1 /*************************************************************************/ 2 /* shader_editor_plugin.h */ 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 #ifndef SHADER_EDITOR_PLUGIN_H 31 #define SHADER_EDITOR_PLUGIN_H 32 33 #include "editor/code_editor.h" 34 #include "editor/editor_plugin.h" 35 #include "scene/gui/menu_button.h" 36 #include "scene/gui/tab_container.h" 37 #include "scene/gui/text_edit.h" 38 #include "scene/main/timer.h" 39 #include "scene/resources/shader.h" 40 #include "servers/visual/shader_language.h" 41 42 class ShaderTextEditor : public CodeTextEditor { 43 44 OBJ_TYPE(ShaderTextEditor, CodeTextEditor); 45 46 Ref<Shader> shader; 47 ShaderLanguage::ShaderType type; 48 49 protected: 50 static void _bind_methods(); 51 virtual void _load_theme_settings(); 52 53 public: 54 virtual void _validate_script(); 55 56 Ref<Shader> get_edited_shader() const; 57 void set_edited_shader(const Ref<Shader> &p_shader, ShaderLanguage::ShaderType p_type); 58 ShaderTextEditor(); 59 }; 60 61 class ShaderEditor : public Control { 62 63 OBJ_TYPE(ShaderEditor, Control); 64 65 enum { 66 67 EDIT_UNDO, 68 EDIT_REDO, 69 EDIT_CUT, 70 EDIT_COPY, 71 EDIT_PASTE, 72 EDIT_SELECT_ALL, 73 SEARCH_FIND, 74 SEARCH_FIND_NEXT, 75 SEARCH_FIND_PREV, 76 SEARCH_REPLACE, 77 //SEARCH_LOCATE_SYMBOL, 78 SEARCH_GOTO_LINE, 79 80 }; 81 82 MenuButton *edit_menu; 83 MenuButton *search_menu; 84 MenuButton *settings_menu; 85 uint64_t idle; 86 87 TabContainer *tab_container; 88 GotoLineDialog *goto_line_dialog; 89 ConfirmationDialog *erase_tab_confirm; 90 91 TextureButton *close; 92 93 ShaderTextEditor *vertex_editor; 94 ShaderTextEditor *fragment_editor; 95 ShaderTextEditor *light_editor; 96 97 void _tab_changed(int p_which); 98 void _menu_option(int p_optin); 99 void _params_changed(); 100 mutable Ref<Shader> shader; 101 102 void _close_callback(); 103 104 void _editor_settings_changed(); 105 106 protected: 107 void _notification(int p_what); 108 static void _bind_methods(); 109 110 public: 111 void apply_shaders(); 112 113 void ensure_select_current(); 114 void edit(const Ref<Shader> &p_shader); 115 116 Dictionary get_state() const; 117 void set_state(const Dictionary &p_state); 118 void clear(); 119 get_minimum_size()120 virtual Size2 get_minimum_size() const { return Size2(0, 200); } 121 void save_external_data(); 122 123 ShaderEditor(); 124 }; 125 126 class ShaderEditorPlugin : public EditorPlugin { 127 128 OBJ_TYPE(ShaderEditorPlugin, EditorPlugin); 129 130 bool _2d; 131 ShaderEditor *shader_editor; 132 EditorNode *editor; 133 134 public: get_name()135 virtual String get_name() const { return "Shader"; } has_main_screen()136 bool has_main_screen() const { return false; } 137 virtual void edit(Object *p_node); 138 virtual bool handles(Object *p_node) const; 139 virtual void make_visible(bool p_visible); 140 virtual void selected_notify(); 141 142 Dictionary get_state() const; 143 virtual void set_state(const Dictionary &p_state); 144 virtual void clear(); 145 146 virtual void save_external_data(); 147 virtual void apply_changes(); 148 149 ShaderEditorPlugin(EditorNode *p_node, bool p_2d); 150 ~ShaderEditorPlugin(); 151 }; 152 #endif 153