godot/editor/plugins/text_shader_editor.h

209 lines
7.2 KiB
C++

/**************************************************************************/
/* text_shader_editor.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef TEXT_SHADER_EDITOR_H
#define TEXT_SHADER_EDITOR_H
#include "editor/code_editor.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/rich_text_label.h"
#include "servers/rendering/shader_warnings.h"
class GDShaderSyntaxHighlighter : public CodeHighlighter {
GDCLASS(GDShaderSyntaxHighlighter, CodeHighlighter)
private:
Vector<Point2i> disabled_branch_regions;
Color disabled_branch_color;
public:
virtual Dictionary _get_line_syntax_highlighting_impl(int p_line) override;
void add_disabled_branch_region(const Point2i &p_region);
void clear_disabled_branch_regions();
void set_disabled_branch_color(const Color &p_color);
};
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<GDShaderSyntaxHighlighter> syntax_highlighter;
RichTextLabel *warnings_panel = nullptr;
Ref<Shader> shader;
Ref<ShaderInclude> shader_inc;
List<ShaderWarning> warnings;
Error last_compile_result = Error::OK;
void _check_shader_mode();
void _update_warning_panel();
bool block_shader_changed = false;
void _shader_changed();
uint32_t dependencies_version = 0; // Incremented if deps changed
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:
void set_block_shader_changed(bool p_block) { block_shader_changed = p_block; }
uint32_t get_dependencies_version() const { return dependencies_version; }
virtual void _validate_script() override;
void reload_text();
void set_warnings_panel(RichTextLabel *p_warnings_panel);
Ref<Shader> get_edited_shader() const;
Ref<ShaderInclude> get_edited_shader_include() const;
void set_edited_shader(const Ref<Shader> &p_shader);
void set_edited_shader(const Ref<Shader> &p_shader, const String &p_code);
void set_edited_shader_include(const Ref<ShaderInclude> &p_include);
void set_edited_shader_include(const Ref<ShaderInclude> &p_include, const String &p_code);
void set_edited_code(const String &p_code);
ShaderTextEditor();
};
class TextShaderEditor : public MarginContainer {
GDCLASS(TextShaderEditor, MarginContainer);
enum {
EDIT_UNDO,
EDIT_REDO,
EDIT_CUT,
EDIT_COPY,
EDIT_PASTE,
EDIT_SELECT_ALL,
EDIT_MOVE_LINE_UP,
EDIT_MOVE_LINE_DOWN,
EDIT_INDENT,
EDIT_UNINDENT,
EDIT_DELETE_LINE,
EDIT_DUPLICATE_SELECTION,
EDIT_DUPLICATE_LINES,
EDIT_TOGGLE_WORD_WRAP,
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 *code_editor = nullptr;
bool compilation_success = true;
void _menu_option(int p_option);
mutable Ref<Shader> shader;
mutable Ref<ShaderInclude> shader_inc;
void _editor_settings_changed();
void _apply_editor_settings();
void _project_settings_changed();
void _check_for_external_edit();
void _reload_shader_from_disk();
void _reload_shader_include_from_disk();
void _reload();
void _show_warnings_panel(bool p_show);
void _warning_clicked(Variant p_line);
void _update_warnings(bool p_validate);
void _script_validated(bool p_valid) {
compilation_success = p_valid;
emit_signal(SNAME("validation_changed"));
}
uint32_t dependencies_version = 0xFFFFFFFF;
bool trim_trailing_whitespace_on_save;
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> &p_ev);
void _update_bookmark_list();
void _bookmark_item_pressed(int p_idx);
public:
bool was_compilation_successful() const { return compilation_success; }
bool get_trim_trailing_whitespace_on_save() const { return trim_trailing_whitespace_on_save; }
void apply_shaders();
void ensure_select_current();
void edit(const Ref<Shader> &p_shader);
void edit(const Ref<ShaderInclude> &p_shader_inc);
void goto_line_selection(int p_line, int p_begin, int p_end);
void save_external_data(const String &p_str = "");
void trim_trailing_whitespace();
void validate_script();
bool is_unsaved() const;
void tag_saved_version();
ShaderTextEditor *get_code_editor() { return code_editor; }
virtual Size2 get_minimum_size() const override { return Size2(0, 200); }
TextShaderEditor();
};
#endif // TEXT_SHADER_EDITOR_H