godot/editor/plugins/shader_editor_plugin.cpp
lawnjelly a0c6d16c90 Add editor vital redraws only option
When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests.

This can be fine on high power desktops but can be an annoyance on lower power machines.

This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority.

An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes:

* Continuous
* Update all changes
* Update vital changes
2022-02-02 11:26:45 +00:00

749 lines
32 KiB
C++

/*************************************************************************/
/* shader_editor_plugin.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "shader_editor_plugin.h"
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "core/version_generated.gen.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "editor/property_editor.h"
#include "servers/visual/shader_types.h"
/*** SHADER SCRIPT EDITOR ****/
Ref<Shader> ShaderTextEditor::get_edited_shader() const {
return shader;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader) {
if (shader == p_shader) {
return;
}
shader = p_shader;
_load_theme_settings();
get_text_edit()->set_text(p_shader->get_code());
get_text_edit()->clear_undo_history();
get_text_edit()->call_deferred("set_h_scroll", 0);
get_text_edit()->call_deferred("set_v_scroll", 0);
_validate_script();
_line_col_changed();
}
void ShaderTextEditor::reload_text() {
ERR_FAIL_COND(shader.is_null());
TextEdit *te = get_text_edit();
int column = te->cursor_get_column();
int row = te->cursor_get_line();
int h = te->get_h_scroll();
int v = te->get_v_scroll();
te->set_text(shader->get_code());
te->cursor_set_line(row);
te->cursor_set_column(column);
te->set_h_scroll(h);
te->set_v_scroll(v);
te->tag_saved_version();
update_line_and_column();
}
void ShaderTextEditor::_load_theme_settings() {
get_text_edit()->clear_colors();
Color background_color = EDITOR_GET("text_editor/highlighting/background_color");
Color completion_background_color = EDITOR_GET("text_editor/highlighting/completion_background_color");
Color completion_selected_color = EDITOR_GET("text_editor/highlighting/completion_selected_color");
Color completion_existing_color = EDITOR_GET("text_editor/highlighting/completion_existing_color");
Color completion_scroll_color = EDITOR_GET("text_editor/highlighting/completion_scroll_color");
Color completion_font_color = EDITOR_GET("text_editor/highlighting/completion_font_color");
Color text_color = EDITOR_GET("text_editor/highlighting/text_color");
Color line_number_color = EDITOR_GET("text_editor/highlighting/line_number_color");
Color caret_color = EDITOR_GET("text_editor/highlighting/caret_color");
Color caret_background_color = EDITOR_GET("text_editor/highlighting/caret_background_color");
Color text_selected_color = EDITOR_GET("text_editor/highlighting/text_selected_color");
Color selection_color = EDITOR_GET("text_editor/highlighting/selection_color");
Color brace_mismatch_color = EDITOR_GET("text_editor/highlighting/brace_mismatch_color");
Color current_line_color = EDITOR_GET("text_editor/highlighting/current_line_color");
Color line_length_guideline_color = EDITOR_GET("text_editor/highlighting/line_length_guideline_color");
Color word_highlighted_color = EDITOR_GET("text_editor/highlighting/word_highlighted_color");
Color number_color = EDITOR_GET("text_editor/highlighting/number_color");
Color function_color = EDITOR_GET("text_editor/highlighting/function_color");
Color member_variable_color = EDITOR_GET("text_editor/highlighting/member_variable_color");
Color mark_color = EDITOR_GET("text_editor/highlighting/mark_color");
Color bookmark_color = EDITOR_GET("text_editor/highlighting/bookmark_color");
Color breakpoint_color = EDITOR_GET("text_editor/highlighting/breakpoint_color");
Color executing_line_color = EDITOR_GET("text_editor/highlighting/executing_line_color");
Color code_folding_color = EDITOR_GET("text_editor/highlighting/code_folding_color");
Color search_result_color = EDITOR_GET("text_editor/highlighting/search_result_color");
Color search_result_border_color = EDITOR_GET("text_editor/highlighting/search_result_border_color");
Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");
Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");
Color control_flow_keyword_color = EDITOR_GET("text_editor/highlighting/control_flow_keyword_color");
Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");
get_text_edit()->add_color_override("background_color", background_color);
get_text_edit()->add_color_override("completion_background_color", completion_background_color);
get_text_edit()->add_color_override("completion_selected_color", completion_selected_color);
get_text_edit()->add_color_override("completion_existing_color", completion_existing_color);
get_text_edit()->add_color_override("completion_scroll_color", completion_scroll_color);
get_text_edit()->add_color_override("completion_font_color", completion_font_color);
get_text_edit()->add_color_override("font_color", text_color);
get_text_edit()->add_color_override("line_number_color", line_number_color);
get_text_edit()->add_color_override("caret_color", caret_color);
get_text_edit()->add_color_override("caret_background_color", caret_background_color);
get_text_edit()->add_color_override("font_color_selected", text_selected_color);
get_text_edit()->add_color_override("selection_color", selection_color);
get_text_edit()->add_color_override("brace_mismatch_color", brace_mismatch_color);
get_text_edit()->add_color_override("current_line_color", current_line_color);
get_text_edit()->add_color_override("line_length_guideline_color", line_length_guideline_color);
get_text_edit()->add_color_override("word_highlighted_color", word_highlighted_color);
get_text_edit()->add_color_override("number_color", number_color);
get_text_edit()->add_color_override("function_color", function_color);
get_text_edit()->add_color_override("member_variable_color", member_variable_color);
get_text_edit()->add_color_override("mark_color", mark_color);
get_text_edit()->add_color_override("bookmark_color", bookmark_color);
get_text_edit()->add_color_override("breakpoint_color", breakpoint_color);
get_text_edit()->add_color_override("executing_line_color", executing_line_color);
get_text_edit()->add_color_override("code_folding_color", code_folding_color);
get_text_edit()->add_color_override("search_result_color", search_result_color);
get_text_edit()->add_color_override("search_result_border_color", search_result_border_color);
get_text_edit()->add_color_override("symbol_color", symbol_color);
List<String> keywords;
ShaderLanguage::get_keyword_list(&keywords);
for (List<String>::Element *E = keywords.front(); E; E = E->next()) {
if (ShaderLanguage::is_control_flow_keyword(E->get())) {
get_text_edit()->add_keyword_color(E->get(), control_flow_keyword_color);
} else {
get_text_edit()->add_keyword_color(E->get(), keyword_color);
}
}
// Colorize built-ins like `COLOR` differently to make them easier
// to distinguish from keywords at a quick glance.
List<String> built_ins;
if (shader.is_valid()) {
for (const Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
for (const Map<StringName, ShaderLanguage::BuiltInInfo>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
built_ins.push_back(F->key());
}
}
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).size(); i++) {
built_ins.push_back(ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode()))[i]);
}
}
const Color user_type_color = EDITOR_GET("text_editor/highlighting/user_type_color");
for (List<String>::Element *E = built_ins.front(); E; E = E->next()) {
get_text_edit()->add_keyword_color(E->get(), user_type_color);
}
// Colorize comments.
get_text_edit()->add_color_region("/*", "*/", comment_color, false);
get_text_edit()->add_color_region("//", "", comment_color, false);
}
void ShaderTextEditor::_check_shader_mode() {
String type = ShaderLanguage::get_shader_type(get_text_edit()->get_text());
Shader::Mode mode;
if (type == "canvas_item") {
mode = Shader::MODE_CANVAS_ITEM;
} else if (type == "particles") {
mode = Shader::MODE_PARTICLES;
} else {
mode = Shader::MODE_SPATIAL;
}
if (shader->get_mode() != mode) {
shader->set_code(get_text_edit()->get_text());
_load_theme_settings();
}
}
void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptCodeCompletionOption> *r_options) {
_check_shader_mode();
ShaderLanguage sl;
String calltip;
sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);
get_text_edit()->set_code_hint(calltip);
}
void ShaderTextEditor::_validate_script() {
_check_shader_mode();
String code = get_text_edit()->get_text();
//List<StringName> params;
//shader->get_param_list(&params);
ShaderLanguage sl;
Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types());
if (err != OK) {
String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
set_error(error_text);
set_error_pos(sl.get_error_line() - 1, 0);
for (int i = 0; i < get_text_edit()->get_line_count(); i++) {
get_text_edit()->set_line_as_marked(i, false);
}
get_text_edit()->set_line_as_marked(sl.get_error_line() - 1, true);
} else {
for (int i = 0; i < get_text_edit()->get_line_count(); i++) {
get_text_edit()->set_line_as_marked(i, false);
}
set_error("");
}
emit_signal("script_changed");
}
void ShaderTextEditor::_bind_methods() {
}
ShaderTextEditor::ShaderTextEditor() {
}
/*** SCRIPT EDITOR ******/
void ShaderEditor::_menu_option(int p_option) {
switch (p_option) {
case EDIT_UNDO: {
shader_editor->get_text_edit()->undo();
} break;
case EDIT_REDO: {
shader_editor->get_text_edit()->redo();
} break;
case EDIT_CUT: {
shader_editor->get_text_edit()->cut();
} break;
case EDIT_COPY: {
shader_editor->get_text_edit()->copy();
} break;
case EDIT_PASTE: {
shader_editor->get_text_edit()->paste();
} break;
case EDIT_SELECT_ALL: {
shader_editor->get_text_edit()->select_all();
} break;
case EDIT_MOVE_LINE_UP: {
shader_editor->move_lines_up();
} break;
case EDIT_MOVE_LINE_DOWN: {
shader_editor->move_lines_down();
} break;
case EDIT_INDENT_LEFT: {
if (shader.is_null()) {
return;
}
TextEdit *tx = shader_editor->get_text_edit();
tx->indent_left();
} break;
case EDIT_INDENT_RIGHT: {
if (shader.is_null()) {
return;
}
TextEdit *tx = shader_editor->get_text_edit();
tx->indent_right();
} break;
case EDIT_DELETE_LINE: {
shader_editor->delete_lines();
} break;
case EDIT_DUPLICATE_SELECTION: {
shader_editor->duplicate_selection();
} break;
case EDIT_TOGGLE_COMMENT: {
if (shader.is_null()) {
return;
}
shader_editor->toggle_inline_comment("//");
} break;
case EDIT_COMPLETE: {
shader_editor->get_text_edit()->query_code_comple();
} break;
case SEARCH_FIND: {
shader_editor->get_find_replace_bar()->popup_search();
} break;
case SEARCH_FIND_NEXT: {
shader_editor->get_find_replace_bar()->search_next();
} break;
case SEARCH_FIND_PREV: {
shader_editor->get_find_replace_bar()->search_prev();
} break;
case SEARCH_REPLACE: {
shader_editor->get_find_replace_bar()->popup_replace();
} break;
case SEARCH_GOTO_LINE: {
goto_line_dialog->popup_find_line(shader_editor->get_text_edit());
} break;
case BOOKMARK_TOGGLE: {
shader_editor->toggle_bookmark();
} break;
case BOOKMARK_GOTO_NEXT: {
shader_editor->goto_next_bookmark();
} break;
case BOOKMARK_GOTO_PREV: {
shader_editor->goto_prev_bookmark();
} break;
case BOOKMARK_REMOVE_ALL: {
shader_editor->remove_all_bookmarks();
} break;
case HELP_DOCS: {
OS::get_singleton()->shell_open(vformat("%s/tutorials/shaders/shader_reference/index.html", VERSION_DOCS_URL));
} break;
}
if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) {
shader_editor->get_text_edit()->call_deferred("grab_focus");
}
}
void ShaderEditor::_notification(int p_what) {
if (p_what == MainLoop::NOTIFICATION_WM_FOCUS_IN) {
_check_for_external_edit();
}
}
void ShaderEditor::_params_changed() {
shader_editor->_validate_script();
}
void ShaderEditor::_editor_settings_changed() {
shader_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/completion/auto_brace_complete"));
shader_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/cursor/scroll_past_end_of_file"));
shader_editor->get_text_edit()->set_indent_size(EditorSettings::get_singleton()->get("text_editor/indent/size"));
shader_editor->get_text_edit()->set_indent_using_spaces(EditorSettings::get_singleton()->get("text_editor/indent/type"));
shader_editor->get_text_edit()->set_auto_indent(EditorSettings::get_singleton()->get("text_editor/indent/auto_indent"));
shader_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/indent/draw_tabs"));
shader_editor->get_text_edit()->set_draw_spaces(EditorSettings::get_singleton()->get("text_editor/indent/draw_spaces"));
shader_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/appearance/show_line_numbers"));
shader_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/highlighting/syntax_highlighting"));
shader_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_all_occurrences"));
shader_editor->get_text_edit()->set_highlight_current_line(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_current_line"));
shader_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->is_caret_blink_active());
shader_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink_speed"));
shader_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/theme/line_spacing"));
shader_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/cursor/block_caret"));
shader_editor->get_text_edit()->set_smooth_scroll_enabled(EditorSettings::get_singleton()->get("text_editor/navigation/smooth_scrolling"));
shader_editor->get_text_edit()->set_v_scroll_speed(EditorSettings::get_singleton()->get("text_editor/navigation/v_scroll_speed"));
shader_editor->get_text_edit()->set_draw_minimap(EditorSettings::get_singleton()->get("text_editor/navigation/show_minimap"));
shader_editor->get_text_edit()->set_minimap_width((int)EditorSettings::get_singleton()->get("text_editor/navigation/minimap_width") * EDSCALE);
shader_editor->get_text_edit()->set_show_line_length_guidelines(EditorSettings::get_singleton()->get("text_editor/appearance/show_line_length_guidelines"));
shader_editor->get_text_edit()->set_line_length_guideline_soft_column(EditorSettings::get_singleton()->get("text_editor/appearance/line_length_guideline_soft_column"));
shader_editor->get_text_edit()->set_line_length_guideline_hard_column(EditorSettings::get_singleton()->get("text_editor/appearance/line_length_guideline_hard_column"));
shader_editor->get_text_edit()->set_breakpoint_gutter_enabled(false);
}
void ShaderEditor::_bind_methods() {
ClassDB::bind_method("_reload_shader_from_disk", &ShaderEditor::_reload_shader_from_disk);
ClassDB::bind_method("_editor_settings_changed", &ShaderEditor::_editor_settings_changed);
ClassDB::bind_method("_text_edit_gui_input", &ShaderEditor::_text_edit_gui_input);
ClassDB::bind_method("_update_bookmark_list", &ShaderEditor::_update_bookmark_list);
ClassDB::bind_method("_bookmark_item_pressed", &ShaderEditor::_bookmark_item_pressed);
ClassDB::bind_method("_menu_option", &ShaderEditor::_menu_option);
ClassDB::bind_method("_params_changed", &ShaderEditor::_params_changed);
ClassDB::bind_method("apply_shaders", &ShaderEditor::apply_shaders);
ClassDB::bind_method("save_external_data", &ShaderEditor::save_external_data);
}
void ShaderEditor::ensure_select_current() {
/*
if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
ShaderTextEditor *ste = Object::cast_to<ShaderTextEditor>(tab_container->get_child(tab_container->get_current_tab()));
if (!ste)
return;
Ref<Shader> shader = ste->get_edited_shader();
get_scene()->get_root_node()->call("_resource_selected",shader);
}*/
}
void ShaderEditor::goto_line_selection(int p_line, int p_begin, int p_end) {
shader_editor->goto_line_selection(p_line, p_begin, p_end);
}
void ShaderEditor::_check_for_external_edit() {
if (shader.is_null() || !shader.is_valid()) {
return;
}
// internal shader.
if (shader->get_path() == "" || shader->get_path().find("local://") != -1 || shader->get_path().find("::") != -1) {
return;
}
bool use_autoreload = bool(EDITOR_DEF("text_editor/files/auto_reload_scripts_on_external_change", false));
if (shader->get_last_modified_time() != FileAccess::get_modified_time(shader->get_path())) {
if (use_autoreload) {
_reload_shader_from_disk();
} else {
disk_changed->call_deferred("popup_centered");
}
}
}
void ShaderEditor::_reload_shader_from_disk() {
Ref<Shader> rel_shader = ResourceLoader::load(shader->get_path(), shader->get_class(), true);
ERR_FAIL_COND(!rel_shader.is_valid());
shader->set_code(rel_shader->get_code());
shader->set_last_modified_time(rel_shader->get_last_modified_time());
shader_editor->reload_text();
}
void ShaderEditor::edit(const Ref<Shader> &p_shader) {
if (p_shader.is_null() || !p_shader->is_text_shader()) {
return;
}
if (shader == p_shader) {
return;
}
shader = p_shader;
shader_editor->set_edited_shader(p_shader);
//vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
// see if already has it
}
void ShaderEditor::save_external_data(const String &p_str) {
if (shader.is_null()) {
disk_changed->hide();
return;
}
apply_shaders();
if (shader->get_path() != "" && shader->get_path().find("local://") == -1 && shader->get_path().find("::") == -1) {
//external shader, save it
ResourceSaver::save(shader->get_path(), shader);
}
disk_changed->hide();
}
void ShaderEditor::apply_shaders() {
if (shader.is_valid()) {
String shader_code = shader->get_code();
String editor_code = shader_editor->get_text_edit()->get_text();
if (shader_code != editor_code) {
shader->set_code(editor_code);
shader->set_edited(true);
}
}
}
void ShaderEditor::_text_edit_gui_input(const Ref<InputEvent> &ev) {
Ref<InputEventMouseButton> mb = ev;
if (mb.is_valid()) {
if (mb->get_button_index() == BUTTON_RIGHT && mb->is_pressed()) {
int col, row;
TextEdit *tx = shader_editor->get_text_edit();
tx->_get_mouse_pos(mb->get_global_position() - tx->get_global_position(), row, col);
tx->set_right_click_moves_caret(EditorSettings::get_singleton()->get("text_editor/cursor/right_click_moves_caret"));
if (tx->is_right_click_moving_caret()) {
if (tx->is_selection_active()) {
int from_line = tx->get_selection_from_line();
int to_line = tx->get_selection_to_line();
int from_column = tx->get_selection_from_column();
int to_column = tx->get_selection_to_column();
if (row < from_line || row > to_line || (row == from_line && col < from_column) || (row == to_line && col > to_column)) {
// Right click is outside the selected text
tx->deselect();
}
}
if (!tx->is_selection_active()) {
tx->cursor_set_line(row, true, false);
tx->cursor_set_column(col);
}
}
_make_context_menu(tx->is_selection_active(), get_local_mouse_position());
}
}
Ref<InputEventKey> k = ev;
if (k.is_valid() && k->is_pressed() && k->get_scancode() == KEY_MENU) {
TextEdit *tx = shader_editor->get_text_edit();
_make_context_menu(tx->is_selection_active(), (get_global_transform().inverse() * tx->get_global_transform()).xform(tx->_get_cursor_pixel_pos()));
context_menu->grab_focus();
}
}
void ShaderEditor::_update_bookmark_list() {
bookmarks_menu->clear();
bookmarks_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_bookmark"), BOOKMARK_TOGGLE);
bookmarks_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/remove_all_bookmarks"), BOOKMARK_REMOVE_ALL);
bookmarks_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_next_bookmark"), BOOKMARK_GOTO_NEXT);
bookmarks_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_previous_bookmark"), BOOKMARK_GOTO_PREV);
Array bookmark_list = shader_editor->get_text_edit()->get_bookmarks_array();
if (bookmark_list.size() == 0) {
return;
}
bookmarks_menu->add_separator();
for (int i = 0; i < bookmark_list.size(); i++) {
String line = shader_editor->get_text_edit()->get_line(bookmark_list[i]).strip_edges();
// Limit the size of the line if too big.
if (line.length() > 50) {
line = line.substr(0, 50);
}
bookmarks_menu->add_item(String::num((int)bookmark_list[i] + 1) + " - \"" + line + "\"");
bookmarks_menu->set_item_metadata(bookmarks_menu->get_item_count() - 1, bookmark_list[i]);
}
}
void ShaderEditor::_bookmark_item_pressed(int p_idx) {
if (p_idx < 4) { // Any item before the separator.
_menu_option(bookmarks_menu->get_item_id(p_idx));
} else {
shader_editor->goto_line(bookmarks_menu->get_item_metadata(p_idx));
}
}
void ShaderEditor::_make_context_menu(bool p_selection, Vector2 p_position) {
context_menu->clear();
if (p_selection) {
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY);
}
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE);
context_menu->add_separator();
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO);
context_menu->add_separator();
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT);
context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_bookmark"), BOOKMARK_TOGGLE);
context_menu->set_position(get_global_transform().xform(p_position));
context_menu->set_size(Vector2(1, 1));
context_menu->popup();
}
ShaderEditor::ShaderEditor(EditorNode *p_node) {
shader_editor = memnew(ShaderTextEditor);
shader_editor->set_v_size_flags(SIZE_EXPAND_FILL);
shader_editor->add_constant_override("separation", 0);
shader_editor->set_anchors_and_margins_preset(Control::PRESET_WIDE);
shader_editor->connect("script_changed", this, "apply_shaders");
EditorSettings::get_singleton()->connect("settings_changed", this, "_editor_settings_changed");
shader_editor->get_text_edit()->set_callhint_settings(
EditorSettings::get_singleton()->get("text_editor/completion/put_callhint_tooltip_below_current_line"),
EditorSettings::get_singleton()->get("text_editor/completion/callhint_tooltip_offset"));
shader_editor->get_text_edit()->set_select_identifiers_on_hover(true);
shader_editor->get_text_edit()->set_context_menu_enabled(false);
shader_editor->get_text_edit()->connect("gui_input", this, "_text_edit_gui_input");
shader_editor->update_editor_settings();
context_menu = memnew(PopupMenu);
add_child(context_menu);
context_menu->connect("id_pressed", this, "_menu_option");
context_menu->set_hide_on_window_lose_focus(true);
VBoxContainer *main_container = memnew(VBoxContainer);
HBoxContainer *hbc = memnew(HBoxContainer);
edit_menu = memnew(MenuButton);
edit_menu->set_text(TTR("Edit"));
edit_menu->set_switch_on_hover(true);
edit_menu->get_popup()->set_hide_on_window_lose_focus(true);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_up"), EDIT_MOVE_LINE_UP);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_down"), EDIT_MOVE_LINE_DOWN);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/delete_line"), EDIT_DELETE_LINE);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/duplicate_selection"), EDIT_DUPLICATE_SELECTION);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/complete_symbol"), EDIT_COMPLETE);
edit_menu->get_popup()->connect("id_pressed", this, "_menu_option");
search_menu = memnew(MenuButton);
search_menu->set_text(TTR("Search"));
search_menu->set_switch_on_hover(true);
search_menu->get_popup()->set_hide_on_window_lose_focus(true);
search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find"), SEARCH_FIND);
search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_next"), SEARCH_FIND_NEXT);
search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_previous"), SEARCH_FIND_PREV);
search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/replace"), SEARCH_REPLACE);
search_menu->get_popup()->connect("id_pressed", this, "_menu_option");
MenuButton *goto_menu = memnew(MenuButton);
goto_menu->set_text(TTR("Go To"));
goto_menu->set_switch_on_hover(true);
goto_menu->get_popup()->connect("id_pressed", this, "_menu_option");
goto_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_line"), SEARCH_GOTO_LINE);
goto_menu->get_popup()->add_separator();
bookmarks_menu = memnew(PopupMenu);
bookmarks_menu->set_name("Bookmarks");
goto_menu->get_popup()->add_child(bookmarks_menu);
goto_menu->get_popup()->add_submenu_item(TTR("Bookmarks"), "Bookmarks");
_update_bookmark_list();
bookmarks_menu->connect("about_to_show", this, "_update_bookmark_list");
bookmarks_menu->connect("index_pressed", this, "_bookmark_item_pressed");
help_menu = memnew(MenuButton);
help_menu->set_text(TTR("Help"));
help_menu->set_switch_on_hover(true);
help_menu->get_popup()->add_icon_item(p_node->get_gui_base()->get_icon("Instance", "EditorIcons"), TTR("Online Docs"), HELP_DOCS);
help_menu->get_popup()->connect("id_pressed", this, "_menu_option");
add_child(main_container);
main_container->add_child(hbc);
hbc->add_child(search_menu);
hbc->add_child(edit_menu);
hbc->add_child(goto_menu);
hbc->add_child(help_menu);
hbc->add_style_override("panel", p_node->get_gui_base()->get_stylebox("ScriptEditorPanel", "EditorStyles"));
main_container->add_child(shader_editor);
goto_line_dialog = memnew(GotoLineDialog);
add_child(goto_line_dialog);
disk_changed = memnew(ConfirmationDialog);
VBoxContainer *vbc = memnew(VBoxContainer);
disk_changed->add_child(vbc);
Label *dl = memnew(Label);
dl->set_text(TTR("This shader has been modified on on disk.\nWhat action should be taken?"));
vbc->add_child(dl);
disk_changed->connect("confirmed", this, "_reload_shader_from_disk");
disk_changed->get_ok()->set_text(TTR("Reload"));
disk_changed->add_button(TTR("Resave"), !OS::get_singleton()->get_swap_ok_cancel(), "resave");
disk_changed->connect("custom_action", this, "save_external_data");
add_child(disk_changed);
_editor_settings_changed();
}
void ShaderEditorPlugin::edit(Object *p_object) {
Shader *s = Object::cast_to<Shader>(p_object);
shader_editor->edit(s);
}
bool ShaderEditorPlugin::handles(Object *p_object) const {
Shader *shader = Object::cast_to<Shader>(p_object);
return shader != nullptr && shader->is_text_shader();
}
void ShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
button->show();
editor->make_bottom_panel_item_visible(shader_editor);
} else {
button->hide();
if (shader_editor->is_visible_in_tree()) {
editor->hide_bottom_panel();
}
shader_editor->apply_shaders();
}
}
void ShaderEditorPlugin::selected_notify() {
shader_editor->ensure_select_current();
}
void ShaderEditorPlugin::save_external_data() {
shader_editor->save_external_data();
}
void ShaderEditorPlugin::apply_changes() {
shader_editor->apply_shaders();
}
ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {
editor = p_node;
shader_editor = memnew(ShaderEditor(p_node));
shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
button = editor->add_bottom_panel_item(TTR("Shader"), shader_editor);
button->hide();
}
ShaderEditorPlugin::~ShaderEditorPlugin() {
}