716 lines
25 KiB
C++
716 lines
25 KiB
C++
/**************************************************************************/
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/* shader_editor_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "shader_editor_plugin.h"
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#include "editor/editor_command_palette.h"
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#include "editor/editor_node.h"
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#include "editor/editor_string_names.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/filesystem_dock.h"
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#include "editor/gui/editor_bottom_panel.h"
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#include "editor/inspector_dock.h"
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#include "editor/plugins/text_shader_editor.h"
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#include "editor/plugins/visual_shader_editor_plugin.h"
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#include "editor/shader_create_dialog.h"
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#include "editor/themes/editor_scale.h"
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#include "editor/window_wrapper.h"
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#include "scene/gui/item_list.h"
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#include "scene/gui/texture_rect.h"
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void ShaderEditorPlugin::_update_shader_list() {
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shader_list->clear();
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for (EditedShader &edited_shader : edited_shaders) {
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Ref<Resource> shader = edited_shader.shader;
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if (shader.is_null()) {
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shader = edited_shader.shader_inc;
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}
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String path = shader->get_path();
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String text = path.get_file();
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if (text.is_empty()) {
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// This appears for newly created built-in shaders before saving the scene.
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text = TTR("[unsaved]");
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} else if (shader->is_built_in()) {
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const String &shader_name = shader->get_name();
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if (!shader_name.is_empty()) {
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text = vformat("%s (%s)", shader_name, text.get_slice("::", 0));
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}
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}
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// When shader is deleted in filesystem dock, need this to correctly close shader editor.
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edited_shader.path = path;
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bool unsaved = false;
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if (edited_shader.shader_editor) {
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unsaved = edited_shader.shader_editor->is_unsaved();
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}
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// TODO: Handle visual shaders too.
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if (unsaved) {
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text += "(*)";
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}
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String _class = shader->get_class();
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if (!shader_list->has_theme_icon(_class, EditorStringName(EditorIcons))) {
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_class = "TextFile";
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}
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Ref<Texture2D> icon = shader_list->get_editor_theme_icon(_class);
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shader_list->add_item(text, icon);
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shader_list->set_item_tooltip(-1, path);
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edited_shader.name = text;
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}
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if (shader_tabs->get_tab_count()) {
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shader_list->select(shader_tabs->get_current_tab());
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}
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for (int i = FILE_SAVE; i < FILE_MAX; i++) {
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file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.is_empty());
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}
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_update_shader_list_status();
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}
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void ShaderEditorPlugin::_update_shader_list_status() {
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for (int i = 0; i < shader_list->get_item_count(); i++) {
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TextShaderEditor *se = Object::cast_to<TextShaderEditor>(shader_tabs->get_tab_control(i));
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if (se) {
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if (se->was_compilation_successful()) {
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shader_list->set_item_tag_icon(i, Ref<Texture2D>());
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} else {
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shader_list->set_item_tag_icon(i, shader_list->get_editor_theme_icon(SNAME("Error")));
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}
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}
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}
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}
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void ShaderEditorPlugin::_move_shader_tab(int p_from, int p_to) {
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if (p_from == p_to) {
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return;
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}
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EditedShader es = edited_shaders[p_from];
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edited_shaders.remove_at(p_from);
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edited_shaders.insert(p_to, es);
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shader_tabs->move_child(shader_tabs->get_tab_control(p_from), p_to);
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_update_shader_list();
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}
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void ShaderEditorPlugin::edit(Object *p_object) {
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if (!p_object) {
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return;
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}
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EditedShader es;
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ShaderInclude *si = Object::cast_to<ShaderInclude>(p_object);
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if (si != nullptr) {
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader_inc.ptr() == si) {
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shader_tabs->set_current_tab(i);
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shader_list->select(i);
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return;
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}
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}
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es.shader_inc = Ref<ShaderInclude>(si);
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es.shader_editor = memnew(TextShaderEditor);
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es.shader_editor->edit(si);
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shader_tabs->add_child(es.shader_editor);
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} else {
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Shader *s = Object::cast_to<Shader>(p_object);
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader.ptr() == s) {
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shader_tabs->set_current_tab(i);
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shader_list->select(i);
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return;
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}
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}
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es.shader = Ref<Shader>(s);
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Ref<VisualShader> vs = es.shader;
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if (vs.is_valid()) {
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es.visual_shader_editor = memnew(VisualShaderEditor);
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shader_tabs->add_child(es.visual_shader_editor);
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es.visual_shader_editor->edit(vs.ptr());
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} else {
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es.shader_editor = memnew(TextShaderEditor);
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shader_tabs->add_child(es.shader_editor);
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es.shader_editor->edit(s);
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}
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}
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if (es.shader_editor) {
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es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
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CodeTextEditor *cte = es.shader_editor->get_code_editor();
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if (cte) {
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cte->set_zoom_factor(text_shader_zoom_factor);
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cte->connect("zoomed", callable_mp(this, &ShaderEditorPlugin::_set_text_shader_zoom_factor));
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}
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}
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shader_tabs->set_current_tab(shader_tabs->get_tab_count() - 1);
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edited_shaders.push_back(es);
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_update_shader_list();
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}
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bool ShaderEditorPlugin::handles(Object *p_object) const {
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return Object::cast_to<Shader>(p_object) != nullptr || Object::cast_to<ShaderInclude>(p_object) != nullptr;
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}
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void ShaderEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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EditorNode::get_bottom_panel()->make_item_visible(window_wrapper);
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}
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}
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void ShaderEditorPlugin::selected_notify() {
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}
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TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader == p_for_shader) {
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return edited_shader.shader_editor;
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}
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}
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return nullptr;
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}
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VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader == p_for_shader) {
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return edited_shader.visual_shader_editor;
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}
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}
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return nullptr;
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}
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void ShaderEditorPlugin::set_window_layout(Ref<ConfigFile> p_layout) {
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if (EDITOR_GET("interface/multi_window/restore_windows_on_load") && window_wrapper->is_window_available() && p_layout->has_section_key("ShaderEditor", "window_rect")) {
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window_wrapper->restore_window_from_saved_position(
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p_layout->get_value("ShaderEditor", "window_rect", Rect2i()),
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p_layout->get_value("ShaderEditor", "window_screen", -1),
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p_layout->get_value("ShaderEditor", "window_screen_rect", Rect2i()));
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} else {
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window_wrapper->set_window_enabled(false);
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}
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if (!bool(EDITOR_GET("editors/shader_editor/behavior/files/restore_shaders_on_load"))) {
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return;
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}
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if (!p_layout->has_section("ShaderEditor")) {
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return;
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}
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if (!p_layout->has_section_key("ShaderEditor", "open_shaders") ||
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!p_layout->has_section_key("ShaderEditor", "selected_shader")) {
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return;
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}
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Array shaders = p_layout->get_value("ShaderEditor", "open_shaders");
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int selected_shader_idx = 0;
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String selected_shader = p_layout->get_value("ShaderEditor", "selected_shader");
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for (int i = 0; i < shaders.size(); i++) {
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String path = shaders[i];
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Ref<Resource> res = ResourceLoader::load(path);
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if (res.is_valid()) {
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edit(res.ptr());
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}
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if (selected_shader == path) {
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selected_shader_idx = i;
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}
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}
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if (p_layout->has_section_key("ShaderEditor", "split_offset")) {
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main_split->set_split_offset(p_layout->get_value("ShaderEditor", "split_offset"));
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}
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_update_shader_list();
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_shader_selected(selected_shader_idx);
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_set_text_shader_zoom_factor(p_layout->get_value("ShaderEditor", "text_shader_zoom_factor", 1.0f));
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}
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void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
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if (window_wrapper->get_window_enabled()) {
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p_layout->set_value("ShaderEditor", "window_rect", window_wrapper->get_window_rect());
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int screen = window_wrapper->get_window_screen();
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p_layout->set_value("ShaderEditor", "window_screen", screen);
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p_layout->set_value("ShaderEditor", "window_screen_rect", DisplayServer::get_singleton()->screen_get_usable_rect(screen));
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} else {
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if (p_layout->has_section_key("ShaderEditor", "window_rect")) {
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p_layout->erase_section_key("ShaderEditor", "window_rect");
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}
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if (p_layout->has_section_key("ShaderEditor", "window_screen")) {
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p_layout->erase_section_key("ShaderEditor", "window_screen");
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}
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if (p_layout->has_section_key("ShaderEditor", "window_screen_rect")) {
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p_layout->erase_section_key("ShaderEditor", "window_screen_rect");
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}
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}
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Array shaders;
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String selected_shader;
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for (int i = 0; i < shader_tabs->get_tab_count(); i++) {
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EditedShader edited_shader = edited_shaders[i];
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if (edited_shader.shader_editor || edited_shader.visual_shader_editor) {
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String shader_path;
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if (edited_shader.shader.is_valid()) {
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shader_path = edited_shader.shader->get_path();
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} else {
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DEV_ASSERT(edited_shader.shader_inc.is_valid());
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shader_path = edited_shader.shader_inc->get_path();
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}
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shaders.push_back(shader_path);
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TextShaderEditor *shader_editor = Object::cast_to<TextShaderEditor>(shader_tabs->get_current_tab_control());
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VisualShaderEditor *visual_shader_editor = Object::cast_to<VisualShaderEditor>(shader_tabs->get_current_tab_control());
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if ((shader_editor && edited_shader.shader_editor == shader_editor) || (visual_shader_editor && edited_shader.visual_shader_editor == visual_shader_editor)) {
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selected_shader = shader_path;
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}
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}
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}
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p_layout->set_value("ShaderEditor", "open_shaders", shaders);
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p_layout->set_value("ShaderEditor", "split_offset", main_split->get_split_offset());
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p_layout->set_value("ShaderEditor", "selected_shader", selected_shader);
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p_layout->set_value("ShaderEditor", "text_shader_zoom_factor", text_shader_zoom_factor);
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}
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String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
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// TODO: This should also include visual shaders and shader includes, but save_external_data() doesn't seem to save them...
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PackedStringArray unsaved_shaders;
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader_editor) {
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if (edited_shaders[i].shader_editor->is_unsaved()) {
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if (unsaved_shaders.is_empty()) {
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unsaved_shaders.append(TTR("Save changes to the following shaders(s) before quitting?"));
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}
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unsaved_shaders.append(edited_shaders[i].name.trim_suffix("(*)"));
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}
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}
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}
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if (!p_for_scene.is_empty()) {
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PackedStringArray unsaved_built_in_shaders;
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const String scene_file = p_for_scene.get_file();
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for (const String &E : unsaved_shaders) {
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if (!E.is_resource_file() && E.contains(scene_file)) {
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if (unsaved_built_in_shaders.is_empty()) {
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unsaved_built_in_shaders.append(TTR("There are unsaved changes in the following built-in shaders(s):"));
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}
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unsaved_built_in_shaders.append(E);
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}
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}
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if (!unsaved_built_in_shaders.is_empty()) {
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return String("\n").join(unsaved_built_in_shaders);
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}
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return String();
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}
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return String("\n").join(unsaved_shaders);
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}
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void ShaderEditorPlugin::save_external_data() {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader_editor) {
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edited_shader.shader_editor->save_external_data();
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}
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}
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_update_shader_list();
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}
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void ShaderEditorPlugin::apply_changes() {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader_editor) {
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edited_shader.shader_editor->apply_shaders();
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}
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}
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}
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void ShaderEditorPlugin::_shader_selected(int p_index) {
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if (p_index >= (int)edited_shaders.size()) {
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return;
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}
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if (edited_shaders[p_index].shader_editor) {
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edited_shaders[p_index].shader_editor->validate_script();
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}
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shader_tabs->set_current_tab(p_index);
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shader_list->select(p_index);
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}
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void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) {
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if (p_mouse_button_index == MouseButton::MIDDLE) {
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_close_shader(p_item);
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}
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}
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void ShaderEditorPlugin::_close_shader(int p_index) {
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ERR_FAIL_INDEX(p_index, shader_tabs->get_tab_count());
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Control *c = shader_tabs->get_tab_control(p_index);
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memdelete(c);
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edited_shaders.remove_at(p_index);
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_update_shader_list();
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EditorUndoRedoManager::get_singleton()->clear_history(); // To prevent undo on deleted graphs.
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}
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void ShaderEditorPlugin::_close_builtin_shaders_from_scene(const String &p_scene) {
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for (uint32_t i = 0; i < edited_shaders.size();) {
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Ref<Shader> &shader = edited_shaders[i].shader;
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if (shader.is_valid()) {
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if (shader->is_built_in() && shader->get_path().begins_with(p_scene)) {
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_close_shader(i);
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continue;
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}
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}
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Ref<ShaderInclude> &include = edited_shaders[i].shader_inc;
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if (include.is_valid()) {
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if (include->is_built_in() && include->get_path().begins_with(p_scene)) {
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_close_shader(i);
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continue;
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}
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}
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i++;
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}
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}
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void ShaderEditorPlugin::_resource_saved(Object *obj) {
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// May have been renamed on save.
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader.ptr() == obj) {
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_update_shader_list();
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return;
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}
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}
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}
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void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
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switch (p_index) {
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case FILE_NEW: {
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String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
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shader_create_dialog->config(base_path.path_join("new_shader"), false, false, 0);
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shader_create_dialog->popup_centered();
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} break;
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case FILE_NEW_INCLUDE: {
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String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
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shader_create_dialog->config(base_path.path_join("new_shader"), false, false, 2);
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shader_create_dialog->popup_centered();
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} break;
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case FILE_OPEN: {
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InspectorDock::get_singleton()->open_resource("Shader");
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} break;
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case FILE_OPEN_INCLUDE: {
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InspectorDock::get_singleton()->open_resource("ShaderInclude");
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} break;
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case FILE_SAVE: {
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int index = shader_tabs->get_current_tab();
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ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
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TextShaderEditor *editor = edited_shaders[index].shader_editor;
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if (editor && editor->get_trim_trailing_whitespace_on_save()) {
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editor->trim_trailing_whitespace();
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}
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if (edited_shaders[index].shader.is_valid()) {
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EditorNode::get_singleton()->save_resource(edited_shaders[index].shader);
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} else {
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EditorNode::get_singleton()->save_resource(edited_shaders[index].shader_inc);
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}
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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<Shader> p_shader) {
|
|
EditorNode::get_singleton()->push_item(p_shader.ptr());
|
|
}
|
|
|
|
void ShaderEditorPlugin::_shader_include_created(Ref<ShaderInclude> 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<Texture2D> 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<String> files = d["files"];
|
|
|
|
if (files.size() == 0) {
|
|
return false;
|
|
}
|
|
|
|
for (int i = 0; i < files.size(); i++) {
|
|
const String &file = files[i];
|
|
if (ResourceLoader::exists(file, "Shader")) {
|
|
Ref<Shader> shader = ResourceLoader::load(file);
|
|
if (shader.is_valid()) {
|
|
return true;
|
|
}
|
|
}
|
|
if (ResourceLoader::exists(file, "ShaderInclude")) {
|
|
Ref<ShaderInclude> 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<String> files = d["files"];
|
|
|
|
for (int i = 0; i < files.size(); i++) {
|
|
const String &file = files[i];
|
|
Ref<Resource> 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::_set_text_shader_zoom_factor(float p_zoom_factor) {
|
|
if (text_shader_zoom_factor != p_zoom_factor) {
|
|
text_shader_zoom_factor = p_zoom_factor;
|
|
for (const EditedShader &edited_shader : edited_shaders) {
|
|
if (edited_shader.shader_editor) {
|
|
CodeTextEditor *cte = edited_shader.shader_editor->get_code_editor();
|
|
if (cte && cte->get_zoom_factor() != text_shader_zoom_factor) {
|
|
cte->set_zoom_factor(text_shader_zoom_factor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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("resource_saved", callable_mp(this, &ShaderEditorPlugin::_resource_saved), CONNECT_DEFERRED);
|
|
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<Shortcut> 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->set_shortcut_context(main_split);
|
|
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::ALT | KeyModifierMask::CMD_OR_CTRL | Key::S), FILE_SAVE);
|
|
file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/save_as", TTR("Save File As...")), 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);
|
|
}
|
|
|
|
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->connect("request_open_in_screen", callable_mp(window_wrapper, &WindowWrapper::enable_window_on_screen).bind(true));
|
|
if (!make_floating->is_disabled()) {
|
|
// Override default ScreenSelect tooltip if multi-window support is available.
|
|
make_floating->set_tooltip_text(TTR("Make the shader editor floating."));
|
|
}
|
|
|
|
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_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
|
|
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<StyleBoxEmpty> empty;
|
|
empty.instantiate();
|
|
shader_tabs->add_theme_style_override("panel", empty);
|
|
|
|
button = EditorNode::get_bottom_panel()->add_item(TTR("Shader Editor"), window_wrapper);
|
|
|
|
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() {
|
|
}
|