2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* shader_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2017-01-01 21:01:57 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-07 22:45:00 +00:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADER_EDITOR_PLUGIN_H
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#define SHADER_EDITOR_PLUGIN_H
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2017-03-18 22:45:45 +00:00
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#include "editor/code_editor.h"
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#include "editor/editor_plugin.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/text_edit.h"
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#include "scene/main/timer.h"
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#include "scene/resources/shader.h"
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#include "servers/visual/shader_language.h"
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class ShaderTextEditor : public CodeTextEditor {
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OBJ_TYPE(ShaderTextEditor, CodeTextEditor);
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Ref<Shader> shader;
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ShaderLanguage::ShaderType type;
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protected:
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static void _bind_methods();
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virtual void _load_theme_settings();
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public:
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virtual void _validate_script();
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Ref<Shader> get_edited_shader() const;
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void set_edited_shader(const Ref<Shader> &p_shader, ShaderLanguage::ShaderType p_type);
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ShaderTextEditor();
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};
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class ShaderEditor : public Control {
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OBJ_TYPE(ShaderEditor, Control);
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enum {
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EDIT_UNDO,
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EDIT_REDO,
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EDIT_CUT,
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EDIT_COPY,
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EDIT_PASTE,
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EDIT_SELECT_ALL,
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SEARCH_FIND,
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SEARCH_FIND_NEXT,
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SEARCH_FIND_PREV,
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SEARCH_REPLACE,
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//SEARCH_LOCATE_SYMBOL,
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SEARCH_GOTO_LINE,
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};
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MenuButton *edit_menu;
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MenuButton *search_menu;
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MenuButton *settings_menu;
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uint64_t idle;
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TabContainer *tab_container;
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GotoLineDialog *goto_line_dialog;
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ConfirmationDialog *erase_tab_confirm;
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TextureButton *close;
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ShaderTextEditor *vertex_editor;
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ShaderTextEditor *fragment_editor;
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ShaderTextEditor *light_editor;
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void _tab_changed(int p_which);
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void _menu_option(int p_optin);
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void _params_changed();
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mutable Ref<Shader> shader;
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void _close_callback();
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2016-04-29 11:39:04 +00:00
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void _editor_settings_changed();
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2014-02-10 01:10:30 +00:00
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void apply_shaders();
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void ensure_select_current();
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void edit(const Ref<Shader> &p_shader);
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Dictionary get_state() const;
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void set_state(const Dictionary &p_state);
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void clear();
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virtual Size2 get_minimum_size() const { return Size2(0, 200); }
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void save_external_data();
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ShaderEditor();
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};
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class ShaderEditorPlugin : public EditorPlugin {
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OBJ_TYPE(ShaderEditorPlugin, EditorPlugin);
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2014-02-10 01:10:30 +00:00
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2015-01-11 23:52:42 +00:00
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bool _2d;
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ShaderEditor *shader_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Shader"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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virtual void selected_notify();
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Dictionary get_state() const;
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virtual void set_state(const Dictionary &p_state);
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virtual void clear();
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virtual void save_external_data();
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virtual void apply_changes();
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ShaderEditorPlugin(EditorNode *p_node, bool p_2d);
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~ShaderEditorPlugin();
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};
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#endif
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