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- /*************************************************************************/
- /* shader_editor_plugin.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* 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 "tools/editor/editor_settings.h"
-
- #include "spatial_editor_plugin.h"
- #include "io/resource_loader.h"
- #include "io/resource_saver.h"
- #include "os/keyboard.h"
- #include "tools/editor/editor_node.h"
- #include "tools/editor/property_editor.h"
- #include "os/os.h"
- /*** SETTINGS EDITOR ****/
- /*** SCRIPT EDITOR ****/
- Ref<Shader> ShaderTextEditor::get_edited_shader() const {
- return shader;
- }
- void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type) {
- shader=p_shader;
- type=p_type;
- _load_theme_settings();
- if (p_type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
- get_text_edit()->set_text(shader->get_light_code());
- else if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
- get_text_edit()->set_text(shader->get_vertex_code());
- else
- get_text_edit()->set_text(shader->get_fragment_code());
- _line_col_changed();
- }
- void ShaderTextEditor::_load_theme_settings() {
- get_text_edit()->clear_colors();
- /* keyword color */
- get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color",Color(0,0,0,0)));
- get_text_edit()->add_color_override("font_color",EDITOR_DEF("text_editor/text_color",Color(0,0,0)));
- get_text_edit()->add_color_override("font_selected_color",EDITOR_DEF("text_editor/text_selected_color",Color(1,1,1)));
- get_text_edit()->add_color_override("selection_color",EDITOR_DEF("text_editor/selection_color",Color(0.2,0.2,1)));
- Color keyword_color= EDITOR_DEF("text_editor/keyword_color",Color(0.5,0.0,0.2));
- get_text_edit()->set_syntax_coloring(true);
- List<String> keywords;
- ShaderLanguage::get_keyword_list(type,&keywords);
- for(List<String>::Element *E=keywords.front();E;E=E->next()) {
- get_text_edit()->add_keyword_color(E->get(),keyword_color);
- }
- //colorize core types
- // Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
- //colorize comments
- Color comment_color = EDITOR_DEF("text_editor/comment_color",Color::hex(0x797e7eff));
- get_text_edit()->add_color_region("/*","*/",comment_color,false);
- get_text_edit()->add_color_region("//","",comment_color,false);
- //colorize strings
- Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
- /*
- List<String> strings;
- shader->get_shader_mode()->get_string_delimiters(&strings);
- for (List<String>::Element *E=strings.front();E;E=E->next()) {
- String string = E->get();
- String beg = string.get_slice(" ",0);
- String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
- get_text_edit()->add_color_region(beg,end,string_color,end=="");
- }*/
- //colorize symbols
- Color symbol_color= EDITOR_DEF("text_editor/symbol_color",Color::hex(0x005291ff));
- get_text_edit()->set_symbol_color(symbol_color);
- }
- void ShaderTextEditor::_validate_script() {
- String errortxt;
- int line,col;
- String code;
- if (type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
- code=get_text_edit()->get_text();
- else if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
- code=get_text_edit()->get_text();
- else
- code=get_text_edit()->get_text();
- //List<StringName> params;
- //shader->get_param_list(¶ms);
- Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col);
- if (err!=OK) {
- String error_text="error("+itos(line)+","+itos(col)+"): "+errortxt;
- set_error(error_text);
- } else {
- set_error("");
- }
- emit_signal("script_changed");
- }
- void ShaderTextEditor::_bind_methods() {
- //ADD_SIGNAL( MethodInfo("script_changed") );
- }
- ShaderTextEditor::ShaderTextEditor() {
- }
- /*** SCRIPT EDITOR ******/
- void ShaderEditor::_menu_option(int p_option) {
- int selected = tab_container->get_current_tab();
- if (selected<0 || selected>=tab_container->get_child_count())
- return;
- ShaderTextEditor *current = tab_container->get_child(selected)->cast_to<ShaderTextEditor>();
- if (!current)
- return;
- switch(p_option) {
- case EDIT_UNDO: {
- current->get_text_edit()->undo();
- } break;
- case EDIT_REDO: {
- current->get_text_edit()->redo();
- } break;
- case EDIT_CUT: {
- current->get_text_edit()->cut();
- } break;
- case EDIT_COPY: {
- current->get_text_edit()->copy();
- } break;
- case EDIT_PASTE: {
- current->get_text_edit()->paste();
- } break;
- case EDIT_SELECT_ALL: {
- current->get_text_edit()->select_all();
- } break;
- case SEARCH_FIND: {
- find_replace_dialog->set_text_edit(current->get_text_edit());
- find_replace_dialog->popup_search();
- } break;
- case SEARCH_FIND_NEXT: {
- find_replace_dialog->set_text_edit(current->get_text_edit());
- find_replace_dialog->search_next();
- } break;
- case SEARCH_REPLACE: {
- find_replace_dialog->set_text_edit(current->get_text_edit());
- find_replace_dialog->popup_replace();
- } break;
- // case SEARCH_LOCATE_SYMBOL: {
- // } break;
- case SEARCH_GOTO_LINE: {
- goto_line_dialog->popup_find_line(current->get_text_edit());
- } break;
- case SHADER_POST_PROCESS_MODE:{
- fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_POST_PROCESS);
- fragment_editor->_validate_script();
- apply_shaders();
- settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
- settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);
- } break;
- case SHADER_MATERIAL_MODE: {
- fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
- fragment_editor->_validate_script();
- apply_shaders();
- settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
- settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
- } break;
- }
- }
- void ShaderEditor::_tab_changed(int p_which) {
- ensure_select_current();
- }
- void ShaderEditor::_notification(int p_what) {
- if (p_what==NOTIFICATION_ENTER_SCENE) {
- close->set_normal_texture( get_icon("Close","EditorIcons"));
- close->set_hover_texture( get_icon("CloseHover","EditorIcons"));
- close->set_pressed_texture( get_icon("Close","EditorIcons"));
- close->connect("pressed",this,"_close_callback");
- }
- if (p_what==NOTIFICATION_DRAW) {
- RID ci = get_canvas_item();
- Ref<StyleBox> style = get_stylebox("panel","Panel");
- style->draw( ci, Rect2( Point2(), get_size() ) );
- }
- }
- Dictionary ShaderEditor::get_state() const {
- #if 0
- apply_shaders();
- Dictionary state;
- Array paths;
- int open=-1;
- for(int i=0;i<tab_container->get_child_count();i++) {
- ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
- if (!ste)
- continue;
- Ref<Shader> shader = ste->get_edited_shader();
- if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
- paths.push_back(shader->get_path());
- } else {
- const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
- if (owner)
- paths.push_back(owner->get_path());
- }
- if (i==tab_container->get_current_tab())
- open=i;
- }
- if (paths.size())
- state["sources"]=paths;
- if (open!=-1)
- state["current"]=open;
- return state;
- #endif
- return Dictionary();
- }
- void ShaderEditor::set_state(const Dictionary& p_state) {
- #if 0
- print_line("setting state..");
- if (!p_state.has("sources"))
- return; //bleh
- Array sources = p_state["sources"];
- for(int i=0;i<sources.size();i++) {
- Variant source=sources[i];
- Ref<Shader> shader;
- if (source.get_type()==Variant::NODE_PATH) {
- print_line("cain find owner at path "+String(source));
- Node *owner=get_root_node()->get_node(source);
- if (!owner)
- continue;
- shader = owner->get_shader();
- } else if (source.get_type()==Variant::STRING) {
- print_line("loading at path "+String(source));
- shader = ResourceLoader::load(source,"Shader");
- }
- print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
- if (shader.is_null()) //ah well..
- continue;
- get_scene()->get_root_node()->call("_resource_selected",shader);
- }
- if (p_state.has("current"))
- tab_container->set_current_tab(p_state["current"]);
- #endif
- }
- void ShaderEditor::clear() {
- }
- void ShaderEditor::_params_changed() {
- fragment_editor->_validate_script();
- vertex_editor->_validate_script();
- light_editor->_validate_script();
- }
- void ShaderEditor::_bind_methods() {
- ObjectTypeDB::bind_method("_tab_changed",&ShaderEditor::_tab_changed);
- ObjectTypeDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
- ObjectTypeDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
- ObjectTypeDB::bind_method("_close_callback",&ShaderEditor::_close_callback);
- ObjectTypeDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
- // ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
- }
- void ShaderEditor::ensure_select_current() {
- /*
- if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
- ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
- if (!ste)
- return;
- Ref<Shader> shader = ste->get_edited_shader();
- get_scene()->get_root_node()->call("_resource_selected",shader);
- }*/
- }
- void ShaderEditor::edit(const Ref<Shader>& p_shader) {
- if (p_shader.is_null())
- return;
- shader=p_shader;
- if (shader->get_mode()==Shader::MODE_MATERIAL) {
- fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
- light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_LIGHT);
- settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
- settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
- } else {
- fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_POST_PROCESS);
- settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
- settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);
- }
- vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
- // see if already has it
- }
- void ShaderEditor::save_external_data() {
- if (shader.is_null())
- 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);
- }
- }
- void ShaderEditor::apply_shaders() {
- if (shader.is_valid()) {
- shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),light_editor->get_text_edit()->get_text(),0,0);
- shader->set_edited(true);
- }
- }
- void ShaderEditor::_close_callback() {
- hide();
- }
- ShaderEditor::ShaderEditor() {
- tab_container = memnew( TabContainer );
- add_child(tab_container);
- tab_container->set_area_as_parent_rect();
- tab_container->set_begin(Point2(0,0));
- //tab_container->set_begin(Point2(0,0));
- close = memnew( TextureButton );
- close->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_END,20);
- close->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END,4);
- close->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN,2);
- add_child(close);
- edit_menu = memnew( MenuButton );
- add_child(edit_menu);
- edit_menu->set_pos(Point2(5,-1));
- edit_menu->set_text("Edit");
- edit_menu->get_popup()->add_item("Undo",EDIT_UNDO,KEY_MASK_CMD|KEY_Z);
- edit_menu->get_popup()->add_item("Redo",EDIT_REDO,KEY_MASK_CMD|KEY_MASK_SHIFT|KEY_Z);
- edit_menu->get_popup()->add_separator();
- edit_menu->get_popup()->add_item("Cut",EDIT_CUT,KEY_MASK_CMD|KEY_X);
- edit_menu->get_popup()->add_item("Copy",EDIT_COPY,KEY_MASK_CMD|KEY_C);
- edit_menu->get_popup()->add_item("Paste",EDIT_PASTE,KEY_MASK_CMD|KEY_V);
- edit_menu->get_popup()->add_separator();
- edit_menu->get_popup()->add_item("Select All",EDIT_SELECT_ALL,KEY_MASK_CMD|KEY_A);
- edit_menu->get_popup()->connect("item_pressed", this,"_menu_option");
- search_menu = memnew( MenuButton );
- add_child(search_menu);
- search_menu->set_pos(Point2(38,-1));
- search_menu->set_text("Search");
- search_menu->get_popup()->add_item("Find..",SEARCH_FIND,KEY_MASK_CMD|KEY_F);
- search_menu->get_popup()->add_item("Find Next",SEARCH_FIND_NEXT,KEY_F3);
- search_menu->get_popup()->add_item("Replace..",SEARCH_REPLACE,KEY_MASK_CMD|KEY_R);
- search_menu->get_popup()->add_separator();
- // search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
- search_menu->get_popup()->add_item("Goto Line..",SEARCH_GOTO_LINE,KEY_MASK_CMD|KEY_G);
- search_menu->get_popup()->connect("item_pressed", this,"_menu_option");
- settings_menu = memnew( MenuButton );
- add_child(settings_menu);
- settings_menu->set_pos(Point2(90,-1));
- settings_menu->set_text("Shader");
- settings_menu->get_popup()->add_check_item("Material Mode",SHADER_MATERIAL_MODE);
- settings_menu->get_popup()->set_item_checked(settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE),true);
- settings_menu->get_popup()->add_check_item("Post Process Mode",SHADER_POST_PROCESS_MODE);
- settings_menu->get_popup()->connect("item_pressed", this,"_menu_option");
- tab_container->connect("tab_changed", this,"_tab_changed");
- find_replace_dialog = memnew(FindReplaceDialog);
- add_child(find_replace_dialog);
- erase_tab_confirm = memnew( ConfirmationDialog );
- add_child(erase_tab_confirm);
- erase_tab_confirm->connect("confirmed", this,"_close_current_tab");
- goto_line_dialog = memnew(GotoLineDialog);
- add_child(goto_line_dialog);
- vertex_editor = memnew( ShaderTextEditor );
- tab_container->add_child(vertex_editor);
- vertex_editor->set_name("Vertex");
- fragment_editor = memnew( ShaderTextEditor );
- tab_container->add_child(fragment_editor);
- fragment_editor->set_name("Fragment");
- light_editor = memnew( ShaderTextEditor );
- tab_container->add_child(light_editor);
- light_editor->set_name("Lighting");
- tab_container->set_current_tab(1);
- vertex_editor->connect("script_changed", this,"apply_shaders");
- fragment_editor->connect("script_changed", this,"apply_shaders");
- light_editor->connect("script_changed", this,"apply_shaders");
- }
- void ShaderEditorPlugin::edit(Object *p_object) {
- if (!p_object->cast_to<Shader>())
- return;
- shader_editor->edit(p_object->cast_to<Shader>());
- }
- bool ShaderEditorPlugin::handles(Object *p_object) const {
- return p_object->is_type("Shader");
- }
- void ShaderEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- shader_editor->show();
- //shader_editor->set_process(true);
- } else {
- shader_editor->apply_shaders();
- //shader_editor->hide();
- //shader_editor->set_process(false);
- }
- }
- void ShaderEditorPlugin::selected_notify() {
- shader_editor->ensure_select_current();
- }
- Dictionary ShaderEditorPlugin::get_state() const {
- return shader_editor->get_state();
- }
- void ShaderEditorPlugin::set_state(const Dictionary& p_state) {
- shader_editor->set_state(p_state);
- }
- void ShaderEditorPlugin::clear() {
- shader_editor->clear();
- }
- 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 );
- SpatialEditor::get_singleton()->get_shader_split()->add_child(shader_editor);
- // editor->get_viewport()->add_child(shader_editor);
- // shader_editor->set_area_as_parent_rect();
- shader_editor->hide();
- }
- ShaderEditorPlugin::~ShaderEditorPlugin() {
- }
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