShaderEditor::_editor_settings_changed);
355 ObjectTypeDB::bind_method("_tab_changed", &ShaderEditor::_tab_changed);
356 ObjectTypeDB::bind_method("_menu_option", &ShaderEditor::_menu_option);
357 ObjectTypeDB::bind_method("_params_changed", &ShaderEditor::_params_changed);
358 ObjectTypeDB::bind_method("_close_callback", &ShaderEditor::_close_callback);
359 ObjectTypeDB::bind_method("apply_shaders", &ShaderEditor::apply_shaders);
360 // ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
361 }
362
ensure_select_current()363 void ShaderEditor::ensure_select_current() {
364
365 /*
366 if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
367
368 ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
369 if (!ste)
370 return;
371 Ref<Shader> shader = ste->get_edited_shader();
372 get_scene()->get_root_node()->call("_resource_selected",shader);
373 }*/
374 }
375
edit(const Ref<Shader> & p_shader)376 void ShaderEditor::edit(const Ref<Shader> &p_shader) {
377
378 if (p_shader.is_null())
379 return;
380
381 shader = p_shader;
382
383 if (shader->get_mode() == Shader::MODE_MATERIAL) {
384 vertex_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_MATERIAL_VERTEX);
385 fragment_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
386 light_editor->set_edited_shader(shader, ShaderLanguage::SHADER_MATERIAL_LIGHT);
387 } else if (shader->get_mode() == Shader::MODE_CANVAS_ITEM) {
388
389 vertex_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX);
390 fragment_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT);
391 light_editor->set_edited_shader(shader, ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT);
392 }
393
394 //vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
395 // see if already has it
396 }
397
save_external_data()398 void ShaderEditor::save_external_data() {
399
400 if (shader.is_null())
401 return;
402 apply_shaders();
403
404 if (shader->get_path() != "" && shader->get_path().find("local://") == -1 && shader->get_path().find("::") == -1) {
405 //external shader, save it
406 ResourceSaver::save(shader->get_path(), shader);
407 }
408 }
409
apply_shaders()410 void ShaderEditor::apply_shaders() {
411
412 if (shader.is_valid()) {
413 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);
414 shader->set_edited(true);
415 }
416 }
417
_close_callback()418 void ShaderEditor::_close_callback() {
419
420 hide();
421 }
422
ShaderEditor()423 ShaderEditor::ShaderEditor() {
424
425 tab_container = memnew(TabContainer);
426 add_child(tab_container);
427 tab_container->set_area_as_parent_rect();
428 tab_container->set_begin(Point2(0, 0));
429 //tab_container->set_begin(Point2(0,0));
430
431 close = memnew(TextureButton);
432 close->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_END, 20);
433 close->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, 4);
434 close->set_anchor_and_margin(MARGIN_TOP, ANCHOR_BEGIN, 2);
435 add_child(close);
436
437 edit_menu = memnew(MenuButton);
438 add_child(edit_menu);
439 edit_menu->set_pos(Point2(5, -1));
440 edit_menu->set_text(TTR("Edit"));
441 edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/undo", TTR("Undo"), KEY_MASK_CMD | KEY_Z), EDIT_UNDO);
442 edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/redo", TTR("Redo"), KEY_MASK_CMD | KEY_Y), EDIT_REDO);
443 edit_menu->get_popup()->add_separator();
444 edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/cut", TTR("Cut"), KEY_MASK_CMD | KEY_X), EDIT_CUT);
445 edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/copy", TTR("Copy"), KEY_MASK_CMD | KEY_C), EDIT_COPY);
446 edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/paste", TTR("Paste"), KEY_MASK_CMD | KEY_V), EDIT_PASTE);
447 edit_menu->get_popup()->add_separator();
448 edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/select_all", TTR("Select All"), KEY_MASK_CMD | KEY_A), EDIT_SELECT_ALL);
449 edit_menu->get_popup()->connect("item_pressed", this, "_menu_option");
450
451 search_menu = memnew(MenuButton);
452 add_child(search_menu);
453 search_menu->set_pos(Point2(38, -1));
454 search_menu->set_text(TTR("Search"));
455 search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find.."), KEY_MASK_CMD | KEY_F), SEARCH_FIND);
456 search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), SEARCH_FIND_NEXT);
457 search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_previous", TTR("Find Previous"), KEY_MASK_SHIFT | KEY_F3), SEARCH_FIND_PREV);
458 search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/replace", TTR("Replace.."), KEY_MASK_CMD | KEY_R), SEARCH_REPLACE);
459 search_menu->get_popup()->add_separator();
460 // search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
461 search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/goto_line", TTR("Goto Line.."), KEY_MASK_CMD | KEY_L), SEARCH_GOTO_LINE);
462 search_menu->get_popup()->connect("item_pressed", this, "_menu_option");
463
464 tab_container->connect("tab_changed", this, "_tab_changed");
465
466 erase_tab_confirm = memnew(ConfirmationDialog);
467 add_child(erase_tab_confirm);
468 erase_tab_confirm->connect("confirmed", this, "_close_current_tab");
469
470 goto_line_dialog = memnew(GotoLineDialog);
471 add_child(goto_line_dialog);
472
473 vertex_editor = memnew(ShaderTextEditor);
474 tab_container->add_child(vertex_editor);
475 vertex_editor->set_name(TTR("Vertex"));
476
477 fragment_editor = memnew(ShaderTextEditor);
478 tab_container->add_child(fragment_editor);
479 fragment_editor->set_name(TTR("Fragment"));
480
481 light_editor = memnew(ShaderTextEditor);
482 tab_container->add_child(light_editor);
483 light_editor->set_name(TTR("Lighting"));
484
485 tab_container->set_current_tab(1);
486
487 vertex_editor->connect("script_changed", this, "apply_shaders");
488 fragment_editor->connect("script_changed", this, "apply_shaders");
489 light_editor->connect("script_changed", this, "apply_shaders");
490 EditorSettings::get_singleton()->connect("settings_changed", this, "_editor_settings_changed");
491
492 _editor_settings_changed();
493 }
494
edit(Object * p_object)495 void ShaderEditorPlugin::edit(Object *p_object) {
496
497 Shader *s = p_object->cast_to<Shader>();
498 if (!s || s->cast_to<ShaderGraph>()) {
499 shader_editor->hide(); //Dont edit ShaderGraph
500 return;
501 }
502
503 if (_2d && s->get_mode() == Shader::MODE_CANVAS_ITEM)
504 shader_editor->edit(s);
505 else if (!_2d && s->get_mode() == Shader::MODE_MATERIAL)
506 shader_editor->edit(s);
507 }
508
handles(Object * p_object) const509 bool ShaderEditorPlugin::handles(Object *p_object) const {
510
511 bool handles = true;
512 Shader *shader = p_object->cast_to<Shader>();
513 if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
514 handles = false;
515 if (handles && _2d)
516 handles = shader->get_mode() == Shader::MODE_CANVAS_ITEM;
517 else if (handles && !_2d)
518 return shader->get_mode() == Shader::MODE_MATERIAL;
519
520 if (!handles)
521 shader_editor->hide();
522 return handles;
523 }
524
make_visible(bool p_visible)525 void ShaderEditorPlugin::make_visible(bool p_visible) {
526
527 if (p_visible) {
528 shader_editor->show();
529 } else {
530 shader_editor->apply_shaders();
531 }
532 }
533
selected_notify()534 void ShaderEditorPlugin::selected_notify() {
535
536 shader_editor->ensure_select_current();
537 }
538
get_state() const539 Dictionary ShaderEditorPlugin::get_state() const {
540
541 return shader_editor->get_state();
542 }
543
set_state(const Dictionary & p_state)544 void ShaderEditorPlugin::set_state(const Dictionary &p_state) {
545
546 shader_editor->set_state(p_state);
547 }
clear()548 void ShaderEditorPlugin::clear() {
549
550 shader_editor->clear();
551 }
552
save_external_data()553 void ShaderEditorPlugin::save_external_data() {
554
555 shader_editor->save_external_data();
556 }
557
apply_changes()558 void ShaderEditorPlugin::apply_changes() {
559
560 shader_editor->apply_shaders();
561 }
562
ShaderEditorPlugin(EditorNode * p_node,bool p_2d)563 ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node, bool p_2d) {
564
565 editor = p_node;
566 shader_editor = memnew(ShaderEditor);
567 _2d = p_2d;
568 if (p_2d)
569 add_control_to_container(CONTAINER_CANVAS_EDITOR_BOTTOM, shader_editor);
570 else
571 add_control_to_container(CONTAINER_SPATIAL_EDITOR_BOTTOM, shader_editor);
572 // editor->get_viewport()->add_child(shader_editor);
573 // shader_editor->set_area_as_parent_rect();
574
575 shader_editor->hide();
576 }
577
~ShaderEditorPlugin()578 ShaderEditorPlugin::~ShaderEditorPlugin() {
579 }
580