| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671 | /*************************************************************************//*  shader_editor_plugin.cpp                                             *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* 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 "core/io/resource_loader.h"#include "core/io/resource_saver.h"#include "core/os/keyboard.h"#include "core/os/os.h"#include "editor/editor_node.h"#include "editor/editor_settings.h"#include "editor/property_editor.h"#include "servers/visual/shader_types.h"/*** SHADER SCRIPT EDITOR ****/Ref<Shader> ShaderTextEditor::get_edited_shader() const {	return shader;}void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader) {	if (shader == p_shader) {		return;	}	shader = p_shader;	_load_theme_settings();	get_text_edit()->set_text(p_shader->get_code());	_validate_script();	_line_col_changed();}void ShaderTextEditor::_load_theme_settings() {	get_text_edit()->clear_colors();	Color background_color = EDITOR_GET("text_editor/highlighting/background_color");	Color completion_background_color = EDITOR_GET("text_editor/highlighting/completion_background_color");	Color completion_selected_color = EDITOR_GET("text_editor/highlighting/completion_selected_color");	Color completion_existing_color = EDITOR_GET("text_editor/highlighting/completion_existing_color");	Color completion_scroll_color = EDITOR_GET("text_editor/highlighting/completion_scroll_color");	Color completion_font_color = EDITOR_GET("text_editor/highlighting/completion_font_color");	Color text_color = EDITOR_GET("text_editor/highlighting/text_color");	Color line_number_color = EDITOR_GET("text_editor/highlighting/line_number_color");	Color caret_color = EDITOR_GET("text_editor/highlighting/caret_color");	Color caret_background_color = EDITOR_GET("text_editor/highlighting/caret_background_color");	Color text_selected_color = EDITOR_GET("text_editor/highlighting/text_selected_color");	Color selection_color = EDITOR_GET("text_editor/highlighting/selection_color");	Color brace_mismatch_color = EDITOR_GET("text_editor/highlighting/brace_mismatch_color");	Color current_line_color = EDITOR_GET("text_editor/highlighting/current_line_color");	Color line_length_guideline_color = EDITOR_GET("text_editor/highlighting/line_length_guideline_color");	Color word_highlighted_color = EDITOR_GET("text_editor/highlighting/word_highlighted_color");	Color number_color = EDITOR_GET("text_editor/highlighting/number_color");	Color function_color = EDITOR_GET("text_editor/highlighting/function_color");	Color member_variable_color = EDITOR_GET("text_editor/highlighting/member_variable_color");	Color mark_color = EDITOR_GET("text_editor/highlighting/mark_color");	Color bookmark_color = EDITOR_GET("text_editor/highlighting/bookmark_color");	Color breakpoint_color = EDITOR_GET("text_editor/highlighting/breakpoint_color");	Color executing_line_color = EDITOR_GET("text_editor/highlighting/executing_line_color");	Color code_folding_color = EDITOR_GET("text_editor/highlighting/code_folding_color");	Color search_result_color = EDITOR_GET("text_editor/highlighting/search_result_color");	Color search_result_border_color = EDITOR_GET("text_editor/highlighting/search_result_border_color");	Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");	Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");	Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");	get_text_edit()->add_color_override("background_color", background_color);	get_text_edit()->add_color_override("completion_background_color", completion_background_color);	get_text_edit()->add_color_override("completion_selected_color", completion_selected_color);	get_text_edit()->add_color_override("completion_existing_color", completion_existing_color);	get_text_edit()->add_color_override("completion_scroll_color", completion_scroll_color);	get_text_edit()->add_color_override("completion_font_color", completion_font_color);	get_text_edit()->add_color_override("font_color", text_color);	get_text_edit()->add_color_override("line_number_color", line_number_color);	get_text_edit()->add_color_override("caret_color", caret_color);	get_text_edit()->add_color_override("caret_background_color", caret_background_color);	get_text_edit()->add_color_override("font_selected_color", text_selected_color);	get_text_edit()->add_color_override("selection_color", selection_color);	get_text_edit()->add_color_override("brace_mismatch_color", brace_mismatch_color);	get_text_edit()->add_color_override("current_line_color", current_line_color);	get_text_edit()->add_color_override("line_length_guideline_color", line_length_guideline_color);	get_text_edit()->add_color_override("word_highlighted_color", word_highlighted_color);	get_text_edit()->add_color_override("number_color", number_color);	get_text_edit()->add_color_override("function_color", function_color);	get_text_edit()->add_color_override("member_variable_color", member_variable_color);	get_text_edit()->add_color_override("mark_color", mark_color);	get_text_edit()->add_color_override("bookmark_color", bookmark_color);	get_text_edit()->add_color_override("breakpoint_color", breakpoint_color);	get_text_edit()->add_color_override("executing_line_color", executing_line_color);	get_text_edit()->add_color_override("code_folding_color", code_folding_color);	get_text_edit()->add_color_override("search_result_color", search_result_color);	get_text_edit()->add_color_override("search_result_border_color", search_result_border_color);	get_text_edit()->add_color_override("symbol_color", symbol_color);	List<String> keywords;	ShaderLanguage::get_keyword_list(&keywords);	if (shader.is_valid()) {		for (const Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {			for (const Map<StringName, ShaderLanguage::BuiltInInfo>::Element *F = E->get().built_ins.front(); F; F = F->next()) {				keywords.push_back(F->key());			}		}		for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).size(); i++) {			keywords.push_back(ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode()))[i]);		}	}	for (List<String>::Element *E = keywords.front(); E; E = E->next()) {		get_text_edit()->add_keyword_color(E->get(), keyword_color);	}	//colorize comments	get_text_edit()->add_color_region("/*", "*/", comment_color, false);	get_text_edit()->add_color_region("//", "", comment_color, false);}void ShaderTextEditor::_check_shader_mode() {	String type = ShaderLanguage::get_shader_type(get_text_edit()->get_text());	Shader::Mode mode;	if (type == "canvas_item") {		mode = Shader::MODE_CANVAS_ITEM;	} else if (type == "particles") {		mode = Shader::MODE_PARTICLES;	} else {		mode = Shader::MODE_SPATIAL;	}	if (shader->get_mode() != mode) {		shader->set_code(get_text_edit()->get_text());		_load_theme_settings();	}}void ShaderTextEditor::_code_complete_script(const String &p_code, List<String> *r_options) {	_check_shader_mode();	ShaderLanguage sl;	String calltip;	Error err = sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);	if (err != OK)		ERR_PRINT("Shaderlang complete failed");	if (calltip != "") {		get_text_edit()->set_code_hint(calltip);	}}void ShaderTextEditor::_validate_script() {	_check_shader_mode();	String code = get_text_edit()->get_text();	//List<StringName> params;	//shader->get_param_list(¶ms);	ShaderLanguage sl;	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types());	if (err != OK) {		String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();		set_error(error_text);		set_error_pos(sl.get_error_line() - 1, 0);		for (int i = 0; i < get_text_edit()->get_line_count(); i++)			get_text_edit()->set_line_as_marked(i, false);		get_text_edit()->set_line_as_marked(sl.get_error_line() - 1, true);	} else {		for (int i = 0; i < get_text_edit()->get_line_count(); i++)			get_text_edit()->set_line_as_marked(i, false);		set_error("");	}	emit_signal("script_changed");}void ShaderTextEditor::_bind_methods() {}ShaderTextEditor::ShaderTextEditor() {}/*** SCRIPT EDITOR ******/void ShaderEditor::_menu_option(int p_option) {	switch (p_option) {		case EDIT_UNDO: {			shader_editor->get_text_edit()->undo();		} break;		case EDIT_REDO: {			shader_editor->get_text_edit()->redo();		} break;		case EDIT_CUT: {			shader_editor->get_text_edit()->cut();		} break;		case EDIT_COPY: {			shader_editor->get_text_edit()->copy();		} break;		case EDIT_PASTE: {			shader_editor->get_text_edit()->paste();		} break;		case EDIT_SELECT_ALL: {			shader_editor->get_text_edit()->select_all();		} break;		case EDIT_MOVE_LINE_UP: {			shader_editor->move_lines_up();		} break;		case EDIT_MOVE_LINE_DOWN: {			shader_editor->move_lines_down();		} break;		case EDIT_INDENT_LEFT: {			if (shader.is_null())				return;			TextEdit *tx = shader_editor->get_text_edit();			tx->indent_left();		} break;		case EDIT_INDENT_RIGHT: {			if (shader.is_null())				return;			TextEdit *tx = shader_editor->get_text_edit();			tx->indent_right();		} break;		case EDIT_DELETE_LINE: {			shader_editor->delete_lines();		} break;		case EDIT_CLONE_DOWN: {			shader_editor->clone_lines_down();		} break;		case EDIT_TOGGLE_COMMENT: {			if (shader.is_null())				return;			shader_editor->toggle_inline_comment("//");		} break;		case EDIT_COMPLETE: {			shader_editor->get_text_edit()->query_code_comple();		} break;		case SEARCH_FIND: {			shader_editor->get_find_replace_bar()->popup_search();		} break;		case SEARCH_FIND_NEXT: {			shader_editor->get_find_replace_bar()->search_next();		} break;		case SEARCH_FIND_PREV: {			shader_editor->get_find_replace_bar()->search_prev();		} break;		case SEARCH_REPLACE: {			shader_editor->get_find_replace_bar()->popup_replace();		} break;		case SEARCH_GOTO_LINE: {			goto_line_dialog->popup_find_line(shader_editor->get_text_edit());		} break;		case BOOKMARK_TOGGLE: {			shader_editor->toggle_bookmark();		} break;		case BOOKMARK_GOTO_NEXT: {			shader_editor->goto_next_bookmark();		} break;		case BOOKMARK_GOTO_PREV: {			shader_editor->goto_prev_bookmark();		} break;		case BOOKMARK_REMOVE_ALL: {			shader_editor->remove_all_bookmarks();		} break;	}	if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) {		shader_editor->get_text_edit()->call_deferred("grab_focus");	}}void ShaderEditor::_notification(int p_what) {	if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {		//if (is_visible_in_tree())		//	shader_editor->get_text_edit()->grab_focus();	}}void ShaderEditor::_params_changed() {	shader_editor->_validate_script();}void ShaderEditor::_editor_settings_changed() {	shader_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/completion/auto_brace_complete"));	shader_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/cursor/scroll_past_end_of_file"));	shader_editor->get_text_edit()->set_indent_size(EditorSettings::get_singleton()->get("text_editor/indent/size"));	shader_editor->get_text_edit()->set_indent_using_spaces(EditorSettings::get_singleton()->get("text_editor/indent/type"));	shader_editor->get_text_edit()->set_auto_indent(EditorSettings::get_singleton()->get("text_editor/indent/auto_indent"));	shader_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/indent/draw_tabs"));	shader_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/line_numbers/show_line_numbers"));	shader_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/highlighting/syntax_highlighting"));	shader_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_all_occurrences"));	shader_editor->get_text_edit()->set_highlight_current_line(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_current_line"));	shader_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink"));	shader_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink_speed"));	shader_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/theme/line_spacing"));	shader_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/cursor/block_caret"));	shader_editor->get_text_edit()->set_smooth_scroll_enabled(EditorSettings::get_singleton()->get("text_editor/open_scripts/smooth_scrolling"));	shader_editor->get_text_edit()->set_v_scroll_speed(EditorSettings::get_singleton()->get("text_editor/open_scripts/v_scroll_speed"));}void ShaderEditor::_bind_methods() {	ClassDB::bind_method("_editor_settings_changed", &ShaderEditor::_editor_settings_changed);	ClassDB::bind_method("_text_edit_gui_input", &ShaderEditor::_text_edit_gui_input);	ClassDB::bind_method("_update_bookmark_list", &ShaderEditor::_update_bookmark_list);	ClassDB::bind_method("_bookmark_item_pressed", &ShaderEditor::_bookmark_item_pressed);	ClassDB::bind_method("_menu_option", &ShaderEditor::_menu_option);	ClassDB::bind_method("_params_changed", &ShaderEditor::_params_changed);	ClassDB::bind_method("apply_shaders", &ShaderEditor::apply_shaders);}void ShaderEditor::ensure_select_current() {	/*	if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {		ShaderTextEditor *ste = Object::cast_to<ShaderTextEditor>(tab_container->get_child(tab_container->get_current_tab()));		if (!ste)			return;		Ref<Shader> shader = ste->get_edited_shader();		get_scene()->get_root_node()->call("_resource_selected",shader);	}*/}void ShaderEditor::goto_line_selection(int p_line, int p_begin, int p_end) {	shader_editor->goto_line_selection(p_line, p_begin, p_end);}void ShaderEditor::edit(const Ref<Shader> &p_shader) {	if (p_shader.is_null() || !p_shader->is_text_shader())		return;	if (shader == p_shader)		return;	shader = p_shader;	shader_editor->set_edited_shader(p_shader);	//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()) {		String shader_code = shader->get_code();		String editor_code = shader_editor->get_text_edit()->get_text();		if (shader_code != editor_code) {			shader->set_code(editor_code);			shader->set_edited(true);		}	}}void ShaderEditor::_text_edit_gui_input(const Ref<InputEvent> &ev) {	Ref<InputEventMouseButton> mb = ev;	if (mb.is_valid()) {		if (mb->get_button_index() == BUTTON_RIGHT && mb->is_pressed()) {			int col, row;			TextEdit *tx = shader_editor->get_text_edit();			tx->_get_mouse_pos(mb->get_global_position() - tx->get_global_position(), row, col);			tx->set_right_click_moves_caret(EditorSettings::get_singleton()->get("text_editor/cursor/right_click_moves_caret"));			if (tx->is_right_click_moving_caret()) {				if (tx->is_selection_active()) {					int from_line = tx->get_selection_from_line();					int to_line = tx->get_selection_to_line();					int from_column = tx->get_selection_from_column();					int to_column = tx->get_selection_to_column();					if (row < from_line || row > to_line || (row == from_line && col < from_column) || (row == to_line && col > to_column)) {						// Right click is outside the selected text						tx->deselect();					}				}				if (!tx->is_selection_active()) {					tx->cursor_set_line(row, true, false);					tx->cursor_set_column(col);				}			}			_make_context_menu(tx->is_selection_active());		}	}}void ShaderEditor::_update_bookmark_list() {	bookmarks_menu->get_popup()->clear();	bookmarks_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_bookmark"), BOOKMARK_TOGGLE);	bookmarks_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/remove_all_bookmarks"), BOOKMARK_REMOVE_ALL);	bookmarks_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_next_bookmark"), BOOKMARK_GOTO_NEXT);	bookmarks_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_previous_bookmark"), BOOKMARK_GOTO_PREV);	Array bookmark_list = shader_editor->get_text_edit()->get_bookmarks_array();	if (bookmark_list.size() == 0) {		return;	}	bookmarks_menu->get_popup()->add_separator();	for (int i = 0; i < bookmark_list.size(); i++) {		String line = shader_editor->get_text_edit()->get_line(bookmark_list[i]).strip_edges();		// Limit the size of the line if too big.		if (line.length() > 50) {			line = line.substr(0, 50);		}		bookmarks_menu->get_popup()->add_item(String::num((int)bookmark_list[i] + 1) + " - \"" + line + "\"");		bookmarks_menu->get_popup()->set_item_metadata(bookmarks_menu->get_popup()->get_item_count() - 1, bookmark_list[i]);	}}void ShaderEditor::_bookmark_item_pressed(int p_idx) {	if (p_idx < 4) { // Any item before the separator.		_menu_option(bookmarks_menu->get_popup()->get_item_id(p_idx));	} else {		shader_editor->goto_line(bookmarks_menu->get_popup()->get_item_metadata(p_idx));	}}void ShaderEditor::_make_context_menu(bool p_selection) {	context_menu->clear();	if (p_selection) {		context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT);		context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY);	}	context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE);	context_menu->add_separator();	context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL);	context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO);	context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO);	context_menu->add_separator();	context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT);	context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT);	context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT);	context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_bookmark"), BOOKMARK_TOGGLE);	context_menu->set_position(get_global_transform().xform(get_local_mouse_position()));	context_menu->set_size(Vector2(1, 1));	context_menu->popup();}ShaderEditor::ShaderEditor(EditorNode *p_node) {	shader_editor = memnew(ShaderTextEditor);	shader_editor->set_v_size_flags(SIZE_EXPAND_FILL);	shader_editor->add_constant_override("separation", 0);	shader_editor->set_anchors_and_margins_preset(Control::PRESET_WIDE);	shader_editor->connect("script_changed", this, "apply_shaders");	EditorSettings::get_singleton()->connect("settings_changed", this, "_editor_settings_changed");	shader_editor->get_text_edit()->set_callhint_settings(			EditorSettings::get_singleton()->get("text_editor/completion/put_callhint_tooltip_below_current_line"),			EditorSettings::get_singleton()->get("text_editor/completion/callhint_tooltip_offset"));	shader_editor->get_text_edit()->set_select_identifiers_on_hover(true);	shader_editor->get_text_edit()->set_context_menu_enabled(false);	shader_editor->get_text_edit()->connect("gui_input", this, "_text_edit_gui_input");	shader_editor->update_editor_settings();	context_menu = memnew(PopupMenu);	add_child(context_menu);	context_menu->connect("id_pressed", this, "_menu_option");	context_menu->set_hide_on_window_lose_focus(true);	VBoxContainer *main_container = memnew(VBoxContainer);	HBoxContainer *hbc = memnew(HBoxContainer);	edit_menu = memnew(MenuButton);	edit_menu->set_text(TTR("Edit"));	edit_menu->set_switch_on_hover(true);	edit_menu->get_popup()->set_hide_on_window_lose_focus(true);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO);	edit_menu->get_popup()->add_separator();	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE);	edit_menu->get_popup()->add_separator();	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL);	edit_menu->get_popup()->add_separator();	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_up"), EDIT_MOVE_LINE_UP);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_down"), EDIT_MOVE_LINE_DOWN);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/delete_line"), EDIT_DELETE_LINE);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT);	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/clone_down"), EDIT_CLONE_DOWN);	edit_menu->get_popup()->add_separator();	edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/complete_symbol"), EDIT_COMPLETE);	edit_menu->get_popup()->connect("id_pressed", this, "_menu_option");	search_menu = memnew(MenuButton);	search_menu->set_text(TTR("Search"));	search_menu->set_switch_on_hover(true);	search_menu->get_popup()->set_hide_on_window_lose_focus(true);	search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find"), SEARCH_FIND);	search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_next"), SEARCH_FIND_NEXT);	search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_previous"), SEARCH_FIND_PREV);	search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/replace"), SEARCH_REPLACE);	search_menu->get_popup()->add_separator();	search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_line"), SEARCH_GOTO_LINE);	search_menu->get_popup()->connect("id_pressed", this, "_menu_option");	bookmarks_menu = memnew(MenuButton);	bookmarks_menu->set_text(TTR("Bookmarks"));	bookmarks_menu->set_switch_on_hover(true);	_update_bookmark_list();	bookmarks_menu->connect("about_to_show", this, "_update_bookmark_list");	bookmarks_menu->get_popup()->connect("index_pressed", this, "_bookmark_item_pressed");	add_child(main_container);	main_container->add_child(hbc);	hbc->add_child(search_menu);	hbc->add_child(edit_menu);	hbc->add_child(bookmarks_menu);	hbc->add_style_override("panel", p_node->get_gui_base()->get_stylebox("ScriptEditorPanel", "EditorStyles"));	main_container->add_child(shader_editor);	goto_line_dialog = memnew(GotoLineDialog);	add_child(goto_line_dialog);	_editor_settings_changed();}void ShaderEditorPlugin::edit(Object *p_object) {	Shader *s = Object::cast_to<Shader>(p_object);	shader_editor->edit(s);}bool ShaderEditorPlugin::handles(Object *p_object) const {	Shader *shader = Object::cast_to<Shader>(p_object);	return shader != NULL && shader->is_text_shader();}void ShaderEditorPlugin::make_visible(bool p_visible) {	if (p_visible) {		button->show();		editor->make_bottom_panel_item_visible(shader_editor);	} else {		button->hide();		if (shader_editor->is_visible_in_tree())			editor->hide_bottom_panel();		shader_editor->apply_shaders();	}}void ShaderEditorPlugin::selected_notify() {	shader_editor->ensure_select_current();}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(p_node));	shader_editor->set_custom_minimum_size(Size2(0, 300));	button = editor->add_bottom_panel_item(TTR("Shader"), shader_editor);	button->hide();}ShaderEditorPlugin::~ShaderEditorPlugin() {}
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