shader_create_dialog.cpp 21 KB

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  1. /*************************************************************************/
  2. /* shader_create_dialog.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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_create_dialog.h"
  31. #include "core/config/project_settings.h"
  32. #include "editor/editor_file_dialog.h"
  33. #include "editor/editor_scale.h"
  34. #include "scene/resources/shader_include.h"
  35. #include "scene/resources/visual_shader.h"
  36. #include "servers/rendering/shader_types.h"
  37. void ShaderCreateDialog::_notification(int p_what) {
  38. switch (p_what) {
  39. case NOTIFICATION_ENTER_TREE: {
  40. _update_theme();
  41. String last_lang = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_language", "");
  42. if (!last_lang.is_empty()) {
  43. for (int i = 0; i < type_menu->get_item_count(); i++) {
  44. if (type_menu->get_item_text(i) == last_lang) {
  45. type_menu->select(i);
  46. current_type = i;
  47. break;
  48. }
  49. }
  50. } else {
  51. type_menu->select(default_type);
  52. }
  53. current_mode = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_mode", 0);
  54. mode_menu->select(current_mode);
  55. } break;
  56. case NOTIFICATION_THEME_CHANGED: {
  57. _update_theme();
  58. } break;
  59. }
  60. }
  61. void ShaderCreateDialog::_update_theme() {
  62. Ref<Texture2D> shader_icon = gc->get_theme_icon(SNAME("Shader"), SNAME("EditorIcons"));
  63. if (shader_icon.is_valid()) {
  64. type_menu->set_item_icon(0, shader_icon);
  65. }
  66. Ref<Texture2D> visual_shader_icon = gc->get_theme_icon(SNAME("VisualShader"), SNAME("EditorIcons"));
  67. if (visual_shader_icon.is_valid()) {
  68. type_menu->set_item_icon(1, visual_shader_icon);
  69. }
  70. Ref<Texture2D> include_icon = gc->get_theme_icon(SNAME("TextFile"), SNAME("EditorIcons"));
  71. if (include_icon.is_valid()) {
  72. type_menu->set_item_icon(2, include_icon);
  73. }
  74. path_button->set_icon(get_theme_icon(SNAME("Folder"), SNAME("EditorIcons")));
  75. status_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree")));
  76. }
  77. void ShaderCreateDialog::_update_language_info() {
  78. type_data.clear();
  79. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  80. ShaderTypeData data;
  81. if (i == int(SHADER_TYPE_TEXT)) {
  82. data.use_templates = true;
  83. data.extensions.push_back("gdshader");
  84. data.default_extension = "gdshader";
  85. } else if (i == int(SHADER_TYPE_INC)) {
  86. data.extensions.push_back("gdshaderinc");
  87. data.default_extension = "gdshaderinc";
  88. } else {
  89. data.default_extension = "tres";
  90. }
  91. data.extensions.push_back("res");
  92. data.extensions.push_back("tres");
  93. type_data.push_back(data);
  94. }
  95. }
  96. void ShaderCreateDialog::_path_hbox_sorted() {
  97. if (is_visible()) {
  98. int filename_start_pos = initial_base_path.rfind("/") + 1;
  99. int filename_end_pos = initial_base_path.length();
  100. if (!is_built_in) {
  101. file_path->select(filename_start_pos, filename_end_pos);
  102. }
  103. file_path->set_caret_column(file_path->get_text().length());
  104. file_path->set_caret_column(filename_start_pos);
  105. file_path->grab_focus();
  106. }
  107. }
  108. void ShaderCreateDialog::_mode_changed(int p_mode) {
  109. current_mode = p_mode;
  110. EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_mode", p_mode);
  111. }
  112. void ShaderCreateDialog::_template_changed(int p_template) {
  113. current_template = p_template;
  114. EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_template", p_template);
  115. }
  116. void ShaderCreateDialog::ok_pressed() {
  117. if (is_new_shader_created) {
  118. _create_new();
  119. } else {
  120. _load_exist();
  121. }
  122. is_new_shader_created = true;
  123. _update_dialog();
  124. }
  125. void ShaderCreateDialog::_create_new() {
  126. Ref<Resource> shader;
  127. Ref<Resource> shader_inc;
  128. switch (type_menu->get_selected()) {
  129. case SHADER_TYPE_TEXT: {
  130. Ref<Shader> text_shader;
  131. text_shader.instantiate();
  132. shader = text_shader;
  133. StringBuilder code;
  134. code += vformat("shader_type %s;\n", mode_menu->get_text().replace(" ", "").camelcase_to_underscore());
  135. if (current_template == 0) { // Default template.
  136. code += "\n";
  137. switch (current_mode) {
  138. case Shader::MODE_SPATIAL:
  139. code += "void fragment() {\n";
  140. code += "\t// Place fragment code here.\n";
  141. code += "}\n";
  142. break;
  143. case Shader::MODE_CANVAS_ITEM:
  144. code += "void fragment() {\n";
  145. code += "\t// Place fragment code here.\n";
  146. code += "}\n";
  147. break;
  148. case Shader::MODE_PARTICLES:
  149. code += "void start() {\n";
  150. code += "\t// Place start code here.\n";
  151. code += "}\n";
  152. code += "\n";
  153. code += "void process() {\n";
  154. code += "\t// Place process code here.\n";
  155. code += "}\n";
  156. break;
  157. case Shader::MODE_SKY:
  158. code += "void sky() {\n";
  159. code += "\t// Place sky code here.\n";
  160. code += "}\n";
  161. break;
  162. case Shader::MODE_FOG:
  163. code += "void fog() {\n";
  164. code += "\t// Place fog code here.\n";
  165. code += "}\n";
  166. break;
  167. }
  168. }
  169. text_shader->set_code(code.as_string());
  170. } break;
  171. case SHADER_TYPE_VISUAL: {
  172. Ref<VisualShader> visual_shader;
  173. visual_shader.instantiate();
  174. shader = visual_shader;
  175. visual_shader->set_mode(Shader::Mode(current_mode));
  176. } break;
  177. case SHADER_TYPE_INC: {
  178. Ref<ShaderInclude> include;
  179. include.instantiate();
  180. shader_inc = include;
  181. } break;
  182. default: {
  183. } break;
  184. }
  185. if (shader.is_null()) {
  186. String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
  187. shader_inc->set_path(lpath);
  188. Error error = ResourceSaver::save(shader_inc, lpath, ResourceSaver::FLAG_CHANGE_PATH);
  189. if (error != OK) {
  190. alert->set_text(TTR("Error - Could not create shader include in filesystem."));
  191. alert->popup_centered();
  192. return;
  193. }
  194. emit_signal(SNAME("shader_include_created"), shader_inc);
  195. } else {
  196. if (!is_built_in) {
  197. String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
  198. shader->set_path(lpath);
  199. Error error = ResourceSaver::save(shader, lpath, ResourceSaver::FLAG_CHANGE_PATH);
  200. if (error != OK) {
  201. alert->set_text(TTR("Error - Could not create shader in filesystem."));
  202. alert->popup_centered();
  203. return;
  204. }
  205. }
  206. emit_signal(SNAME("shader_created"), shader);
  207. }
  208. file_path->set_text(file_path->get_text().get_base_dir());
  209. hide();
  210. }
  211. void ShaderCreateDialog::_load_exist() {
  212. String path = file_path->get_text();
  213. Ref<Resource> p_shader = ResourceLoader::load(path, "Shader");
  214. if (p_shader.is_null()) {
  215. alert->set_text(vformat(TTR("Error loading shader from %s"), path));
  216. alert->popup_centered();
  217. return;
  218. }
  219. emit_signal(SNAME("shader_created"), p_shader);
  220. hide();
  221. }
  222. void ShaderCreateDialog::_type_changed(int p_language) {
  223. current_type = p_language;
  224. ShaderTypeData data = type_data[p_language];
  225. String selected_ext = "." + data.default_extension;
  226. String path = file_path->get_text();
  227. String extension = "";
  228. if (!path.is_empty()) {
  229. if (path.contains(".")) {
  230. extension = path.get_extension();
  231. }
  232. if (extension.length() == 0) {
  233. path += selected_ext;
  234. } else {
  235. path = path.get_basename() + selected_ext;
  236. }
  237. } else {
  238. path = "shader" + selected_ext;
  239. }
  240. _path_changed(path);
  241. file_path->set_text(path);
  242. type_menu->set_item_disabled(int(SHADER_TYPE_INC), load_enabled);
  243. mode_menu->set_disabled(p_language == SHADER_TYPE_INC);
  244. template_menu->set_disabled(!data.use_templates);
  245. template_menu->clear();
  246. if (data.use_templates) {
  247. int last_template = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_template", 0);
  248. template_menu->add_item(TTR("Default"));
  249. template_menu->add_item(TTR("Empty"));
  250. template_menu->select(last_template);
  251. current_template = last_template;
  252. } else {
  253. template_menu->add_item(TTR("N/A"));
  254. }
  255. EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_language", type_menu->get_item_text(type_menu->get_selected()));
  256. _update_dialog();
  257. }
  258. void ShaderCreateDialog::_built_in_toggled(bool p_enabled) {
  259. is_built_in = p_enabled;
  260. if (p_enabled) {
  261. is_new_shader_created = true;
  262. } else {
  263. _path_changed(file_path->get_text());
  264. }
  265. _update_dialog();
  266. }
  267. void ShaderCreateDialog::_browse_path() {
  268. file_browse->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
  269. file_browse->set_title(TTR("Open Shader / Choose Location"));
  270. file_browse->set_ok_button_text(TTR("Open"));
  271. file_browse->set_disable_overwrite_warning(true);
  272. file_browse->clear_filters();
  273. List<String> extensions = type_data[type_menu->get_selected()].extensions;
  274. for (const String &E : extensions) {
  275. file_browse->add_filter("*." + E);
  276. }
  277. file_browse->set_current_path(file_path->get_text());
  278. file_browse->popup_file_dialog();
  279. }
  280. void ShaderCreateDialog::_file_selected(const String &p_file) {
  281. String p = ProjectSettings::get_singleton()->localize_path(p_file);
  282. file_path->set_text(p);
  283. _path_changed(p);
  284. String filename = p.get_file().get_basename();
  285. int select_start = p.rfind(filename);
  286. file_path->select(select_start, select_start + filename.length());
  287. file_path->set_caret_column(select_start + filename.length());
  288. file_path->grab_focus();
  289. }
  290. void ShaderCreateDialog::_path_changed(const String &p_path) {
  291. if (is_built_in) {
  292. return;
  293. }
  294. is_path_valid = false;
  295. is_new_shader_created = true;
  296. String path_error = _validate_path(p_path);
  297. if (!path_error.is_empty()) {
  298. _msg_path_valid(false, path_error);
  299. _update_dialog();
  300. return;
  301. }
  302. Ref<DirAccess> f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
  303. String p = ProjectSettings::get_singleton()->localize_path(p_path.strip_edges());
  304. if (f->file_exists(p)) {
  305. is_new_shader_created = false;
  306. _msg_path_valid(true, TTR("File exists, it will be reused."));
  307. }
  308. is_path_valid = true;
  309. _update_dialog();
  310. }
  311. void ShaderCreateDialog::_path_submitted(const String &p_path) {
  312. ok_pressed();
  313. }
  314. void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled, int p_preferred_type, int p_preferred_mode) {
  315. if (!p_base_path.is_empty()) {
  316. initial_base_path = p_base_path.get_basename();
  317. file_path->set_text(initial_base_path + "." + type_data[type_menu->get_selected()].default_extension);
  318. current_type = type_menu->get_selected();
  319. } else {
  320. initial_base_path = "";
  321. file_path->set_text("");
  322. }
  323. file_path->deselect();
  324. built_in_enabled = p_built_in_enabled;
  325. load_enabled = p_load_enabled;
  326. if (p_preferred_type > -1) {
  327. type_menu->select(p_preferred_type);
  328. _type_changed(p_preferred_type);
  329. }
  330. if (p_preferred_mode > -1) {
  331. mode_menu->select(p_preferred_mode);
  332. _mode_changed(p_preferred_mode);
  333. }
  334. _type_changed(current_type);
  335. _path_changed(file_path->get_text());
  336. }
  337. String ShaderCreateDialog::_validate_path(const String &p_path) {
  338. String p = p_path.strip_edges();
  339. if (p.is_empty()) {
  340. return TTR("Path is empty.");
  341. }
  342. if (p.get_file().get_basename().is_empty()) {
  343. return TTR("Filename is empty.");
  344. }
  345. p = ProjectSettings::get_singleton()->localize_path(p);
  346. if (!p.begins_with("res://")) {
  347. return TTR("Path is not local.");
  348. }
  349. Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
  350. if (d->change_dir(p.get_base_dir()) != OK) {
  351. return TTR("Invalid base path.");
  352. }
  353. Ref<DirAccess> f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
  354. if (f->dir_exists(p)) {
  355. return TTR("A directory with the same name exists.");
  356. }
  357. String extension = p.get_extension();
  358. HashSet<String> extensions;
  359. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  360. for (const String &ext : type_data[i].extensions) {
  361. if (!extensions.has(ext)) {
  362. extensions.insert(ext);
  363. }
  364. }
  365. }
  366. ShaderTypeData data = type_data[type_menu->get_selected()];
  367. bool found = false;
  368. bool match = false;
  369. for (const String &ext : extensions) {
  370. if (ext.nocasecmp_to(extension) == 0) {
  371. found = true;
  372. for (const String &type_ext : type_data[current_type].extensions) {
  373. if (type_ext.nocasecmp_to(extension) == 0) {
  374. match = true;
  375. break;
  376. }
  377. }
  378. break;
  379. }
  380. }
  381. if (!found) {
  382. return TTR("Invalid extension.");
  383. }
  384. if (!match) {
  385. return TTR("Wrong extension chosen.");
  386. }
  387. return "";
  388. }
  389. void ShaderCreateDialog::_msg_script_valid(bool valid, const String &p_msg) {
  390. error_label->set_text("- " + p_msg);
  391. if (valid) {
  392. error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("success_color"), SNAME("Editor")));
  393. } else {
  394. error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  395. }
  396. }
  397. void ShaderCreateDialog::_msg_path_valid(bool valid, const String &p_msg) {
  398. path_error_label->set_text("- " + p_msg);
  399. if (valid) {
  400. path_error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("success_color"), SNAME("Editor")));
  401. } else {
  402. path_error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  403. }
  404. }
  405. void ShaderCreateDialog::_update_dialog() {
  406. bool shader_ok = true;
  407. if (!is_built_in && !is_path_valid) {
  408. _msg_script_valid(false, TTR("Invalid path."));
  409. shader_ok = false;
  410. }
  411. if (shader_ok) {
  412. _msg_script_valid(true, TTR("Shader path/name is valid."));
  413. }
  414. if (!built_in_enabled) {
  415. internal->set_pressed(false);
  416. }
  417. if (is_built_in) {
  418. file_path->set_editable(false);
  419. path_button->set_disabled(true);
  420. re_check_path = true;
  421. } else {
  422. file_path->set_editable(true);
  423. path_button->set_disabled(false);
  424. if (re_check_path) {
  425. re_check_path = false;
  426. _path_changed(file_path->get_text());
  427. }
  428. }
  429. internal->set_disabled(!built_in_enabled);
  430. builtin_warning_label->set_visible(is_built_in);
  431. if (is_built_in) {
  432. set_ok_button_text(TTR("Create"));
  433. _msg_path_valid(true, TTR("Built-in shader (into scene file)."));
  434. } else if (is_new_shader_created) {
  435. set_ok_button_text(TTR("Create"));
  436. if (is_path_valid) {
  437. _msg_path_valid(true, TTR("Will create a new shader file."));
  438. }
  439. } else if (load_enabled) {
  440. set_ok_button_text(TTR("Load"));
  441. if (is_path_valid) {
  442. _msg_path_valid(true, TTR("Will load an existing shader file."));
  443. }
  444. } else {
  445. set_ok_button_text(TTR("Create"));
  446. _msg_path_valid(false, TTR("Shader file already exists."));
  447. shader_ok = false;
  448. }
  449. get_ok_button()->set_disabled(!shader_ok);
  450. Callable entered_call = callable_mp(this, &ShaderCreateDialog::_path_submitted);
  451. if (shader_ok) {
  452. if (!file_path->is_connected("text_submitted", entered_call)) {
  453. file_path->connect("text_submitted", entered_call);
  454. }
  455. } else if (file_path->is_connected("text_submitted", entered_call)) {
  456. file_path->disconnect("text_submitted", entered_call);
  457. }
  458. }
  459. void ShaderCreateDialog::_bind_methods() {
  460. ClassDB::bind_method(D_METHOD("config", "path", "built_in_enabled", "load_enabled"), &ShaderCreateDialog::config, DEFVAL(true), DEFVAL(true));
  461. ADD_SIGNAL(MethodInfo("shader_created", PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader")));
  462. ADD_SIGNAL(MethodInfo("shader_include_created", PropertyInfo(Variant::OBJECT, "shader_include", PROPERTY_HINT_RESOURCE_TYPE, "ShaderInclude")));
  463. }
  464. ShaderCreateDialog::ShaderCreateDialog() {
  465. _update_language_info();
  466. // Main Controls.
  467. gc = memnew(GridContainer);
  468. gc->set_columns(2);
  469. // Error Fields.
  470. VBoxContainer *vb = memnew(VBoxContainer);
  471. error_label = memnew(Label);
  472. vb->add_child(error_label);
  473. path_error_label = memnew(Label);
  474. vb->add_child(path_error_label);
  475. builtin_warning_label = memnew(Label);
  476. builtin_warning_label->set_text(
  477. TTR("Note: Built-in shaders can't be edited using an external editor."));
  478. vb->add_child(builtin_warning_label);
  479. builtin_warning_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  480. builtin_warning_label->hide();
  481. status_panel = memnew(PanelContainer);
  482. status_panel->set_h_size_flags(Control::SIZE_FILL);
  483. status_panel->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  484. status_panel->add_child(vb);
  485. // Spacing.
  486. Control *spacing = memnew(Control);
  487. spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
  488. vb = memnew(VBoxContainer);
  489. vb->add_child(gc);
  490. vb->add_child(spacing);
  491. vb->add_child(status_panel);
  492. add_child(vb);
  493. // Type.
  494. type_menu = memnew(OptionButton);
  495. type_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
  496. type_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  497. gc->add_child(memnew(Label(TTR("Type:"))));
  498. gc->add_child(type_menu);
  499. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  500. String type;
  501. bool invalid = false;
  502. switch (i) {
  503. case SHADER_TYPE_TEXT:
  504. type = "Shader";
  505. default_type = i;
  506. break;
  507. case SHADER_TYPE_VISUAL:
  508. type = "VisualShader";
  509. break;
  510. case SHADER_TYPE_INC:
  511. type = "ShaderInclude";
  512. break;
  513. case SHADER_TYPE_MAX:
  514. invalid = true;
  515. break;
  516. default:
  517. invalid = true;
  518. break;
  519. }
  520. if (invalid) {
  521. continue;
  522. }
  523. type_menu->add_item(type);
  524. }
  525. if (default_type >= 0) {
  526. type_menu->select(default_type);
  527. }
  528. current_type = default_type;
  529. type_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_type_changed));
  530. // Modes.
  531. mode_menu = memnew(OptionButton);
  532. for (const String &type_name : ShaderTypes::get_singleton()->get_types_list()) {
  533. mode_menu->add_item(type_name.capitalize());
  534. }
  535. gc->add_child(memnew(Label(TTR("Mode:"))));
  536. gc->add_child(mode_menu);
  537. mode_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_mode_changed));
  538. // Templates.
  539. template_menu = memnew(OptionButton);
  540. gc->add_child(memnew(Label(TTR("Template:"))));
  541. gc->add_child(template_menu);
  542. template_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_template_changed));
  543. // Built-in Shader.
  544. internal = memnew(CheckBox);
  545. internal->set_text(TTR("On"));
  546. internal->connect("toggled", callable_mp(this, &ShaderCreateDialog::_built_in_toggled));
  547. gc->add_child(memnew(Label(TTR("Built-in Shader:"))));
  548. gc->add_child(internal);
  549. // Path.
  550. HBoxContainer *hb = memnew(HBoxContainer);
  551. hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  552. hb->connect("sort_children", callable_mp(this, &ShaderCreateDialog::_path_hbox_sorted));
  553. file_path = memnew(LineEdit);
  554. file_path->connect("text_changed", callable_mp(this, &ShaderCreateDialog::_path_changed));
  555. file_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  556. hb->add_child(file_path);
  557. path_button = memnew(Button);
  558. path_button->connect("pressed", callable_mp(this, &ShaderCreateDialog::_browse_path));
  559. hb->add_child(path_button);
  560. gc->add_child(memnew(Label(TTR("Path:"))));
  561. gc->add_child(hb);
  562. // Dialog Setup.
  563. file_browse = memnew(EditorFileDialog);
  564. file_browse->connect("file_selected", callable_mp(this, &ShaderCreateDialog::_file_selected));
  565. file_browse->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
  566. add_child(file_browse);
  567. alert = memnew(AcceptDialog);
  568. alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  569. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  570. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  571. alert->get_label()->set_custom_minimum_size(Size2(325, 60) * EDSCALE);
  572. add_child(alert);
  573. set_ok_button_text(TTR("Create"));
  574. set_hide_on_ok(false);
  575. set_title(TTR("Create Shader"));
  576. }