/**************************************************************************/ /* shader_editor_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_command_palette.h" #include "editor/editor_node.h" #include "editor/editor_scale.h" #include "editor/editor_string_names.h" #include "editor/editor_undo_redo_manager.h" #include "editor/filesystem_dock.h" #include "editor/inspector_dock.h" #include "editor/plugins/text_shader_editor.h" #include "editor/plugins/visual_shader_editor_plugin.h" #include "editor/shader_create_dialog.h" #include "editor/window_wrapper.h" #include "scene/gui/item_list.h" #include "scene/gui/texture_rect.h" void ShaderEditorPlugin::_update_shader_list() { shader_list->clear(); for (EditedShader &edited_shader : edited_shaders) { Ref shader = edited_shader.shader; if (shader.is_null()) { shader = edited_shader.shader_inc; } String path = shader->get_path(); String text = path.get_file(); if (text.is_empty()) { // This appears for newly created built-in shaders before saving the scene. text = TTR("[unsaved]"); } else if (shader->is_built_in()) { const String &shader_name = shader->get_name(); if (!shader_name.is_empty()) { text = vformat("%s (%s)", shader_name, text.get_slice("::", 0)); } } // When shader is deleted in filesystem dock, need this to correctly close shader editor. edited_shader.path = path; bool unsaved = false; if (edited_shader.shader_editor) { unsaved = edited_shader.shader_editor->is_unsaved(); } // TODO: Handle visual shaders too. if (unsaved) { text += "(*)"; } String _class = shader->get_class(); if (!shader_list->has_theme_icon(_class, EditorStringName(EditorIcons))) { _class = "TextFile"; } Ref icon = shader_list->get_editor_theme_icon(_class); shader_list->add_item(text, icon); shader_list->set_item_tooltip(shader_list->get_item_count() - 1, path); } if (shader_tabs->get_tab_count()) { shader_list->select(shader_tabs->get_current_tab()); } for (int i = FILE_SAVE; i < FILE_MAX; i++) { file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.is_empty()); } _update_shader_list_status(); } void ShaderEditorPlugin::_update_shader_list_status() { for (int i = 0; i < shader_list->get_item_count(); i++) { TextShaderEditor *se = Object::cast_to(shader_tabs->get_tab_control(i)); if (se) { if (se->was_compilation_successful()) { shader_list->set_item_tag_icon(i, Ref()); } else { shader_list->set_item_tag_icon(i, shader_list->get_editor_theme_icon(SNAME("Error"))); } } } } void ShaderEditorPlugin::_move_shader_tab(int p_from, int p_to) { if (p_from == p_to) { return; } EditedShader es = edited_shaders[p_from]; edited_shaders.remove_at(p_from); edited_shaders.insert(p_to, es); shader_tabs->move_child(shader_tabs->get_tab_control(p_from), p_to); _update_shader_list(); } void ShaderEditorPlugin::edit(Object *p_object) { if (!p_object) { return; } EditedShader es; ShaderInclude *si = Object::cast_to(p_object); if (si != nullptr) { for (uint32_t i = 0; i < edited_shaders.size(); i++) { if (edited_shaders[i].shader_inc.ptr() == si) { shader_tabs->set_current_tab(i); shader_list->select(i); return; } } es.shader_inc = Ref(si); es.shader_editor = memnew(TextShaderEditor); es.shader_editor->edit(si); shader_tabs->add_child(es.shader_editor); es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list)); } else { Shader *s = Object::cast_to(p_object); for (uint32_t i = 0; i < edited_shaders.size(); i++) { if (edited_shaders[i].shader.ptr() == s) { shader_tabs->set_current_tab(i); shader_list->select(i); return; } } es.shader = Ref(s); Ref vs = es.shader; if (vs.is_valid()) { es.visual_shader_editor = memnew(VisualShaderEditor); shader_tabs->add_child(es.visual_shader_editor); es.visual_shader_editor->edit(vs.ptr()); } else { es.shader_editor = memnew(TextShaderEditor); shader_tabs->add_child(es.shader_editor); es.shader_editor->edit(s); es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list)); } } shader_tabs->set_current_tab(shader_tabs->get_tab_count() - 1); edited_shaders.push_back(es); _update_shader_list(); } bool ShaderEditorPlugin::handles(Object *p_object) const { return Object::cast_to(p_object) != nullptr || Object::cast_to(p_object) != nullptr; } void ShaderEditorPlugin::make_visible(bool p_visible) { if (p_visible) { EditorNode::get_singleton()->make_bottom_panel_item_visible(window_wrapper); } } void ShaderEditorPlugin::selected_notify() { } TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref &p_for_shader) { for (EditedShader &edited_shader : edited_shaders) { if (edited_shader.shader == p_for_shader) { return edited_shader.shader_editor; } } return nullptr; } VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref &p_for_shader) { for (EditedShader &edited_shader : edited_shaders) { if (edited_shader.shader == p_for_shader) { return edited_shader.visual_shader_editor; } } return nullptr; } void ShaderEditorPlugin::set_window_layout(Ref p_layout) { if (EDITOR_GET("interface/multi_window/restore_windows_on_load") && window_wrapper->is_window_available() && p_layout->has_section_key("ShaderEditor", "window_rect")) { window_wrapper->restore_window_from_saved_position( p_layout->get_value("ShaderEditor", "window_rect", Rect2i()), p_layout->get_value("ShaderEditor", "window_screen", -1), p_layout->get_value("ShaderEditor", "window_screen_rect", Rect2i())); } else { window_wrapper->set_window_enabled(false); } if (!bool(EDITOR_GET("editors/shader_editor/behavior/files/restore_shaders_on_load"))) { return; } if (!p_layout->has_section("ShaderEditor")) { return; } if (!p_layout->has_section_key("ShaderEditor", "open_shaders") || !p_layout->has_section_key("ShaderEditor", "selected_shader")) { return; } Array shaders = p_layout->get_value("ShaderEditor", "open_shaders"); int selected_shader_idx = 0; String selected_shader = p_layout->get_value("ShaderEditor", "selected_shader"); for (int i = 0; i < shaders.size(); i++) { String path = shaders[i]; Ref res = ResourceLoader::load(path); if (res.is_valid()) { edit(res.ptr()); } if (selected_shader == path) { selected_shader_idx = i; } } if (p_layout->has_section_key("ShaderEditor", "split_offset")) { main_split->set_split_offset(p_layout->get_value("ShaderEditor", "split_offset")); } _update_shader_list(); _shader_selected(selected_shader_idx); } void ShaderEditorPlugin::get_window_layout(Ref p_layout) { if (window_wrapper->get_window_enabled()) { p_layout->set_value("ShaderEditor", "window_rect", window_wrapper->get_window_rect()); int screen = window_wrapper->get_window_screen(); p_layout->set_value("ShaderEditor", "window_screen", screen); p_layout->set_value("ShaderEditor", "window_screen_rect", DisplayServer::get_singleton()->screen_get_usable_rect(screen)); } else { if (p_layout->has_section_key("ShaderEditor", "window_rect")) { p_layout->erase_section_key("ShaderEditor", "window_rect"); } if (p_layout->has_section_key("ShaderEditor", "window_screen")) { p_layout->erase_section_key("ShaderEditor", "window_screen"); } if (p_layout->has_section_key("ShaderEditor", "window_screen_rect")) { p_layout->erase_section_key("ShaderEditor", "window_screen_rect"); } } Array shaders; String selected_shader; for (int i = 0; i < shader_tabs->get_tab_count(); i++) { EditedShader edited_shader = edited_shaders[i]; if (edited_shader.shader_editor || edited_shader.visual_shader_editor) { String shader_path; if (edited_shader.shader.is_valid()) { shader_path = edited_shader.shader->get_path(); } else { DEV_ASSERT(edited_shader.shader_inc.is_valid()); shader_path = edited_shader.shader_inc->get_path(); } shaders.push_back(shader_path); TextShaderEditor *shader_editor = Object::cast_to(shader_tabs->get_current_tab_control()); VisualShaderEditor *visual_shader_editor = Object::cast_to(shader_tabs->get_current_tab_control()); if ((shader_editor && edited_shader.shader_editor == shader_editor) || (visual_shader_editor && edited_shader.visual_shader_editor == visual_shader_editor)) { selected_shader = shader_path; } } } p_layout->set_value("ShaderEditor", "open_shaders", shaders); p_layout->set_value("ShaderEditor", "split_offset", main_split->get_split_offset()); p_layout->set_value("ShaderEditor", "selected_shader", selected_shader); } String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const { if (!p_for_scene.is_empty()) { // TODO: handle built-in shaders. return String(); } // TODO: This should also include visual shaders and shader includes, but save_external_data() doesn't seem to save them... PackedStringArray unsaved_shaders; for (uint32_t i = 0; i < edited_shaders.size(); i++) { if (edited_shaders[i].shader_editor) { if (edited_shaders[i].shader_editor->is_unsaved()) { if (unsaved_shaders.is_empty()) { unsaved_shaders.append(TTR("Save changes to the following shaders(s) before quitting?")); } unsaved_shaders.append(edited_shaders[i].shader_editor->get_name()); } } } return String("\n").join(unsaved_shaders); } void ShaderEditorPlugin::save_external_data() { for (EditedShader &edited_shader : edited_shaders) { if (edited_shader.shader_editor) { edited_shader.shader_editor->save_external_data(); } } _update_shader_list(); } void ShaderEditorPlugin::apply_changes() { for (EditedShader &edited_shader : edited_shaders) { if (edited_shader.shader_editor) { edited_shader.shader_editor->apply_shaders(); } } } void ShaderEditorPlugin::_shader_selected(int p_index) { if (p_index >= (int)edited_shaders.size()) { return; } if (edited_shaders[p_index].shader_editor) { edited_shaders[p_index].shader_editor->validate_script(); } shader_tabs->set_current_tab(p_index); shader_list->select(p_index); } void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) { if (p_mouse_button_index == MouseButton::MIDDLE) { _close_shader(p_item); } } void ShaderEditorPlugin::_close_shader(int p_index) { ERR_FAIL_INDEX(p_index, shader_tabs->get_tab_count()); Control *c = shader_tabs->get_tab_control(p_index); memdelete(c); edited_shaders.remove_at(p_index); _update_shader_list(); EditorUndoRedoManager::get_singleton()->clear_history(); // To prevent undo on deleted graphs. } void ShaderEditorPlugin::_close_builtin_shaders_from_scene(const String &p_scene) { for (uint32_t i = 0; i < edited_shaders.size();) { Ref &shader = edited_shaders[i].shader; if (shader.is_valid()) { if (shader->is_built_in() && shader->get_path().begins_with(p_scene)) { _close_shader(i); continue; } } Ref &include = edited_shaders[i].shader_inc; if (include.is_valid()) { if (include->is_built_in() && include->get_path().begins_with(p_scene)) { _close_shader(i); continue; } } i++; } } void ShaderEditorPlugin::_resource_saved(Object *obj) { // May have been renamed on save. for (EditedShader &edited_shader : edited_shaders) { if (edited_shader.shader.ptr() == obj) { _update_shader_list(); return; } } } void ShaderEditorPlugin::_menu_item_pressed(int p_index) { switch (p_index) { case FILE_NEW: { String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir(); shader_create_dialog->config(base_path.path_join("new_shader"), false, false, 0); shader_create_dialog->popup_centered(); } break; case FILE_NEW_INCLUDE: { String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir(); shader_create_dialog->config(base_path.path_join("new_shader"), false, false, 2); shader_create_dialog->popup_centered(); } break; case FILE_OPEN: { InspectorDock::get_singleton()->open_resource("Shader"); } break; case FILE_OPEN_INCLUDE: { InspectorDock::get_singleton()->open_resource("ShaderInclude"); } break; case FILE_SAVE: { int index = shader_tabs->get_current_tab(); ERR_FAIL_INDEX(index, shader_tabs->get_tab_count()); TextShaderEditor *editor = edited_shaders[index].shader_editor; if (editor && editor->get_trim_trailing_whitespace_on_save()) { editor->trim_trailing_whitespace(); } if (edited_shaders[index].shader.is_valid()) { EditorNode::get_singleton()->save_resource(edited_shaders[index].shader); } else { EditorNode::get_singleton()->save_resource(edited_shaders[index].shader_inc); } if (editor) { editor->tag_saved_version(); } } break; case FILE_SAVE_AS: { int index = shader_tabs->get_current_tab(); ERR_FAIL_INDEX(index, shader_tabs->get_tab_count()); TextShaderEditor *editor = edited_shaders[index].shader_editor; if (editor && editor->get_trim_trailing_whitespace_on_save()) { editor->trim_trailing_whitespace(); } String path; if (edited_shaders[index].shader.is_valid()) { path = edited_shaders[index].shader->get_path(); if (!path.is_resource_file()) { path = ""; } EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader, path); } else { path = edited_shaders[index].shader_inc->get_path(); if (!path.is_resource_file()) { path = ""; } EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader_inc, path); } if (editor) { editor->tag_saved_version(); } } break; case FILE_INSPECT: { int index = shader_tabs->get_current_tab(); ERR_FAIL_INDEX(index, shader_tabs->get_tab_count()); if (edited_shaders[index].shader.is_valid()) { EditorNode::get_singleton()->push_item(edited_shaders[index].shader.ptr()); } else { EditorNode::get_singleton()->push_item(edited_shaders[index].shader_inc.ptr()); } } break; case FILE_CLOSE: { _close_shader(shader_tabs->get_current_tab()); } break; } } void ShaderEditorPlugin::_shader_created(Ref p_shader) { EditorNode::get_singleton()->push_item(p_shader.ptr()); } void ShaderEditorPlugin::_shader_include_created(Ref p_shader_inc) { EditorNode::get_singleton()->push_item(p_shader_inc.ptr()); } Variant ShaderEditorPlugin::get_drag_data_fw(const Point2 &p_point, Control *p_from) { if (shader_list->get_item_count() == 0) { return Variant(); } int idx = shader_list->get_item_at_position(p_point); if (idx < 0) { return Variant(); } HBoxContainer *drag_preview = memnew(HBoxContainer); String preview_name = shader_list->get_item_text(idx); Ref preview_icon = shader_list->get_item_icon(idx); if (!preview_icon.is_null()) { TextureRect *tf = memnew(TextureRect); tf->set_texture(preview_icon); tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED); drag_preview->add_child(tf); } Label *label = memnew(Label(preview_name)); drag_preview->add_child(label); main_split->set_drag_preview(drag_preview); Dictionary drag_data; drag_data["type"] = "shader_list_element"; drag_data["shader_list_element"] = idx; return drag_data; } bool ShaderEditorPlugin::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const { Dictionary d = p_data; if (!d.has("type")) { return false; } if (String(d["type"]) == "shader_list_element") { return true; } if (String(d["type"]) == "files") { Vector files = d["files"]; if (files.size() == 0) { return false; } for (int i = 0; i < files.size(); i++) { String file = files[i]; if (ResourceLoader::exists(file, "Shader")) { Ref shader = ResourceLoader::load(file); if (shader.is_valid()) { return true; } } if (ResourceLoader::exists(file, "ShaderInclude")) { Ref sinclude = ResourceLoader::load(file); if (sinclude.is_valid()) { return true; } } } return false; } return false; } void ShaderEditorPlugin::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) { if (!can_drop_data_fw(p_point, p_data, p_from)) { return; } Dictionary d = p_data; if (!d.has("type")) { return; } if (String(d["type"]) == "shader_list_element") { int idx = d["shader_list_element"]; int new_idx = shader_list->get_item_at_position(p_point); _move_shader_tab(idx, new_idx); return; } if (String(d["type"]) == "files") { Vector files = d["files"]; for (int i = 0; i < files.size(); i++) { String file = files[i]; Ref res; if (ResourceLoader::exists(file, "Shader") || ResourceLoader::exists(file, "ShaderInclude")) { res = ResourceLoader::load(file); } if (res.is_valid()) { edit(res.ptr()); } } } } void ShaderEditorPlugin::_window_changed(bool p_visible) { make_floating->set_visible(!p_visible); } void ShaderEditorPlugin::_file_removed(const String &p_removed_file) { for (uint32_t i = 0; i < edited_shaders.size(); i++) { if (edited_shaders[i].path == p_removed_file) { _close_shader(i); break; } } } void ShaderEditorPlugin::_notification(int p_what) { switch (p_what) { case NOTIFICATION_READY: { EditorNode::get_singleton()->connect("scene_closed", callable_mp(this, &ShaderEditorPlugin::_close_builtin_shaders_from_scene)); FileSystemDock::get_singleton()->connect("file_removed", callable_mp(this, &ShaderEditorPlugin::_file_removed)); } break; } } ShaderEditorPlugin::ShaderEditorPlugin() { window_wrapper = memnew(WindowWrapper); window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Shader Editor"))); window_wrapper->set_margins_enabled(true); main_split = memnew(HSplitContainer); Ref make_floating_shortcut = ED_SHORTCUT_AND_COMMAND("shader_editor/make_floating", TTR("Make Floating")); window_wrapper->set_wrapped_control(main_split, make_floating_shortcut); VBoxContainer *vb = memnew(VBoxContainer); HBoxContainer *menu_hb = memnew(HBoxContainer); vb->add_child(menu_hb); file_menu = memnew(MenuButton); file_menu->set_text(TTR("File")); file_menu->get_popup()->add_item(TTR("New Shader"), FILE_NEW); file_menu->get_popup()->add_item(TTR("New Shader Include"), FILE_NEW_INCLUDE); file_menu->get_popup()->add_separator(); file_menu->get_popup()->add_item(TTR("Load Shader File"), FILE_OPEN); file_menu->get_popup()->add_item(TTR("Load Shader Include File"), FILE_OPEN_INCLUDE); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/save", TTR("Save File"), KeyModifierMask::CMD_OR_CTRL | Key::S), FILE_SAVE); file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/save_as", TTR("Save File As"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::S), FILE_SAVE_AS); file_menu->get_popup()->add_separator(); file_menu->get_popup()->add_item(TTR("Open File in Inspector"), FILE_INSPECT); file_menu->get_popup()->add_separator(); file_menu->get_popup()->add_item(TTR("Close File"), FILE_CLOSE); file_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed)); menu_hb->add_child(file_menu); for (int i = FILE_SAVE; i < FILE_MAX; i++) { file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), true); } if (window_wrapper->is_window_available()) { Control *padding = memnew(Control); padding->set_h_size_flags(Control::SIZE_EXPAND_FILL); menu_hb->add_child(padding); make_floating = memnew(ScreenSelect); make_floating->set_flat(true); make_floating->set_tooltip_text(TTR("Make the shader editor floating.")); make_floating->connect("request_open_in_screen", callable_mp(window_wrapper, &WindowWrapper::enable_window_on_screen).bind(true)); menu_hb->add_child(make_floating); window_wrapper->connect("window_visibility_changed", callable_mp(this, &ShaderEditorPlugin::_window_changed)); } shader_list = memnew(ItemList); shader_list->set_v_size_flags(Control::SIZE_EXPAND_FILL); vb->add_child(shader_list); shader_list->connect("item_selected", callable_mp(this, &ShaderEditorPlugin::_shader_selected)); shader_list->connect("item_clicked", callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked)); SET_DRAG_FORWARDING_GCD(shader_list, ShaderEditorPlugin); main_split->add_child(vb); vb->set_custom_minimum_size(Size2(200, 300) * EDSCALE); shader_tabs = memnew(TabContainer); shader_tabs->set_tabs_visible(false); shader_tabs->set_h_size_flags(Control::SIZE_EXPAND_FILL); main_split->add_child(shader_tabs); Ref empty; empty.instantiate(); shader_tabs->add_theme_style_override("panel", empty); button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Shader Editor"), window_wrapper); // Defer connect because Editor class is not in the binding system yet. EditorNode::get_singleton()->call_deferred("connect", "resource_saved", callable_mp(this, &ShaderEditorPlugin::_resource_saved), CONNECT_DEFERRED); shader_create_dialog = memnew(ShaderCreateDialog); vb->add_child(shader_create_dialog); shader_create_dialog->connect("shader_created", callable_mp(this, &ShaderEditorPlugin::_shader_created)); shader_create_dialog->connect("shader_include_created", callable_mp(this, &ShaderEditorPlugin::_shader_include_created)); } ShaderEditorPlugin::~ShaderEditorPlugin() { }