godot/editor/plugins/shader_editor_plugin.cpp

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/*************************************************************************/
/* shader_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
#include "shader_editor_plugin.h"
#include "editor/editor_settings.h"
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#include "editor/editor_node.h"
#include "editor/property_editor.h"
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#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/keyboard.h"
#include "os/os.h"
#include "scene/resources/shader_graph.h"
#include "spatial_editor_plugin.h"
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/*** SETTINGS EDITOR ****/
/*** SCRIPT EDITOR ****/
Ref<Shader> ShaderTextEditor::get_edited_shader() const {
return shader;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader, ShaderLanguage::ShaderType p_type) {
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shader = p_shader;
type = p_type;
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_load_theme_settings();
if (p_type == ShaderLanguage::SHADER_MATERIAL_LIGHT || p_type == ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT)
get_text_edit()->set_text(shader->get_light_code());
else if (p_type == ShaderLanguage::SHADER_MATERIAL_VERTEX || p_type == ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX)
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get_text_edit()->set_text(shader->get_vertex_code());
else
get_text_edit()->set_text(shader->get_fragment_code());
_line_col_changed();
}
void ShaderTextEditor::_load_theme_settings() {
get_text_edit()->clear_colors();
/* keyword color */
get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color", Color(0, 0, 0, 0)));
get_text_edit()->add_color_override("completion_background_color", EDITOR_DEF("text_editor/completion_background_color", Color(0, 0, 0, 0)));
get_text_edit()->add_color_override("completion_selected_color", EDITOR_DEF("text_editor/completion_selected_color", Color::html("434244")));
get_text_edit()->add_color_override("completion_existing_color", EDITOR_DEF("text_editor/completion_existing_color", Color::html("21dfdfdf")));
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get_text_edit()->add_color_override("completion_scroll_color", EDITOR_DEF("text_editor/completion_scroll_color", Color::html("ffffff")));
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get_text_edit()->add_color_override("completion_font_color", EDITOR_DEF("text_editor/completion_font_color", Color::html("aaaaaa")));
get_text_edit()->add_color_override("font_color", EDITOR_DEF("text_editor/text_color", Color(0, 0, 0)));
get_text_edit()->add_color_override("line_number_color", EDITOR_DEF("text_editor/line_number_color", Color(0, 0, 0)));
get_text_edit()->add_color_override("caret_color", EDITOR_DEF("text_editor/caret_color", Color(0, 0, 0)));
get_text_edit()->add_color_override("caret_background_color", EDITOR_DEF("text_editor/caret_background_color", Color(0, 0, 0)));
get_text_edit()->add_color_override("font_selected_color", EDITOR_DEF("text_editor/text_selected_color", Color(1, 1, 1)));
get_text_edit()->add_color_override("selection_color", EDITOR_DEF("text_editor/selection_color", Color(0.2, 0.2, 1)));
get_text_edit()->add_color_override("brace_mismatch_color", EDITOR_DEF("text_editor/brace_mismatch_color", Color(1, 0.2, 0.2)));
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)));
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)));
get_text_edit()->add_color_override("number_color", EDITOR_DEF("text_editor/number_color", Color(0.9, 0.6, 0.0, 2)));
get_text_edit()->add_color_override("function_color", EDITOR_DEF("text_editor/function_color", Color(0.4, 0.6, 0.8)));
get_text_edit()->add_color_override("member_variable_color", EDITOR_DEF("text_editor/member_variable_color", Color(0.9, 0.3, 0.3)));
get_text_edit()->add_color_override("mark_color", EDITOR_DEF("text_editor/mark_color", Color(1.0, 0.4, 0.4, 0.4)));
get_text_edit()->add_color_override("breakpoint_color", EDITOR_DEF("text_editor/breakpoint_color", Color(0.8, 0.8, 0.4, 0.2)));
get_text_edit()->add_color_override("search_result_color", EDITOR_DEF("text_editor/search_result_color", Color(0.05, 0.25, 0.05, 1)));
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)));
Color keyword_color = EDITOR_DEF("text_editor/keyword_color", Color(0.5, 0.0, 0.2));
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List<String> keywords;
ShaderLanguage::get_keyword_list(type, &keywords);
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for (List<String>::Element *E = keywords.front(); E; E = E->next()) {
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get_text_edit()->add_keyword_color(E->get(), keyword_color);
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}
//colorize core types
// Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
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//colorize comments
Color comment_color = EDITOR_DEF("text_editor/comment_color", Color::hex(0x797e7eff));
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get_text_edit()->add_color_region("/*", "*/", comment_color, false);
get_text_edit()->add_color_region("//", "", comment_color, false);
/*//colorize strings
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Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
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List<String> strings;
shader->get_shader_mode()->get_string_delimiters(&strings);
for (List<String>::Element *E=strings.front();E;E=E->next()) {
String string = E->get();
String beg = string.get_slice(" ",0);
String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
get_text_edit()->add_color_region(beg,end,string_color,end=="");
}*/
//colorize symbols
Color symbol_color = EDITOR_DEF("text_editor/symbol_color", Color::hex(0x005291ff));
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get_text_edit()->set_symbol_color(symbol_color);
}
void ShaderTextEditor::_validate_script() {
String errortxt;
int line, col;
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String code = get_text_edit()->get_text();
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//List<StringName> params;
//shader->get_param_list(&params);
Error err = ShaderLanguage::compile(code, type, NULL, NULL, &errortxt, &line, &col);
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if (err != OK) {
String error_text = "error(" + itos(line + 1) + "," + itos(col + 1) + "): " + errortxt;
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set_error(error_text);
get_text_edit()->set_line_as_marked(line, true);
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} else {
for (int i = 0; i < get_text_edit()->get_line_count(); i++)
get_text_edit()->set_line_as_marked(i, false);
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set_error("");
}
emit_signal("script_changed");
}
void ShaderTextEditor::_bind_methods() {
//ADD_SIGNAL( MethodInfo("script_changed") );
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}
ShaderTextEditor::ShaderTextEditor() {
}
/*** SCRIPT EDITOR ******/
void ShaderEditor::_menu_option(int p_option) {
ShaderTextEditor *current = tab_container->get_current_tab_control()->cast_to<ShaderTextEditor>();
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if (!current)
return;
switch (p_option) {
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case EDIT_UNDO: {
current->get_text_edit()->undo();
} break;
case EDIT_REDO: {
current->get_text_edit()->redo();
} break;
case EDIT_CUT: {
current->get_text_edit()->cut();
} break;
case EDIT_COPY: {
current->get_text_edit()->copy();
} break;
case EDIT_PASTE: {
current->get_text_edit()->paste();
} break;
case EDIT_SELECT_ALL: {
current->get_text_edit()->select_all();
} break;
case SEARCH_FIND: {
current->get_find_replace_bar()->popup_search();
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} break;
case SEARCH_FIND_NEXT: {
current->get_find_replace_bar()->search_next();
} break;
case SEARCH_FIND_PREV: {
current->get_find_replace_bar()->search_prev();
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} break;
case SEARCH_REPLACE: {
current->get_find_replace_bar()->popup_replace();
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} break;
// case SEARCH_LOCATE_SYMBOL: {
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// } break;
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case SEARCH_GOTO_LINE: {
goto_line_dialog->popup_find_line(current->get_text_edit());
} break;
}
}
void ShaderEditor::_tab_changed(int p_which) {
ShaderTextEditor *shader_editor = tab_container->get_tab_control(p_which)->cast_to<ShaderTextEditor>();
if (shader_editor && is_inside_tree())
shader_editor->get_text_edit()->grab_focus();
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ensure_select_current();
}
void ShaderEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
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close->set_normal_texture(get_icon("Close", "EditorIcons"));
close->set_hover_texture(get_icon("CloseHover", "EditorIcons"));
close->set_pressed_texture(get_icon("Close", "EditorIcons"));
close->connect("pressed", this, "_close_callback");
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}
if (p_what == NOTIFICATION_DRAW) {
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RID ci = get_canvas_item();
Ref<StyleBox> style = get_stylebox("panel", "Panel");
style->draw(ci, Rect2(Point2(), get_size()));
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}
}
Dictionary ShaderEditor::get_state() const {
#if 0
apply_shaders();
Dictionary state;
Array paths;
int open=-1;
for(int i=0;i<tab_container->get_child_count();i++) {
ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
if (!ste)
continue;
Ref<Shader> shader = ste->get_edited_shader();
if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
paths.push_back(shader->get_path());
} else {
const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
if (owner)
paths.push_back(owner->get_path());
}
if (i==tab_container->get_current_tab())
open=i;
}
if (paths.size())
state["sources"]=paths;
if (open!=-1)
state["current"]=open;
return state;
#endif
return Dictionary();
}
void ShaderEditor::set_state(const Dictionary &p_state) {
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#if 0
print_line("setting state..");
if (!p_state.has("sources"))
return; //bleh
Array sources = p_state["sources"];
for(int i=0;i<sources.size();i++) {
Variant source=sources[i];
Ref<Shader> shader;
if (source.get_type()==Variant::NODE_PATH) {
print_line("cain find owner at path "+String(source));
Node *owner=get_root_node()->get_node(source);
if (!owner)
continue;
shader = owner->get_shader();
} else if (source.get_type()==Variant::STRING) {
print_line("loading at path "+String(source));
shader = ResourceLoader::load(source,"Shader");
}
print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
if (shader.is_null()) //ah well..
continue;
get_scene()->get_root_node()->call("_resource_selected",shader);
}
if (p_state.has("current"))
tab_container->set_current_tab(p_state["current"]);
#endif
}
void ShaderEditor::clear() {
}
void ShaderEditor::_params_changed() {
fragment_editor->_validate_script();
vertex_editor->_validate_script();
light_editor->_validate_script();
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}
void ShaderEditor::_editor_settings_changed() {
vertex_editor->update_editor_settings();
fragment_editor->update_editor_settings();
light_editor->update_editor_settings();
}
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void ShaderEditor::_bind_methods() {
ObjectTypeDB::bind_method("_editor_settings_changed", &ShaderEditor::_editor_settings_changed);
ObjectTypeDB::bind_method("_tab_changed", &ShaderEditor::_tab_changed);
ObjectTypeDB::bind_method("_menu_option", &ShaderEditor::_menu_option);
ObjectTypeDB::bind_method("_params_changed", &ShaderEditor::_params_changed);
ObjectTypeDB::bind_method("_close_callback", &ShaderEditor::_close_callback);
ObjectTypeDB::bind_method("apply_shaders", &ShaderEditor::apply_shaders);
// ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
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}
void ShaderEditor::ensure_select_current() {
/*
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if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
if (!ste)
return;
Ref<Shader> shader = ste->get_edited_shader();
get_scene()->get_root_node()->call("_resource_selected",shader);
}*/
}
void ShaderEditor::edit(const Ref<Shader> &p_shader) {
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if (p_shader.is_null())
return;
shader = p_shader;
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if (shader->get_mode() == Shader::MODE_MATERIAL) {
vertex_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_MATERIAL_VERTEX);
fragment_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
light_editor->set_edited_shader(shader, ShaderLanguage::SHADER_MATERIAL_LIGHT);
} else if (shader->get_mode() == Shader::MODE_CANVAS_ITEM) {
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vertex_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX);
fragment_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT);
light_editor->set_edited_shader(shader, ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT);
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}
//vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
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// see if already has it
}
void ShaderEditor::save_external_data() {
if (shader.is_null())
return;
apply_shaders();
if (shader->get_path() != "" && shader->get_path().find("local://") == -1 && shader->get_path().find("::") == -1) {
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//external shader, save it
ResourceSaver::save(shader->get_path(), shader);
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}
}
void ShaderEditor::apply_shaders() {
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if (shader.is_valid()) {
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);
shader->set_edited(true);
}
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}
void ShaderEditor::_close_callback() {
hide();
}
ShaderEditor::ShaderEditor() {
tab_container = memnew(TabContainer);
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add_child(tab_container);
tab_container->set_area_as_parent_rect();
tab_container->set_begin(Point2(0, 0));
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//tab_container->set_begin(Point2(0,0));
close = memnew(TextureButton);
close->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_END, 20);
close->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, 4);
close->set_anchor_and_margin(MARGIN_TOP, ANCHOR_BEGIN, 2);
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add_child(close);
edit_menu = memnew(MenuButton);
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add_child(edit_menu);
edit_menu->set_pos(Point2(5, -1));
edit_menu->set_text(TTR("Edit"));
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/undo", TTR("Undo"), KEY_MASK_CMD | KEY_Z), EDIT_UNDO);
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/redo", TTR("Redo"), KEY_MASK_CMD | KEY_Y), EDIT_REDO);
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edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/cut", TTR("Cut"), KEY_MASK_CMD | KEY_X), EDIT_CUT);
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/copy", TTR("Copy"), KEY_MASK_CMD | KEY_C), EDIT_COPY);
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/paste", TTR("Paste"), KEY_MASK_CMD | KEY_V), EDIT_PASTE);
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edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/select_all", TTR("Select All"), KEY_MASK_CMD | KEY_A), EDIT_SELECT_ALL);
edit_menu->get_popup()->connect("item_pressed", this, "_menu_option");
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search_menu = memnew(MenuButton);
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add_child(search_menu);
search_menu->set_pos(Point2(38, -1));
search_menu->set_text(TTR("Search"));
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find.."), KEY_MASK_CMD | KEY_F), SEARCH_FIND);
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search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), SEARCH_FIND_NEXT);
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_previous", TTR("Find Previous"), KEY_MASK_SHIFT | KEY_F3), SEARCH_FIND_PREV);
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/replace", TTR("Replace.."), KEY_MASK_CMD | KEY_R), SEARCH_REPLACE);
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search_menu->get_popup()->add_separator();
// search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/goto_line", TTR("Goto Line.."), KEY_MASK_CMD | KEY_L), SEARCH_GOTO_LINE);
search_menu->get_popup()->connect("item_pressed", this, "_menu_option");
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tab_container->connect("tab_changed", this, "_tab_changed");
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erase_tab_confirm = memnew(ConfirmationDialog);
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add_child(erase_tab_confirm);
erase_tab_confirm->connect("confirmed", this, "_close_current_tab");
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goto_line_dialog = memnew(GotoLineDialog);
add_child(goto_line_dialog);
vertex_editor = memnew(ShaderTextEditor);
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tab_container->add_child(vertex_editor);
vertex_editor->set_name(TTR("Vertex"));
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fragment_editor = memnew(ShaderTextEditor);
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tab_container->add_child(fragment_editor);
fragment_editor->set_name(TTR("Fragment"));
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light_editor = memnew(ShaderTextEditor);
tab_container->add_child(light_editor);
light_editor->set_name(TTR("Lighting"));
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tab_container->set_current_tab(1);
vertex_editor->connect("script_changed", this, "apply_shaders");
fragment_editor->connect("script_changed", this, "apply_shaders");
light_editor->connect("script_changed", this, "apply_shaders");
EditorSettings::get_singleton()->connect("settings_changed", this, "_editor_settings_changed");
_editor_settings_changed();
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}
void ShaderEditorPlugin::edit(Object *p_object) {
Shader *s = p_object->cast_to<Shader>();
if (!s || s->cast_to<ShaderGraph>()) {
shader_editor->hide(); //Dont edit ShaderGraph
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return;
}
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if (_2d && s->get_mode() == Shader::MODE_CANVAS_ITEM)
shader_editor->edit(s);
else if (!_2d && s->get_mode() == Shader::MODE_MATERIAL)
shader_editor->edit(s);
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}
bool ShaderEditorPlugin::handles(Object *p_object) const {
bool handles = true;
Shader *shader = p_object->cast_to<Shader>();
if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
handles = false;
if (handles && _2d)
handles = shader->get_mode() == Shader::MODE_CANVAS_ITEM;
else if (handles && !_2d)
return shader->get_mode() == Shader::MODE_MATERIAL;
if (!handles)
shader_editor->hide();
return handles;
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}
void ShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
shader_editor->show();
} else {
shader_editor->apply_shaders();
}
}
void ShaderEditorPlugin::selected_notify() {
shader_editor->ensure_select_current();
}
Dictionary ShaderEditorPlugin::get_state() const {
return shader_editor->get_state();
}
void ShaderEditorPlugin::set_state(const Dictionary &p_state) {
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shader_editor->set_state(p_state);
}
void ShaderEditorPlugin::clear() {
shader_editor->clear();
}
void ShaderEditorPlugin::save_external_data() {
shader_editor->save_external_data();
}
void ShaderEditorPlugin::apply_changes() {
shader_editor->apply_shaders();
}
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ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node, bool p_2d) {
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editor = p_node;
shader_editor = memnew(ShaderEditor);
_2d = p_2d;
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if (p_2d)
add_control_to_container(CONTAINER_CANVAS_EDITOR_BOTTOM, shader_editor);
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else
add_control_to_container(CONTAINER_SPATIAL_EDITOR_BOTTOM, shader_editor);
// editor->get_viewport()->add_child(shader_editor);
// shader_editor->set_area_as_parent_rect();
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shader_editor->hide();
}
ShaderEditorPlugin::~ShaderEditorPlugin() {
}