godot/editor/plugins/shader_editor_plugin.cpp
Juan Linietsky e6a4debede Change set_drag_forwarding() to use callables.
* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).

Fixes #59899
2023-01-10 14:09:24 +01:00

480 lines
16 KiB
C++

/**************************************************************************/
/* 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_node.h"
#include "editor/editor_scale.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 "scene/gui/item_list.h"
#include "scene/gui/texture_rect.h"
void ShaderEditorPlugin::_update_shader_list() {
shader_list->clear();
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
Ref<Resource> shader = edited_shaders[i].shader;
if (shader.is_null()) {
shader = edited_shaders[i].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));
}
}
bool unsaved = false;
if (edited_shaders[i].shader_editor) {
unsaved = edited_shaders[i].shader_editor->is_unsaved();
}
// TODO: Handle visual shaders too.
if (unsaved) {
text += "(*)";
}
String _class = shader->get_class();
if (!shader_list->has_theme_icon(_class, SNAME("EditorIcons"))) {
_class = "TextFile";
}
Ref<Texture2D> icon = shader_list->get_theme_icon(_class, SNAME("EditorIcons"));
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.size() == 0);
}
_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<TextShaderEditor>(shader_tabs->get_tab_control(i));
if (se) {
if (se->was_compilation_successful()) {
shader_list->set_item_tag_icon(i, Ref<Texture2D>());
} else {
shader_list->set_item_tag_icon(i, shader_list->get_theme_icon(SNAME("Error"), SNAME("EditorIcons")));
}
}
}
}
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) {
EditedShader es;
ShaderInclude *si = Object::cast_to<ShaderInclude>(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<ShaderInclude>(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<Shader>(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<Shader>(s);
Ref<VisualShader> 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<Shader>(p_object) != nullptr || Object::cast_to<ShaderInclude>(p_object) != nullptr;
}
void ShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
EditorNode::get_singleton()->make_bottom_panel_item_visible(main_split);
}
}
void ShaderEditorPlugin::selected_notify() {
}
TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader == p_for_shader) {
return edited_shaders[i].shader_editor;
}
}
return nullptr;
}
VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader == p_for_shader) {
return edited_shaders[i].visual_shader_editor;
}
}
return nullptr;
}
void ShaderEditorPlugin::save_external_data() {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader_editor) {
edited_shaders[i].shader_editor->save_external_data();
}
}
_update_shader_list();
}
void ShaderEditorPlugin::apply_changes() {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader_editor) {
edited_shaders[i].shader_editor->apply_shaders();
}
}
}
void ShaderEditorPlugin::_shader_selected(int p_index) {
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();
EditorNode::get_undo_redo()->clear_history(); // To prevent undo on deleted graphs.
}
void ShaderEditorPlugin::_resource_saved(Object *obj) {
// May have been renamed on save.
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].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());
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 (edited_shaders[index].shader_editor) {
edited_shaders[index].shader_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());
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 (edited_shaders[index].shader_editor) {
edited_shaders[index].shader_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++) {
String file = files[i];
if (ResourceLoader::exists(file, "Shader")) {
Ref<Shader> shader = ResourceLoader::load(file);
if (shader.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++) {
String file = files[i];
if (!ResourceLoader::exists(file, "Shader")) {
continue;
}
Ref<Resource> res = ResourceLoader::load(file);
if (res.is_valid()) {
edit(res.ptr());
}
}
}
}
void ShaderEditorPlugin::_bind_methods() {
ClassDB::bind_method(D_METHOD("_get_drag_data_fw", "point", "from"), &ShaderEditorPlugin::get_drag_data_fw);
ClassDB::bind_method(D_METHOD("_can_drop_data_fw", "point", "data", "from"), &ShaderEditorPlugin::can_drop_data_fw);
ClassDB::bind_method(D_METHOD("_drop_data_fw", "point", "data", "from"), &ShaderEditorPlugin::drop_data_fw);
}
ShaderEditorPlugin::ShaderEditorPlugin() {
main_split = memnew(HSplitContainer);
VBoxContainer *vb = memnew(VBoxContainer);
HBoxContainer *file_hb = memnew(HBoxContainer);
vb->add_child(file_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_item(TTR("Save File"), FILE_SAVE);
file_menu->get_popup()->add_item(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));
file_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);
}
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));
shader_list->set_drag_forwarding_compat(this);
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_singleton()->add_bottom_panel_item(TTR("Shader Editor"), main_split);
// 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() {
}