godot/editor/plugins/shader_editor_plugin.h
reduz 73c102f272 Redo the shader editor
* Shader editor is permanent (no longer transient).
* Can edit multiple files at the same time.

Likely fixes many usability issues (please lend me a hand Bugsquad team to identify them).
2022-05-28 11:03:16 +02:00

221 lines
6.9 KiB
C++

/*************************************************************************/
/* shader_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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/panel_container.h"
#include "scene/gui/rich_text_label.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/rendering/shader_warnings.h"
class ItemList;
class VisualShaderEditor;
class HSplitContainer;
class ShaderCreateDialog;
class ShaderTextEditor : public CodeTextEditor {
GDCLASS(ShaderTextEditor, CodeTextEditor);
Color marked_line_color = Color(1, 1, 1);
struct WarningsComparator {
_ALWAYS_INLINE_ bool operator()(const ShaderWarning &p_a, const ShaderWarning &p_b) const { return (p_a.get_line() < p_b.get_line()); }
};
Ref<CodeHighlighter> syntax_highlighter;
RichTextLabel *warnings_panel = nullptr;
Ref<Shader> shader;
List<ShaderWarning> warnings;
Error last_compile_result = Error::OK;
void _check_shader_mode();
void _update_warning_panel();
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _load_theme_settings() override;
virtual void _code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options) override;
public:
virtual void _validate_script() override;
void reload_text();
void set_warnings_panel(RichTextLabel *p_warnings_panel);
Ref<Shader> get_edited_shader() const;
void set_edited_shader(const Ref<Shader> &p_shader);
ShaderTextEditor();
};
class ShaderEditor : public PanelContainer {
GDCLASS(ShaderEditor, PanelContainer);
enum {
EDIT_UNDO,
EDIT_REDO,
EDIT_CUT,
EDIT_COPY,
EDIT_PASTE,
EDIT_SELECT_ALL,
EDIT_MOVE_LINE_UP,
EDIT_MOVE_LINE_DOWN,
EDIT_INDENT_LEFT,
EDIT_INDENT_RIGHT,
EDIT_DELETE_LINE,
EDIT_DUPLICATE_SELECTION,
EDIT_TOGGLE_COMMENT,
EDIT_COMPLETE,
SEARCH_FIND,
SEARCH_FIND_NEXT,
SEARCH_FIND_PREV,
SEARCH_REPLACE,
SEARCH_GOTO_LINE,
BOOKMARK_TOGGLE,
BOOKMARK_GOTO_NEXT,
BOOKMARK_GOTO_PREV,
BOOKMARK_REMOVE_ALL,
HELP_DOCS,
};
MenuButton *edit_menu = nullptr;
MenuButton *search_menu = nullptr;
PopupMenu *bookmarks_menu = nullptr;
MenuButton *help_menu = nullptr;
PopupMenu *context_menu = nullptr;
RichTextLabel *warnings_panel = nullptr;
uint64_t idle = 0;
GotoLineDialog *goto_line_dialog = nullptr;
ConfirmationDialog *erase_tab_confirm = nullptr;
ConfirmationDialog *disk_changed = nullptr;
ShaderTextEditor *shader_editor = nullptr;
void _menu_option(int p_option);
mutable Ref<Shader> shader;
void _editor_settings_changed();
void _project_settings_changed();
void _check_for_external_edit();
void _reload_shader_from_disk();
void _show_warnings_panel(bool p_show);
void _warning_clicked(Variant p_line);
void _update_warnings(bool p_validate);
protected:
void _notification(int p_what);
static void _bind_methods();
void _make_context_menu(bool p_selection, Vector2 p_position);
void _text_edit_gui_input(const Ref<InputEvent> &ev);
void _update_bookmark_list();
void _bookmark_item_pressed(int p_idx);
public:
void apply_shaders();
void ensure_select_current();
void edit(const Ref<Shader> &p_shader);
void goto_line_selection(int p_line, int p_begin, int p_end);
virtual Size2 get_minimum_size() const override { return Size2(0, 200); }
void save_external_data(const String &p_str = "");
ShaderEditor();
};
class ShaderEditorPlugin : public EditorPlugin {
GDCLASS(ShaderEditorPlugin, EditorPlugin);
struct EditedShader {
Ref<Shader> shader;
ShaderEditor *shader_editor = nullptr;
VisualShaderEditor *visual_shader_editor = nullptr;
};
LocalVector<EditedShader> edited_shaders;
enum {
FILE_NEW,
FILE_OPEN,
FILE_SAVE,
FILE_SAVE_AS,
FILE_INSPECT,
FILE_CLOSE,
FILE_MAX
};
HSplitContainer *main_split = nullptr;
ItemList *shader_list = nullptr;
TabContainer *shader_tabs = nullptr;
Button *button = nullptr;
MenuButton *file_menu = nullptr;
ShaderCreateDialog *shader_create_dialog = nullptr;
void _update_shader_list();
void _shader_selected(int p_index);
void _menu_item_pressed(int p_index);
void _resource_saved(Object *obj);
void _close_shader(int p_index);
void _shader_created(Ref<Shader> p_shader);
public:
virtual String get_name() const override { return "Shader"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
virtual void selected_notify() override;
ShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader);
virtual void save_external_data() override;
virtual void apply_changes() override;
ShaderEditorPlugin();
~ShaderEditorPlugin();
};
#endif