shader_editor_plugin.cpp 34 KB

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  1. /**************************************************************************/
  2. /* shader_editor_plugin.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "shader_editor_plugin.h"
  31. #include "editor/docks/editor_dock_manager.h"
  32. #include "editor/docks/filesystem_dock.h"
  33. #include "editor/docks/inspector_dock.h"
  34. #include "editor/editor_node.h"
  35. #include "editor/editor_string_names.h"
  36. #include "editor/editor_undo_redo_manager.h"
  37. #include "editor/gui/window_wrapper.h"
  38. #include "editor/settings/editor_command_palette.h"
  39. #include "editor/shader/shader_create_dialog.h"
  40. #include "editor/shader/text_shader_editor.h"
  41. #include "editor/shader/text_shader_language_plugin.h"
  42. #include "editor/shader/visual_shader_language_plugin.h"
  43. #include "editor/themes/editor_scale.h"
  44. #include "scene/gui/item_list.h"
  45. #include "scene/gui/tab_container.h"
  46. #include "scene/gui/texture_rect.h"
  47. Ref<Resource> ShaderEditorPlugin::_get_current_shader() {
  48. int index = shader_tabs->get_current_tab();
  49. ERR_FAIL_INDEX_V(index, shader_tabs->get_tab_count(), Ref<Resource>());
  50. if (edited_shaders[index].shader.is_valid()) {
  51. return edited_shaders[index].shader;
  52. } else {
  53. return edited_shaders[index].shader_inc;
  54. }
  55. }
  56. void ShaderEditorPlugin::_update_shader_list() {
  57. shader_list->clear();
  58. for (EditedShader &edited_shader : edited_shaders) {
  59. Ref<Resource> shader = edited_shader.shader;
  60. if (shader.is_null()) {
  61. shader = edited_shader.shader_inc;
  62. }
  63. String path = shader->get_path();
  64. String text = path.get_file();
  65. if (text.is_empty()) {
  66. // This appears for newly created built-in shaders before saving the scene.
  67. text = TTR("[unsaved]");
  68. } else if (shader->is_built_in()) {
  69. const String &shader_name = shader->get_name();
  70. if (!shader_name.is_empty()) {
  71. text = vformat("%s (%s)", shader_name, text.get_slice("::", 0));
  72. }
  73. }
  74. // When shader is deleted in filesystem dock, need this to correctly close shader editor.
  75. edited_shader.path = path;
  76. bool unsaved = false;
  77. if (edited_shader.shader_editor) {
  78. unsaved = edited_shader.shader_editor->is_unsaved();
  79. }
  80. // TODO: Handle visual shaders too.
  81. if (unsaved) {
  82. text += "(*)";
  83. }
  84. String _class = shader->get_class();
  85. if (!shader_list->has_theme_icon(_class, EditorStringName(EditorIcons))) {
  86. _class = "TextFile";
  87. }
  88. Ref<Texture2D> icon = shader_list->get_editor_theme_icon(_class);
  89. shader_list->add_item(text, icon);
  90. shader_list->set_item_tooltip(-1, path);
  91. edited_shader.name = text;
  92. }
  93. if (shader_tabs->get_tab_count()) {
  94. shader_list->select(shader_tabs->get_current_tab());
  95. }
  96. _set_file_specific_items_disabled(edited_shaders.is_empty());
  97. _update_shader_list_status();
  98. }
  99. void ShaderEditorPlugin::_update_shader_list_status() {
  100. for (int i = 0; i < shader_list->get_item_count(); i++) {
  101. TextShaderEditor *se = Object::cast_to<TextShaderEditor>(shader_tabs->get_tab_control(i));
  102. if (se) {
  103. if (se->was_compilation_successful()) {
  104. shader_list->set_item_tag_icon(i, Ref<Texture2D>());
  105. } else {
  106. shader_list->set_item_tag_icon(i, shader_list->get_editor_theme_icon(SNAME("Error")));
  107. }
  108. }
  109. }
  110. }
  111. void ShaderEditorPlugin::_move_shader_tab(int p_from, int p_to) {
  112. if (p_from == p_to) {
  113. return;
  114. }
  115. EditedShader es = edited_shaders[p_from];
  116. edited_shaders.remove_at(p_from);
  117. edited_shaders.insert(p_to, es);
  118. shader_tabs->move_child(shader_tabs->get_tab_control(p_from), p_to);
  119. _update_shader_list();
  120. }
  121. void ShaderEditorPlugin::edit(Object *p_object) {
  122. if (!p_object) {
  123. return;
  124. }
  125. EditedShader es;
  126. // First, check for ShaderInclude.
  127. ShaderInclude *shader_include = Object::cast_to<ShaderInclude>(p_object);
  128. if (shader_include != nullptr) {
  129. // Check if this shader include is already being edited.
  130. for (uint32_t i = 0; i < edited_shaders.size(); i++) {
  131. if (edited_shaders[i].shader_inc.ptr() == shader_include) {
  132. shader_tabs->set_current_tab(i);
  133. shader_list->select(i);
  134. _switch_to_editor(edited_shaders[i].shader_editor, true);
  135. return;
  136. }
  137. }
  138. es.shader_inc = Ref<ShaderInclude>(shader_include);
  139. for (Ref<EditorShaderLanguagePlugin> shader_lang : EditorShaderLanguagePlugin::get_shader_languages_read_only()) {
  140. if (shader_lang->handles_shader_include(es.shader_inc)) {
  141. es.shader_editor = shader_lang->edit_shader_include(es.shader_inc);
  142. break;
  143. }
  144. }
  145. } else {
  146. // If it's not a ShaderInclude, check for Shader.
  147. Shader *shader = Object::cast_to<Shader>(p_object);
  148. ERR_FAIL_NULL_MSG(shader, "ShaderEditorPlugin: Unable to edit object " + p_object->to_string() + " because it is not a Shader or ShaderInclude.");
  149. // Check if this shader is already being edited.
  150. for (uint32_t i = 0; i < edited_shaders.size(); i++) {
  151. if (edited_shaders[i].shader.ptr() == shader) {
  152. shader_tabs->set_current_tab(i);
  153. shader_list->select(i);
  154. _switch_to_editor(edited_shaders[i].shader_editor, true);
  155. return;
  156. }
  157. }
  158. // If we did not return, the shader needs to be opened in a new shader editor.
  159. es.shader = Ref<Shader>(shader);
  160. for (Ref<EditorShaderLanguagePlugin> shader_lang : EditorShaderLanguagePlugin::get_shader_languages_read_only()) {
  161. if (shader_lang->handles_shader(es.shader)) {
  162. es.shader_editor = shader_lang->edit_shader(es.shader);
  163. break;
  164. }
  165. }
  166. }
  167. ERR_FAIL_NULL_MSG(es.shader_editor, "ShaderEditorPlugin: Unable to edit shader because no suitable editor was found.");
  168. // TextShaderEditor-specific setup code.
  169. TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(es.shader_editor);
  170. if (text_shader_editor) {
  171. text_shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
  172. CodeTextEditor *cte = text_shader_editor->get_code_editor();
  173. if (cte) {
  174. cte->set_zoom_factor(text_shader_zoom_factor);
  175. cte->connect("zoomed", callable_mp(this, &ShaderEditorPlugin::_set_text_shader_zoom_factor));
  176. cte->connect(SceneStringName(visibility_changed), callable_mp(this, &ShaderEditorPlugin::_update_shader_editor_zoom_factor).bind(cte));
  177. }
  178. }
  179. // `set_toggle_list_control` must be called before adding the editor to the scene tree.
  180. es.shader_editor->set_toggle_list_control(shader_list);
  181. shader_tabs->add_child(es.shader_editor);
  182. shader_tabs->set_current_tab(shader_tabs->get_tab_count() - 1);
  183. edited_shaders.push_back(es);
  184. _update_shader_list();
  185. _switch_to_editor(es.shader_editor, !restoring_layout);
  186. }
  187. bool ShaderEditorPlugin::handles(Object *p_object) const {
  188. return Object::cast_to<Shader>(p_object) != nullptr || Object::cast_to<ShaderInclude>(p_object) != nullptr;
  189. }
  190. void ShaderEditorPlugin::make_visible(bool p_visible) {
  191. if (p_visible) {
  192. shader_dock->make_visible();
  193. }
  194. }
  195. ShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
  196. for (EditedShader &edited_shader : edited_shaders) {
  197. if (edited_shader.shader == p_for_shader) {
  198. return edited_shader.shader_editor;
  199. }
  200. }
  201. return nullptr;
  202. }
  203. void ShaderEditorPlugin::set_window_layout(Ref<ConfigFile> p_layout) {
  204. restoring_layout = true;
  205. if (!bool(EDITOR_GET("editors/shader_editor/behavior/files/restore_shaders_on_load"))) {
  206. return;
  207. }
  208. if (!p_layout->has_section("ShaderEditor")) {
  209. return;
  210. }
  211. if (!p_layout->has_section_key("ShaderEditor", "open_shaders") ||
  212. !p_layout->has_section_key("ShaderEditor", "selected_shader")) {
  213. return;
  214. }
  215. Array shaders = p_layout->get_value("ShaderEditor", "open_shaders");
  216. int selected_shader_idx = 0;
  217. String selected_shader = p_layout->get_value("ShaderEditor", "selected_shader");
  218. for (int i = 0; i < shaders.size(); i++) {
  219. String path = shaders[i];
  220. Ref<Resource> res = ResourceLoader::load(path);
  221. if (res.is_valid()) {
  222. edit(res.ptr());
  223. }
  224. if (selected_shader == path) {
  225. selected_shader_idx = i;
  226. }
  227. }
  228. if (p_layout->has_section_key("ShaderEditor", "split_offset")) {
  229. files_split->set_split_offset(p_layout->get_value("ShaderEditor", "split_offset"));
  230. }
  231. _update_shader_list();
  232. _shader_selected(selected_shader_idx, false);
  233. _set_text_shader_zoom_factor(p_layout->get_value("ShaderEditor", "text_shader_zoom_factor", 1.0f));
  234. restoring_layout = false;
  235. }
  236. void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
  237. #ifndef DISABLE_DEPRECATED
  238. if (p_layout->has_section_key("ShaderEditor", "window_rect")) {
  239. p_layout->erase_section_key("ShaderEditor", "window_rect");
  240. }
  241. if (p_layout->has_section_key("ShaderEditor", "window_screen")) {
  242. p_layout->erase_section_key("ShaderEditor", "window_screen");
  243. }
  244. if (p_layout->has_section_key("ShaderEditor", "window_screen_rect")) {
  245. p_layout->erase_section_key("ShaderEditor", "window_screen_rect");
  246. }
  247. #endif
  248. Array shaders;
  249. String selected_shader;
  250. for (int i = 0; i < shader_tabs->get_tab_count(); i++) {
  251. EditedShader edited_shader = edited_shaders[i];
  252. if (edited_shader.shader_editor) {
  253. String shader_path;
  254. if (edited_shader.shader.is_valid()) {
  255. shader_path = edited_shader.shader->get_path();
  256. } else {
  257. DEV_ASSERT(edited_shader.shader_inc.is_valid());
  258. shader_path = edited_shader.shader_inc->get_path();
  259. }
  260. shaders.push_back(shader_path);
  261. ShaderEditor *shader_editor = Object::cast_to<ShaderEditor>(shader_tabs->get_current_tab_control());
  262. if (shader_editor && edited_shader.shader_editor == shader_editor) {
  263. selected_shader = shader_path;
  264. }
  265. }
  266. }
  267. p_layout->set_value("ShaderEditor", "open_shaders", shaders);
  268. p_layout->set_value("ShaderEditor", "split_offset", files_split->get_split_offset());
  269. p_layout->set_value("ShaderEditor", "selected_shader", selected_shader);
  270. p_layout->set_value("ShaderEditor", "text_shader_zoom_factor", text_shader_zoom_factor);
  271. }
  272. String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
  273. // TODO: This should also include visual shaders and shader includes, but save_external_data() doesn't seem to save them...
  274. PackedStringArray unsaved_shaders;
  275. for (uint32_t i = 0; i < edited_shaders.size(); i++) {
  276. if (edited_shaders[i].shader_editor) {
  277. if (edited_shaders[i].shader_editor->is_unsaved()) {
  278. if (unsaved_shaders.is_empty()) {
  279. unsaved_shaders.append(TTR("Save changes to the following shaders(s) before quitting?"));
  280. }
  281. unsaved_shaders.append(edited_shaders[i].name.trim_suffix("(*)"));
  282. }
  283. }
  284. }
  285. if (!p_for_scene.is_empty()) {
  286. PackedStringArray unsaved_built_in_shaders;
  287. const String scene_file = p_for_scene.get_file();
  288. for (const String &E : unsaved_shaders) {
  289. if (!E.is_resource_file() && E.contains(scene_file)) {
  290. if (unsaved_built_in_shaders.is_empty()) {
  291. unsaved_built_in_shaders.append(TTR("There are unsaved changes in the following built-in shaders(s):"));
  292. }
  293. unsaved_built_in_shaders.append(E);
  294. }
  295. }
  296. if (!unsaved_built_in_shaders.is_empty()) {
  297. return String("\n").join(unsaved_built_in_shaders);
  298. }
  299. return String();
  300. }
  301. return String("\n").join(unsaved_shaders);
  302. }
  303. void ShaderEditorPlugin::save_external_data() {
  304. for (EditedShader &edited_shader : edited_shaders) {
  305. if (edited_shader.shader_editor && edited_shader.shader_editor->is_unsaved()) {
  306. edited_shader.shader_editor->save_external_data();
  307. }
  308. }
  309. _update_shader_list();
  310. }
  311. void ShaderEditorPlugin::apply_changes() {
  312. for (EditedShader &edited_shader : edited_shaders) {
  313. if (edited_shader.shader_editor) {
  314. edited_shader.shader_editor->apply_shaders();
  315. }
  316. }
  317. }
  318. void ShaderEditorPlugin::_shader_selected(int p_index, bool p_push_item) {
  319. if (p_index >= (int)edited_shaders.size()) {
  320. return;
  321. }
  322. if (edited_shaders[p_index].shader_editor) {
  323. _switch_to_editor(edited_shaders[p_index].shader_editor);
  324. edited_shaders[p_index].shader_editor->validate_script();
  325. }
  326. shader_tabs->set_current_tab(p_index);
  327. shader_list->select(p_index);
  328. if (p_push_item) {
  329. // Avoid `Shader` being edited when editing `ShaderInclude` due to inspector refreshing.
  330. if (edited_shaders[p_index].shader.is_valid()) {
  331. EditorNode::get_singleton()->push_item_no_inspector(edited_shaders[p_index].shader.ptr());
  332. } else {
  333. EditorNode::get_singleton()->push_item_no_inspector(edited_shaders[p_index].shader_inc.ptr());
  334. }
  335. }
  336. }
  337. void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) {
  338. if (p_mouse_button_index == MouseButton::MIDDLE) {
  339. _close_shader(p_item);
  340. }
  341. if (p_mouse_button_index == MouseButton::RIGHT) {
  342. _make_script_list_context_menu();
  343. }
  344. }
  345. void ShaderEditorPlugin::_setup_popup_menu(PopupMenuType p_type, PopupMenu *p_menu) {
  346. if (p_type == FILE) {
  347. p_menu->add_shortcut(ED_GET_SHORTCUT("shader_editor/new"), FILE_MENU_NEW);
  348. p_menu->add_shortcut(ED_GET_SHORTCUT("shader_editor/new_include"), FILE_MENU_NEW_INCLUDE);
  349. p_menu->add_separator();
  350. p_menu->add_shortcut(ED_GET_SHORTCUT("shader_editor/open"), FILE_MENU_OPEN);
  351. p_menu->add_shortcut(ED_GET_SHORTCUT("shader_editor/open_include"), FILE_MENU_OPEN_INCLUDE);
  352. }
  353. if (p_type == FILE || p_type == CONTEXT_VALID_ITEM) {
  354. p_menu->add_shortcut(ED_GET_SHORTCUT("script_editor/save"), FILE_MENU_SAVE);
  355. p_menu->add_shortcut(ED_GET_SHORTCUT("script_editor/save_as"), FILE_MENU_SAVE_AS);
  356. }
  357. if (p_type == FILE) {
  358. p_menu->add_separator();
  359. p_menu->add_shortcut(ED_GET_SHORTCUT("shader_editor/open_in_inspector"), FILE_MENU_INSPECT);
  360. p_menu->add_shortcut(ED_GET_SHORTCUT("shader_editor/inspect_native_code"), FILE_MENU_INSPECT_NATIVE_SHADER_CODE);
  361. p_menu->add_separator();
  362. p_menu->add_shortcut(ED_GET_SHORTCUT("script_editor/close_file"), FILE_MENU_CLOSE);
  363. p_menu->add_separator();
  364. p_menu->add_shortcut(ED_GET_SHORTCUT("script_editor/toggle_files_panel"), FILE_MENU_TOGGLE_FILES_PANEL);
  365. } else {
  366. p_menu->add_shortcut(ED_GET_SHORTCUT("script_editor/close_file"), FILE_MENU_CLOSE);
  367. p_menu->add_shortcut(ED_GET_SHORTCUT("script_editor/close_all"), FILE_MENU_CLOSE_ALL);
  368. p_menu->add_shortcut(ED_GET_SHORTCUT("script_editor/close_other_tabs"), FILE_MENU_CLOSE_OTHER_TABS);
  369. if (p_type == CONTEXT_VALID_ITEM) {
  370. p_menu->add_separator();
  371. p_menu->add_shortcut(ED_GET_SHORTCUT("shader_editor/copy_path"), FILE_MENU_COPY_PATH);
  372. p_menu->add_shortcut(ED_GET_SHORTCUT("script_editor/show_in_file_system"), FILE_MENU_SHOW_IN_FILE_SYSTEM);
  373. }
  374. }
  375. }
  376. void ShaderEditorPlugin::_make_script_list_context_menu() {
  377. context_menu->clear();
  378. int selected = shader_tabs->get_current_tab();
  379. if (selected < 0 || selected >= shader_tabs->get_tab_count()) {
  380. return;
  381. }
  382. Control *control = shader_tabs->get_tab_control(selected);
  383. bool is_valid_editor_control = Object::cast_to<ShaderEditor>(control) != nullptr;
  384. _setup_popup_menu(is_valid_editor_control ? CONTEXT_VALID_ITEM : CONTEXT, context_menu);
  385. context_menu->set_item_disabled(context_menu->get_item_index(FILE_MENU_CLOSE_ALL), shader_tabs->get_tab_count() <= 0);
  386. context_menu->set_item_disabled(context_menu->get_item_index(FILE_MENU_CLOSE_OTHER_TABS), shader_tabs->get_tab_count() <= 1);
  387. context_menu->set_position(files_split->get_screen_position() + files_split->get_local_mouse_position());
  388. context_menu->reset_size();
  389. context_menu->popup();
  390. }
  391. void ShaderEditorPlugin::_close_shader(int p_index) {
  392. ERR_FAIL_INDEX(p_index, shader_tabs->get_tab_count());
  393. if (file_menu->get_parent() != nullptr) {
  394. file_menu->get_parent()->remove_child(file_menu);
  395. }
  396. ShaderEditor *shader_editor = Object::cast_to<ShaderEditor>(shader_tabs->get_tab_control(p_index));
  397. ERR_FAIL_NULL(shader_editor);
  398. memdelete(shader_editor);
  399. edited_shaders.remove_at(p_index);
  400. _update_shader_list();
  401. EditorUndoRedoManager::get_singleton()->clear_history(); // To prevent undo on deleted graphs.
  402. if (shader_tabs->get_tab_count() == 0) {
  403. shader_list->show(); // Make sure the panel is visible, because it can't be toggled without open shaders.
  404. shader_tabs->hide();
  405. files_split->add_child(file_menu);
  406. file_menu->set_v_size_flags(Control::SIZE_SHRINK_BEGIN);
  407. } else {
  408. _switch_to_editor(edited_shaders[shader_tabs->get_current_tab()].shader_editor);
  409. }
  410. }
  411. void ShaderEditorPlugin::_close_builtin_shaders_from_scene(const String &p_scene) {
  412. for (uint32_t i = 0; i < edited_shaders.size();) {
  413. Ref<Shader> &shader = edited_shaders[i].shader;
  414. if (shader.is_valid()) {
  415. if (shader->is_built_in() && shader->get_path().begins_with(p_scene)) {
  416. _close_shader(i);
  417. continue;
  418. }
  419. }
  420. Ref<ShaderInclude> &include = edited_shaders[i].shader_inc;
  421. if (include.is_valid()) {
  422. if (include->is_built_in() && include->get_path().begins_with(p_scene)) {
  423. _close_shader(i);
  424. continue;
  425. }
  426. }
  427. i++;
  428. }
  429. }
  430. void ShaderEditorPlugin::_resource_saved(Object *obj) {
  431. // May have been renamed on save.
  432. for (EditedShader &edited_shader : edited_shaders) {
  433. if (edited_shader.shader.ptr() == obj || edited_shader.shader_inc.ptr() == obj) {
  434. _update_shader_list();
  435. return;
  436. }
  437. }
  438. }
  439. void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
  440. switch (p_index) {
  441. case FILE_MENU_NEW: {
  442. String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
  443. shader_create_dialog->config(base_path.path_join("new_shader"), false, false, "Shader");
  444. shader_create_dialog->popup_centered();
  445. } break;
  446. case FILE_MENU_NEW_INCLUDE: {
  447. String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
  448. shader_create_dialog->config(base_path.path_join("new_shader"), false, false, "ShaderInclude");
  449. shader_create_dialog->popup_centered();
  450. } break;
  451. case FILE_MENU_OPEN: {
  452. InspectorDock::get_singleton()->open_resource("Shader");
  453. } break;
  454. case FILE_MENU_OPEN_INCLUDE: {
  455. InspectorDock::get_singleton()->open_resource("ShaderInclude");
  456. } break;
  457. case FILE_MENU_SAVE: {
  458. int index = shader_tabs->get_current_tab();
  459. ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
  460. TextShaderEditor *editor = Object::cast_to<TextShaderEditor>(edited_shaders[index].shader_editor);
  461. if (editor) {
  462. if (editor->get_trim_trailing_whitespace_on_save()) {
  463. editor->trim_trailing_whitespace();
  464. }
  465. if (editor->get_trim_final_newlines_on_save()) {
  466. editor->trim_final_newlines();
  467. }
  468. }
  469. if (edited_shaders[index].shader.is_valid()) {
  470. EditorNode::get_singleton()->save_resource(edited_shaders[index].shader);
  471. } else {
  472. EditorNode::get_singleton()->save_resource(edited_shaders[index].shader_inc);
  473. }
  474. if (editor) {
  475. editor->tag_saved_version();
  476. }
  477. } break;
  478. case FILE_MENU_SAVE_AS: {
  479. int index = shader_tabs->get_current_tab();
  480. ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
  481. TextShaderEditor *editor = Object::cast_to<TextShaderEditor>(edited_shaders[index].shader_editor);
  482. if (editor) {
  483. if (editor->get_trim_trailing_whitespace_on_save()) {
  484. editor->trim_trailing_whitespace();
  485. }
  486. if (editor->get_trim_final_newlines_on_save()) {
  487. editor->trim_final_newlines();
  488. }
  489. }
  490. String path;
  491. if (edited_shaders[index].shader.is_valid()) {
  492. path = edited_shaders[index].shader->get_path();
  493. if (!path.is_resource_file()) {
  494. path = "";
  495. }
  496. EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader, path);
  497. } else {
  498. path = edited_shaders[index].shader_inc->get_path();
  499. if (!path.is_resource_file()) {
  500. path = "";
  501. }
  502. EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader_inc, path);
  503. }
  504. if (editor) {
  505. editor->tag_saved_version();
  506. }
  507. } break;
  508. case FILE_MENU_INSPECT: {
  509. int index = shader_tabs->get_current_tab();
  510. ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
  511. if (edited_shaders[index].shader.is_valid()) {
  512. EditorNode::get_singleton()->push_item(edited_shaders[index].shader.ptr());
  513. } else {
  514. EditorNode::get_singleton()->push_item(edited_shaders[index].shader_inc.ptr());
  515. }
  516. } break;
  517. case FILE_MENU_INSPECT_NATIVE_SHADER_CODE: {
  518. int index = shader_tabs->get_current_tab();
  519. if (edited_shaders[index].shader.is_valid()) {
  520. edited_shaders[index].shader->inspect_native_shader_code();
  521. }
  522. } break;
  523. case FILE_MENU_CLOSE: {
  524. _close_shader(shader_tabs->get_current_tab());
  525. } break;
  526. case FILE_MENU_CLOSE_ALL: {
  527. while (shader_tabs->get_tab_count() > 0) {
  528. _close_shader(0);
  529. }
  530. } break;
  531. case FILE_MENU_CLOSE_OTHER_TABS: {
  532. int index = shader_tabs->get_current_tab();
  533. for (int i = 0; i < index; i++) {
  534. _close_shader(0);
  535. }
  536. while (shader_tabs->get_tab_count() > 1) {
  537. _close_shader(1);
  538. }
  539. } break;
  540. case FILE_MENU_SHOW_IN_FILE_SYSTEM: {
  541. Ref<Resource> shader = _get_current_shader();
  542. String path = shader->get_path();
  543. if (!path.is_empty()) {
  544. FileSystemDock::get_singleton()->navigate_to_path(path);
  545. }
  546. } break;
  547. case FILE_MENU_COPY_PATH: {
  548. Ref<Resource> shader = _get_current_shader();
  549. DisplayServer::get_singleton()->clipboard_set(shader->get_path());
  550. } break;
  551. case FILE_MENU_TOGGLE_FILES_PANEL: {
  552. shader_list->set_visible(!shader_list->is_visible());
  553. int index = shader_tabs->get_current_tab();
  554. if (index != -1) {
  555. ERR_FAIL_INDEX(index, (int)edited_shaders.size());
  556. ShaderEditor *shader_editor = edited_shaders[index].shader_editor;
  557. ERR_FAIL_NULL(shader_editor);
  558. shader_editor->update_toggle_files_button();
  559. }
  560. } break;
  561. }
  562. }
  563. void ShaderEditorPlugin::_shader_created(Ref<Shader> p_shader) {
  564. EditorNode::get_singleton()->push_item(p_shader.ptr());
  565. }
  566. void ShaderEditorPlugin::_shader_include_created(Ref<ShaderInclude> p_shader_inc) {
  567. EditorNode::get_singleton()->push_item(p_shader_inc.ptr());
  568. }
  569. Variant ShaderEditorPlugin::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  570. if (shader_list->get_item_count() == 0) {
  571. return Variant();
  572. }
  573. int idx = 0;
  574. if (p_point == Vector2(Math::INF, Math::INF)) {
  575. if (shader_list->is_anything_selected()) {
  576. idx = shader_list->get_selected_items()[0];
  577. }
  578. } else {
  579. idx = shader_list->get_item_at_position(p_point);
  580. }
  581. if (idx < 0) {
  582. return Variant();
  583. }
  584. HBoxContainer *drag_preview = memnew(HBoxContainer);
  585. String preview_name = shader_list->get_item_text(idx);
  586. Ref<Texture2D> preview_icon = shader_list->get_item_icon(idx);
  587. if (preview_icon.is_valid()) {
  588. TextureRect *tf = memnew(TextureRect);
  589. tf->set_texture(preview_icon);
  590. tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
  591. drag_preview->add_child(tf);
  592. }
  593. Label *label = memnew(Label(preview_name));
  594. label->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED); // Don't translate script names.
  595. drag_preview->add_child(label);
  596. files_split->set_drag_preview(drag_preview);
  597. Dictionary drag_data;
  598. drag_data["type"] = "shader_list_element";
  599. drag_data["shader_list_element"] = idx;
  600. return drag_data;
  601. }
  602. bool ShaderEditorPlugin::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  603. Dictionary d = p_data;
  604. if (!d.has("type")) {
  605. return false;
  606. }
  607. if (String(d["type"]) == "shader_list_element") {
  608. return true;
  609. }
  610. if (String(d["type"]) == "files") {
  611. Vector<String> files = d["files"];
  612. if (files.is_empty()) {
  613. return false;
  614. }
  615. for (int i = 0; i < files.size(); i++) {
  616. const String &file = files[i];
  617. if (ResourceLoader::exists(file, "Shader")) {
  618. Ref<Shader> shader = ResourceLoader::load(file);
  619. if (shader.is_valid()) {
  620. return true;
  621. }
  622. }
  623. if (ResourceLoader::exists(file, "ShaderInclude")) {
  624. Ref<ShaderInclude> sinclude = ResourceLoader::load(file);
  625. if (sinclude.is_valid()) {
  626. return true;
  627. }
  628. }
  629. }
  630. return false;
  631. }
  632. return false;
  633. }
  634. void ShaderEditorPlugin::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  635. if (!can_drop_data_fw(p_point, p_data, p_from)) {
  636. return;
  637. }
  638. Dictionary d = p_data;
  639. if (!d.has("type")) {
  640. return;
  641. }
  642. if (String(d["type"]) == "shader_list_element") {
  643. int idx = d["shader_list_element"];
  644. int new_idx = 0;
  645. if (p_point == Vector2(Math::INF, Math::INF)) {
  646. if (shader_list->is_anything_selected()) {
  647. new_idx = shader_list->get_selected_items()[0];
  648. }
  649. } else {
  650. new_idx = shader_list->get_item_at_position(p_point);
  651. }
  652. _move_shader_tab(idx, new_idx);
  653. return;
  654. }
  655. if (String(d["type"]) == "files") {
  656. Vector<String> files = d["files"];
  657. for (int i = 0; i < files.size(); i++) {
  658. const String &file = files[i];
  659. Ref<Resource> res;
  660. if (ResourceLoader::exists(file, "Shader") || ResourceLoader::exists(file, "ShaderInclude")) {
  661. res = ResourceLoader::load(file);
  662. }
  663. if (res.is_valid()) {
  664. edit(res.ptr());
  665. }
  666. }
  667. }
  668. }
  669. void ShaderEditorPlugin::_set_text_shader_zoom_factor(float p_zoom_factor) {
  670. if (text_shader_zoom_factor == p_zoom_factor) {
  671. return;
  672. }
  673. text_shader_zoom_factor = p_zoom_factor;
  674. }
  675. void ShaderEditorPlugin::_update_shader_editor_zoom_factor(CodeTextEditor *p_shader_editor) const {
  676. if (p_shader_editor && p_shader_editor->is_visible_in_tree() && text_shader_zoom_factor != p_shader_editor->get_zoom_factor()) {
  677. p_shader_editor->set_zoom_factor(text_shader_zoom_factor);
  678. }
  679. }
  680. void ShaderEditorPlugin::_switch_to_editor(ShaderEditor *p_editor, bool p_focus) {
  681. ERR_FAIL_NULL(p_editor);
  682. if (file_menu->get_parent() != nullptr) {
  683. file_menu->get_parent()->remove_child(file_menu);
  684. }
  685. shader_tabs->show();
  686. p_editor->use_menu_bar(file_menu);
  687. file_menu->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  688. if (p_focus) {
  689. TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(p_editor);
  690. if (text_shader_editor) {
  691. text_shader_editor->get_code_editor()->get_text_editor()->grab_focus();
  692. }
  693. }
  694. }
  695. void ShaderEditorPlugin::_file_removed(const String &p_removed_file) {
  696. for (uint32_t i = 0; i < edited_shaders.size(); i++) {
  697. if (edited_shaders[i].path == p_removed_file) {
  698. _close_shader(i);
  699. break;
  700. }
  701. }
  702. }
  703. void ShaderEditorPlugin::_res_saved_callback(const Ref<Resource> &p_res) {
  704. if (p_res.is_null()) {
  705. return;
  706. }
  707. const String &path = p_res->get_path();
  708. for (EditedShader &edited : edited_shaders) {
  709. Ref<Resource> shader_res = edited.shader;
  710. if (shader_res.is_null()) {
  711. shader_res = edited.shader_inc;
  712. }
  713. ERR_FAIL_COND(shader_res.is_null());
  714. TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(edited.shader_editor);
  715. if (!text_shader_editor || !shader_res->is_built_in()) {
  716. continue;
  717. }
  718. if (shader_res->get_path().get_slice("::", 0) == path) {
  719. text_shader_editor->tag_saved_version();
  720. _update_shader_list();
  721. }
  722. }
  723. }
  724. void ShaderEditorPlugin::_set_file_specific_items_disabled(bool p_disabled) {
  725. PopupMenu *file_popup_menu = file_menu->get_popup();
  726. file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_MENU_SAVE), p_disabled);
  727. file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_MENU_SAVE_AS), p_disabled);
  728. file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_MENU_INSPECT), p_disabled);
  729. file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_MENU_INSPECT_NATIVE_SHADER_CODE), p_disabled);
  730. file_popup_menu->set_item_disabled(file_popup_menu->get_item_index(FILE_MENU_CLOSE), p_disabled);
  731. }
  732. void ShaderEditorPlugin::_notification(int p_what) {
  733. switch (p_what) {
  734. case NOTIFICATION_READY: {
  735. EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &ShaderEditorPlugin::_resource_saved), CONNECT_DEFERRED);
  736. EditorNode::get_singleton()->connect("scene_closed", callable_mp(this, &ShaderEditorPlugin::_close_builtin_shaders_from_scene));
  737. FileSystemDock::get_singleton()->connect("file_removed", callable_mp(this, &ShaderEditorPlugin::_file_removed));
  738. EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &ShaderEditorPlugin::_res_saved_callback));
  739. EditorFileSystem::get_singleton()->connect("filesystem_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
  740. } break;
  741. }
  742. }
  743. void ShaderEditorPlugin::shortcut_input(const Ref<InputEvent> &p_event) {
  744. if (p_event.is_null() || !p_event->is_pressed() || p_event->is_echo()) {
  745. return;
  746. }
  747. if (make_floating_shortcut.is_valid() && make_floating_shortcut->matches_event(p_event)) {
  748. EditorDockManager::get_singleton()->make_dock_floating(shader_dock);
  749. }
  750. }
  751. ShaderEditorPlugin::ShaderEditorPlugin() {
  752. ED_SHORTCUT("shader_editor/new", TTRC("New Shader..."), KeyModifierMask::CMD_OR_CTRL | Key::N);
  753. ED_SHORTCUT("shader_editor/new_include", TTRC("New Shader Include..."), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::N);
  754. ED_SHORTCUT("shader_editor/open", TTRC("Load Shader File..."), KeyModifierMask::CMD_OR_CTRL | Key::O);
  755. ED_SHORTCUT("shader_editor/open_include", TTRC("Load Shader Include File..."), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::O);
  756. ED_SHORTCUT("shader_editor/open_in_inspector", TTRC("Open File in Inspector"));
  757. ED_SHORTCUT("shader_editor/inspect_native_code", TTRC("Inspect Native Shader Code..."));
  758. ED_SHORTCUT("shader_editor/copy_path", TTRC("Copy Shader Path"));
  759. shader_dock = memnew(EditorDock);
  760. shader_dock->set_name(TTRC("Shader Editor"));
  761. shader_dock->set_icon_name("ShaderDock");
  762. shader_dock->set_dock_shortcut(ED_SHORTCUT_AND_COMMAND("bottom_panels/toggle_shader_editor_bottom_panel", TTRC("Toggle Shader Editor Dock"), KeyModifierMask::ALT | Key::S));
  763. shader_dock->set_default_slot(EditorDock::DOCK_SLOT_BOTTOM);
  764. shader_dock->set_available_layouts(EditorDock::DOCK_LAYOUT_HORIZONTAL | EditorDock::DOCK_LAYOUT_FLOATING);
  765. shader_dock->set_custom_minimum_size(Size2(460, 300) * EDSCALE);
  766. EditorDockManager::get_singleton()->add_dock(shader_dock);
  767. set_process_shortcut_input(true);
  768. make_floating_shortcut = ED_SHORTCUT_AND_COMMAND("shader_editor/make_floating", TTRC("Make Floating"));
  769. files_split = memnew(HSplitContainer);
  770. files_split->set_split_offset(200 * EDSCALE);
  771. files_split->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  772. shader_dock->add_child(files_split);
  773. context_menu = memnew(PopupMenu);
  774. context_menu->connect(SceneStringName(id_pressed), callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
  775. add_child(context_menu);
  776. shader_list = memnew(ItemList);
  777. shader_list->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
  778. shader_list->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  779. shader_list->set_theme_type_variation("ItemListSecondary");
  780. shader_list->set_custom_minimum_size(Size2(100, 60) * EDSCALE);
  781. shader_list->connect(SceneStringName(item_selected), callable_mp(this, &ShaderEditorPlugin::_shader_selected).bind(true));
  782. shader_list->connect("item_clicked", callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked));
  783. shader_list->set_allow_rmb_select(true);
  784. SET_DRAG_FORWARDING_GCD(shader_list, ShaderEditorPlugin);
  785. files_split->add_child(shader_list);
  786. shader_tabs = memnew(TabContainer);
  787. shader_tabs->set_tabs_visible(false);
  788. shader_tabs->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  789. shader_tabs->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  790. Ref<StyleBoxEmpty> empty;
  791. empty.instantiate();
  792. shader_tabs->add_theme_style_override(SceneStringName(panel), empty);
  793. shader_tabs->hide();
  794. files_split->add_child(shader_tabs);
  795. file_menu = memnew(MenuButton);
  796. file_menu->set_flat(false);
  797. file_menu->set_theme_type_variation("FlatMenuButton");
  798. file_menu->set_text(TTRC("File"));
  799. file_menu->set_h_size_flags(Control::SIZE_SHRINK_BEGIN);
  800. file_menu->set_v_size_flags(Control::SIZE_SHRINK_BEGIN);
  801. file_menu->set_switch_on_hover(true);
  802. file_menu->set_shortcut_context(files_split);
  803. file_menu->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
  804. _setup_popup_menu(FILE, file_menu->get_popup());
  805. _set_file_specific_items_disabled(true);
  806. files_split->add_child(file_menu);
  807. shader_create_dialog = memnew(ShaderCreateDialog);
  808. shader_create_dialog->connect("shader_created", callable_mp(this, &ShaderEditorPlugin::_shader_created));
  809. shader_create_dialog->connect("shader_include_created", callable_mp(this, &ShaderEditorPlugin::_shader_include_created));
  810. shader_dock->add_child(shader_create_dialog);
  811. Ref<TextShaderLanguagePlugin> text_shader_lang;
  812. text_shader_lang.instantiate();
  813. EditorShaderLanguagePlugin::register_shader_language(text_shader_lang);
  814. Ref<VisualShaderLanguagePlugin> visual_shader_lang;
  815. visual_shader_lang.instantiate();
  816. EditorShaderLanguagePlugin::register_shader_language(visual_shader_lang);
  817. }
  818. ShaderEditorPlugin::~ShaderEditorPlugin() {
  819. EditorShaderLanguagePlugin::clear_registered_shader_languages();
  820. memdelete(file_menu);
  821. }