/*************************************************************************/ /* shader_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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/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 { OBJ_TYPE(ShaderTextEditor, CodeTextEditor); Ref shader; ShaderLanguage::ShaderType type; protected: static void _bind_methods(); virtual void _load_theme_settings(); public: virtual void _validate_script(); Ref get_edited_shader() const; void set_edited_shader(const Ref &p_shader, ShaderLanguage::ShaderType p_type); ShaderTextEditor(); }; class ShaderEditor : public Control { OBJ_TYPE(ShaderEditor, Control); enum { EDIT_UNDO, EDIT_REDO, EDIT_CUT, EDIT_COPY, EDIT_PASTE, EDIT_SELECT_ALL, SEARCH_FIND, SEARCH_FIND_NEXT, SEARCH_FIND_PREV, SEARCH_REPLACE, //SEARCH_LOCATE_SYMBOL, SEARCH_GOTO_LINE, }; MenuButton *edit_menu; MenuButton *search_menu; MenuButton *settings_menu; uint64_t idle; TabContainer *tab_container; GotoLineDialog *goto_line_dialog; ConfirmationDialog *erase_tab_confirm; TextureButton *close; ShaderTextEditor *vertex_editor; ShaderTextEditor *fragment_editor; ShaderTextEditor *light_editor; void _tab_changed(int p_which); void _menu_option(int p_optin); void _params_changed(); mutable Ref shader; void _close_callback(); void _editor_settings_changed(); protected: void _notification(int p_what); static void _bind_methods(); public: void apply_shaders(); void ensure_select_current(); void edit(const Ref &p_shader); Dictionary get_state() const; void set_state(const Dictionary &p_state); void clear(); virtual Size2 get_minimum_size() const { return Size2(0, 200); } void save_external_data(); ShaderEditor(); }; class ShaderEditorPlugin : public EditorPlugin { OBJ_TYPE(ShaderEditorPlugin, EditorPlugin); bool _2d; ShaderEditor *shader_editor; EditorNode *editor; public: virtual String get_name() const { return "Shader"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_node); virtual bool handles(Object *p_node) const; virtual void make_visible(bool p_visible); virtual void selected_notify(); Dictionary get_state() const; virtual void set_state(const Dictionary &p_state); virtual void clear(); virtual void save_external_data(); virtual void apply_changes(); ShaderEditorPlugin(EditorNode *p_node, bool p_2d); ~ShaderEditorPlugin(); }; #endif