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Adds warning to the uniform name in visual shader if its equal to keyword

Yuri Roubinsky 5 years ago
parent
commit
8dfe6716ec

+ 11 - 0
editor/plugins/visual_shader_editor_plugin.cpp

@@ -556,6 +556,17 @@ void VisualShaderEditor::_update_graph() {
 			uniform_name->connect("text_entered", callable_mp(this, &VisualShaderEditor::_line_edit_changed), varray(uniform_name, nodes[n_i]));
 			uniform_name->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_line_edit_focus_out), varray(uniform_name, nodes[n_i]));
 
+			String error = vsnode->get_warning(visual_shader->get_mode(), type);
+			if (error != String()) {
+				offset = memnew(Control);
+				offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
+				node->add_child(offset);
+				Label *error_label = memnew(Label);
+				error_label->add_theme_color_override("font_color", get_theme_color("error_color", "Editor"));
+				error_label->set_text(error);
+				node->add_child(error_label);
+			}
+
 			if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
 				//shortcut
 				VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);

+ 11 - 0
scene/resources/visual_shader.cpp

@@ -2164,6 +2164,17 @@ void VisualShaderNodeUniform::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
 }
 
+String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+
+	List<String> keyword_list;
+	ShaderLanguage::get_keyword_list(&keyword_list);
+	if (keyword_list.find(uniform_name)) {
+		return TTR("Uniform name cannot be equal to a shader keyword. Choose another name.");
+	}
+
+	return String();
+}
+
 VisualShaderNodeUniform::VisualShaderNodeUniform() {
 }
 

+ 2 - 0
scene/resources/visual_shader.h

@@ -379,6 +379,8 @@ public:
 	void set_uniform_name(const String &p_name);
 	String get_uniform_name() const;
 
+	virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
+
 	VisualShaderNodeUniform();
 };