shader_editor_plugin.cpp 24 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/editor_command_palette.h"
  32. #include "editor/editor_node.h"
  33. #include "editor/editor_scale.h"
  34. #include "editor/editor_string_names.h"
  35. #include "editor/editor_undo_redo_manager.h"
  36. #include "editor/filesystem_dock.h"
  37. #include "editor/inspector_dock.h"
  38. #include "editor/plugins/text_shader_editor.h"
  39. #include "editor/plugins/visual_shader_editor_plugin.h"
  40. #include "editor/shader_create_dialog.h"
  41. #include "editor/window_wrapper.h"
  42. #include "scene/gui/item_list.h"
  43. #include "scene/gui/texture_rect.h"
  44. void ShaderEditorPlugin::_update_shader_list() {
  45. shader_list->clear();
  46. for (EditedShader &edited_shader : edited_shaders) {
  47. Ref<Resource> shader = edited_shader.shader;
  48. if (shader.is_null()) {
  49. shader = edited_shader.shader_inc;
  50. }
  51. String path = shader->get_path();
  52. String text = path.get_file();
  53. if (text.is_empty()) {
  54. // This appears for newly created built-in shaders before saving the scene.
  55. text = TTR("[unsaved]");
  56. } else if (shader->is_built_in()) {
  57. const String &shader_name = shader->get_name();
  58. if (!shader_name.is_empty()) {
  59. text = vformat("%s (%s)", shader_name, text.get_slice("::", 0));
  60. }
  61. }
  62. // When shader is deleted in filesystem dock, need this to correctly close shader editor.
  63. if (!path.is_empty()) {
  64. shader->set_meta("_edit_res_path", path);
  65. }
  66. bool unsaved = false;
  67. if (edited_shader.shader_editor) {
  68. unsaved = edited_shader.shader_editor->is_unsaved();
  69. }
  70. // TODO: Handle visual shaders too.
  71. if (unsaved) {
  72. text += "(*)";
  73. }
  74. String _class = shader->get_class();
  75. if (!shader_list->has_theme_icon(_class, EditorStringName(EditorIcons))) {
  76. _class = "TextFile";
  77. }
  78. Ref<Texture2D> icon = shader_list->get_editor_theme_icon(_class);
  79. shader_list->add_item(text, icon);
  80. shader_list->set_item_tooltip(shader_list->get_item_count() - 1, path);
  81. }
  82. if (shader_tabs->get_tab_count()) {
  83. shader_list->select(shader_tabs->get_current_tab());
  84. }
  85. for (int i = FILE_SAVE; i < FILE_MAX; i++) {
  86. file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.is_empty());
  87. }
  88. _update_shader_list_status();
  89. }
  90. void ShaderEditorPlugin::_update_shader_list_status() {
  91. for (int i = 0; i < shader_list->get_item_count(); i++) {
  92. TextShaderEditor *se = Object::cast_to<TextShaderEditor>(shader_tabs->get_tab_control(i));
  93. if (se) {
  94. if (se->was_compilation_successful()) {
  95. shader_list->set_item_tag_icon(i, Ref<Texture2D>());
  96. } else {
  97. shader_list->set_item_tag_icon(i, shader_list->get_editor_theme_icon(SNAME("Error")));
  98. }
  99. }
  100. }
  101. }
  102. void ShaderEditorPlugin::_move_shader_tab(int p_from, int p_to) {
  103. if (p_from == p_to) {
  104. return;
  105. }
  106. EditedShader es = edited_shaders[p_from];
  107. edited_shaders.remove_at(p_from);
  108. edited_shaders.insert(p_to, es);
  109. shader_tabs->move_child(shader_tabs->get_tab_control(p_from), p_to);
  110. _update_shader_list();
  111. }
  112. void ShaderEditorPlugin::edit(Object *p_object) {
  113. if (!p_object) {
  114. return;
  115. }
  116. EditedShader es;
  117. ShaderInclude *si = Object::cast_to<ShaderInclude>(p_object);
  118. if (si != nullptr) {
  119. for (uint32_t i = 0; i < edited_shaders.size(); i++) {
  120. if (edited_shaders[i].shader_inc.ptr() == si) {
  121. shader_tabs->set_current_tab(i);
  122. shader_list->select(i);
  123. return;
  124. }
  125. }
  126. es.shader_inc = Ref<ShaderInclude>(si);
  127. es.shader_editor = memnew(TextShaderEditor);
  128. es.shader_editor->edit(si);
  129. shader_tabs->add_child(es.shader_editor);
  130. es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
  131. } else {
  132. Shader *s = Object::cast_to<Shader>(p_object);
  133. for (uint32_t i = 0; i < edited_shaders.size(); i++) {
  134. if (edited_shaders[i].shader.ptr() == s) {
  135. shader_tabs->set_current_tab(i);
  136. shader_list->select(i);
  137. return;
  138. }
  139. }
  140. es.shader = Ref<Shader>(s);
  141. Ref<VisualShader> vs = es.shader;
  142. if (vs.is_valid()) {
  143. es.visual_shader_editor = memnew(VisualShaderEditor);
  144. shader_tabs->add_child(es.visual_shader_editor);
  145. es.visual_shader_editor->edit(vs.ptr());
  146. } else {
  147. es.shader_editor = memnew(TextShaderEditor);
  148. shader_tabs->add_child(es.shader_editor);
  149. es.shader_editor->edit(s);
  150. es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
  151. }
  152. }
  153. shader_tabs->set_current_tab(shader_tabs->get_tab_count() - 1);
  154. edited_shaders.push_back(es);
  155. _update_shader_list();
  156. }
  157. bool ShaderEditorPlugin::handles(Object *p_object) const {
  158. return Object::cast_to<Shader>(p_object) != nullptr || Object::cast_to<ShaderInclude>(p_object) != nullptr;
  159. }
  160. void ShaderEditorPlugin::make_visible(bool p_visible) {
  161. if (p_visible) {
  162. EditorNode::get_singleton()->make_bottom_panel_item_visible(window_wrapper);
  163. }
  164. }
  165. void ShaderEditorPlugin::selected_notify() {
  166. }
  167. TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
  168. for (EditedShader &edited_shader : edited_shaders) {
  169. if (edited_shader.shader == p_for_shader) {
  170. return edited_shader.shader_editor;
  171. }
  172. }
  173. return nullptr;
  174. }
  175. VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
  176. for (EditedShader &edited_shader : edited_shaders) {
  177. if (edited_shader.shader == p_for_shader) {
  178. return edited_shader.visual_shader_editor;
  179. }
  180. }
  181. return nullptr;
  182. }
  183. void ShaderEditorPlugin::set_window_layout(Ref<ConfigFile> p_layout) {
  184. if (EDITOR_GET("interface/multi_window/restore_windows_on_load") && window_wrapper->is_window_available() && p_layout->has_section_key("ShaderEditor", "window_rect")) {
  185. window_wrapper->restore_window_from_saved_position(
  186. p_layout->get_value("ShaderEditor", "window_rect", Rect2i()),
  187. p_layout->get_value("ShaderEditor", "window_screen", -1),
  188. p_layout->get_value("ShaderEditor", "window_screen_rect", Rect2i()));
  189. } else {
  190. window_wrapper->set_window_enabled(false);
  191. }
  192. if (!bool(EDITOR_GET("editors/shader_editor/behavior/files/restore_shaders_on_load"))) {
  193. return;
  194. }
  195. if (!p_layout->has_section("ShaderEditor")) {
  196. return;
  197. }
  198. if (!p_layout->has_section_key("ShaderEditor", "open_shaders") ||
  199. !p_layout->has_section_key("ShaderEditor", "selected_shader")) {
  200. return;
  201. }
  202. Array shaders = p_layout->get_value("ShaderEditor", "open_shaders");
  203. int selected_shader_idx = 0;
  204. String selected_shader = p_layout->get_value("ShaderEditor", "selected_shader");
  205. for (int i = 0; i < shaders.size(); i++) {
  206. String path = shaders[i];
  207. Ref<Resource> res = ResourceLoader::load(path);
  208. if (res.is_valid()) {
  209. edit(res.ptr());
  210. }
  211. if (selected_shader == path) {
  212. selected_shader_idx = i;
  213. }
  214. }
  215. if (p_layout->has_section_key("ShaderEditor", "split_offset")) {
  216. main_split->set_split_offset(p_layout->get_value("ShaderEditor", "split_offset"));
  217. }
  218. _update_shader_list();
  219. _shader_selected(selected_shader_idx);
  220. }
  221. void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
  222. if (window_wrapper->get_window_enabled()) {
  223. p_layout->set_value("ShaderEditor", "window_rect", window_wrapper->get_window_rect());
  224. int screen = window_wrapper->get_window_screen();
  225. p_layout->set_value("ShaderEditor", "window_screen", screen);
  226. p_layout->set_value("ShaderEditor", "window_screen_rect", DisplayServer::get_singleton()->screen_get_usable_rect(screen));
  227. } else {
  228. if (p_layout->has_section_key("ShaderEditor", "window_rect")) {
  229. p_layout->erase_section_key("ShaderEditor", "window_rect");
  230. }
  231. if (p_layout->has_section_key("ShaderEditor", "window_screen")) {
  232. p_layout->erase_section_key("ShaderEditor", "window_screen");
  233. }
  234. if (p_layout->has_section_key("ShaderEditor", "window_screen_rect")) {
  235. p_layout->erase_section_key("ShaderEditor", "window_screen_rect");
  236. }
  237. }
  238. Array shaders;
  239. String selected_shader;
  240. for (int i = 0; i < shader_tabs->get_tab_count(); i++) {
  241. EditedShader edited_shader = edited_shaders[i];
  242. if (edited_shader.shader_editor || edited_shader.visual_shader_editor) {
  243. String shader_path;
  244. if (edited_shader.shader.is_valid()) {
  245. shader_path = edited_shader.shader->get_path();
  246. } else {
  247. DEV_ASSERT(edited_shader.shader_inc.is_valid());
  248. shader_path = edited_shader.shader_inc->get_path();
  249. }
  250. shaders.push_back(shader_path);
  251. TextShaderEditor *shader_editor = Object::cast_to<TextShaderEditor>(shader_tabs->get_current_tab_control());
  252. VisualShaderEditor *visual_shader_editor = Object::cast_to<VisualShaderEditor>(shader_tabs->get_current_tab_control());
  253. if ((shader_editor && edited_shader.shader_editor == shader_editor) || (visual_shader_editor && edited_shader.visual_shader_editor == visual_shader_editor)) {
  254. selected_shader = shader_path;
  255. }
  256. }
  257. }
  258. p_layout->set_value("ShaderEditor", "open_shaders", shaders);
  259. p_layout->set_value("ShaderEditor", "split_offset", main_split->get_split_offset());
  260. p_layout->set_value("ShaderEditor", "selected_shader", selected_shader);
  261. }
  262. String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
  263. if (!p_for_scene.is_empty()) {
  264. // TODO: handle built-in shaders.
  265. return String();
  266. }
  267. // TODO: This should also include visual shaders and shader includes, but save_external_data() doesn't seem to save them...
  268. PackedStringArray unsaved_shaders;
  269. for (uint32_t i = 0; i < edited_shaders.size(); i++) {
  270. if (edited_shaders[i].shader_editor) {
  271. if (edited_shaders[i].shader_editor->is_unsaved()) {
  272. if (unsaved_shaders.is_empty()) {
  273. unsaved_shaders.append(TTR("Save changes to the following shaders(s) before quitting?"));
  274. }
  275. unsaved_shaders.append(edited_shaders[i].shader_editor->get_name());
  276. }
  277. }
  278. }
  279. return String("\n").join(unsaved_shaders);
  280. }
  281. void ShaderEditorPlugin::save_external_data() {
  282. for (EditedShader &edited_shader : edited_shaders) {
  283. if (edited_shader.shader_editor) {
  284. edited_shader.shader_editor->save_external_data();
  285. }
  286. }
  287. _update_shader_list();
  288. }
  289. void ShaderEditorPlugin::apply_changes() {
  290. for (EditedShader &edited_shader : edited_shaders) {
  291. if (edited_shader.shader_editor) {
  292. edited_shader.shader_editor->apply_shaders();
  293. }
  294. }
  295. }
  296. void ShaderEditorPlugin::_shader_selected(int p_index) {
  297. if (p_index >= (int)edited_shaders.size()) {
  298. return;
  299. }
  300. if (edited_shaders[p_index].shader_editor) {
  301. edited_shaders[p_index].shader_editor->validate_script();
  302. }
  303. shader_tabs->set_current_tab(p_index);
  304. shader_list->select(p_index);
  305. }
  306. void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) {
  307. if (p_mouse_button_index == MouseButton::MIDDLE) {
  308. _close_shader(p_item);
  309. }
  310. }
  311. void ShaderEditorPlugin::_close_shader(int p_index) {
  312. ERR_FAIL_INDEX(p_index, shader_tabs->get_tab_count());
  313. Control *c = shader_tabs->get_tab_control(p_index);
  314. memdelete(c);
  315. edited_shaders.remove_at(p_index);
  316. _update_shader_list();
  317. EditorUndoRedoManager::get_singleton()->clear_history(); // To prevent undo on deleted graphs.
  318. }
  319. void ShaderEditorPlugin::_close_builtin_shaders_from_scene(const String &p_scene) {
  320. for (uint32_t i = 0; i < edited_shaders.size();) {
  321. Ref<Shader> &shader = edited_shaders[i].shader;
  322. if (shader.is_valid()) {
  323. if (shader->is_built_in() && shader->get_path().begins_with(p_scene)) {
  324. _close_shader(i);
  325. continue;
  326. }
  327. }
  328. Ref<ShaderInclude> &include = edited_shaders[i].shader_inc;
  329. if (include.is_valid()) {
  330. if (include->is_built_in() && include->get_path().begins_with(p_scene)) {
  331. _close_shader(i);
  332. continue;
  333. }
  334. }
  335. i++;
  336. }
  337. }
  338. void ShaderEditorPlugin::_resource_saved(Object *obj) {
  339. // May have been renamed on save.
  340. for (EditedShader &edited_shader : edited_shaders) {
  341. if (edited_shader.shader.ptr() == obj) {
  342. _update_shader_list();
  343. return;
  344. }
  345. }
  346. }
  347. void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
  348. switch (p_index) {
  349. case FILE_NEW: {
  350. String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
  351. shader_create_dialog->config(base_path.path_join("new_shader"), false, false, 0);
  352. shader_create_dialog->popup_centered();
  353. } break;
  354. case FILE_NEW_INCLUDE: {
  355. String base_path = FileSystemDock::get_singleton()->get_current_path().get_base_dir();
  356. shader_create_dialog->config(base_path.path_join("new_shader"), false, false, 2);
  357. shader_create_dialog->popup_centered();
  358. } break;
  359. case FILE_OPEN: {
  360. InspectorDock::get_singleton()->open_resource("Shader");
  361. } break;
  362. case FILE_OPEN_INCLUDE: {
  363. InspectorDock::get_singleton()->open_resource("ShaderInclude");
  364. } break;
  365. case FILE_SAVE: {
  366. int index = shader_tabs->get_current_tab();
  367. ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
  368. TextShaderEditor *editor = edited_shaders[index].shader_editor;
  369. if (editor && editor->get_trim_trailing_whitespace_on_save()) {
  370. editor->trim_trailing_whitespace();
  371. }
  372. if (edited_shaders[index].shader.is_valid()) {
  373. EditorNode::get_singleton()->save_resource(edited_shaders[index].shader);
  374. } else {
  375. EditorNode::get_singleton()->save_resource(edited_shaders[index].shader_inc);
  376. }
  377. if (editor) {
  378. editor->tag_saved_version();
  379. }
  380. } break;
  381. case FILE_SAVE_AS: {
  382. int index = shader_tabs->get_current_tab();
  383. ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
  384. TextShaderEditor *editor = edited_shaders[index].shader_editor;
  385. if (editor && editor->get_trim_trailing_whitespace_on_save()) {
  386. editor->trim_trailing_whitespace();
  387. }
  388. String path;
  389. if (edited_shaders[index].shader.is_valid()) {
  390. path = edited_shaders[index].shader->get_path();
  391. if (!path.is_resource_file()) {
  392. path = "";
  393. }
  394. EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader, path);
  395. } else {
  396. path = edited_shaders[index].shader_inc->get_path();
  397. if (!path.is_resource_file()) {
  398. path = "";
  399. }
  400. EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader_inc, path);
  401. }
  402. if (editor) {
  403. editor->tag_saved_version();
  404. }
  405. } break;
  406. case FILE_INSPECT: {
  407. int index = shader_tabs->get_current_tab();
  408. ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
  409. if (edited_shaders[index].shader.is_valid()) {
  410. EditorNode::get_singleton()->push_item(edited_shaders[index].shader.ptr());
  411. } else {
  412. EditorNode::get_singleton()->push_item(edited_shaders[index].shader_inc.ptr());
  413. }
  414. } break;
  415. case FILE_CLOSE: {
  416. _close_shader(shader_tabs->get_current_tab());
  417. } break;
  418. }
  419. }
  420. void ShaderEditorPlugin::_shader_created(Ref<Shader> p_shader) {
  421. EditorNode::get_singleton()->push_item(p_shader.ptr());
  422. }
  423. void ShaderEditorPlugin::_shader_include_created(Ref<ShaderInclude> p_shader_inc) {
  424. EditorNode::get_singleton()->push_item(p_shader_inc.ptr());
  425. }
  426. Variant ShaderEditorPlugin::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  427. if (shader_list->get_item_count() == 0) {
  428. return Variant();
  429. }
  430. int idx = shader_list->get_item_at_position(p_point);
  431. if (idx < 0) {
  432. return Variant();
  433. }
  434. HBoxContainer *drag_preview = memnew(HBoxContainer);
  435. String preview_name = shader_list->get_item_text(idx);
  436. Ref<Texture2D> preview_icon = shader_list->get_item_icon(idx);
  437. if (!preview_icon.is_null()) {
  438. TextureRect *tf = memnew(TextureRect);
  439. tf->set_texture(preview_icon);
  440. tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
  441. drag_preview->add_child(tf);
  442. }
  443. Label *label = memnew(Label(preview_name));
  444. drag_preview->add_child(label);
  445. main_split->set_drag_preview(drag_preview);
  446. Dictionary drag_data;
  447. drag_data["type"] = "shader_list_element";
  448. drag_data["shader_list_element"] = idx;
  449. return drag_data;
  450. }
  451. bool ShaderEditorPlugin::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  452. Dictionary d = p_data;
  453. if (!d.has("type")) {
  454. return false;
  455. }
  456. if (String(d["type"]) == "shader_list_element") {
  457. return true;
  458. }
  459. if (String(d["type"]) == "files") {
  460. Vector<String> files = d["files"];
  461. if (files.size() == 0) {
  462. return false;
  463. }
  464. for (int i = 0; i < files.size(); i++) {
  465. String file = files[i];
  466. if (ResourceLoader::exists(file, "Shader")) {
  467. Ref<Shader> shader = ResourceLoader::load(file);
  468. if (shader.is_valid()) {
  469. return true;
  470. }
  471. }
  472. if (ResourceLoader::exists(file, "ShaderInclude")) {
  473. Ref<ShaderInclude> sinclude = ResourceLoader::load(file);
  474. if (sinclude.is_valid()) {
  475. return true;
  476. }
  477. }
  478. }
  479. return false;
  480. }
  481. return false;
  482. }
  483. void ShaderEditorPlugin::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  484. if (!can_drop_data_fw(p_point, p_data, p_from)) {
  485. return;
  486. }
  487. Dictionary d = p_data;
  488. if (!d.has("type")) {
  489. return;
  490. }
  491. if (String(d["type"]) == "shader_list_element") {
  492. int idx = d["shader_list_element"];
  493. int new_idx = shader_list->get_item_at_position(p_point);
  494. _move_shader_tab(idx, new_idx);
  495. return;
  496. }
  497. if (String(d["type"]) == "files") {
  498. Vector<String> files = d["files"];
  499. for (int i = 0; i < files.size(); i++) {
  500. String file = files[i];
  501. Ref<Resource> res;
  502. if (ResourceLoader::exists(file, "Shader") || ResourceLoader::exists(file, "ShaderInclude")) {
  503. res = ResourceLoader::load(file);
  504. }
  505. if (res.is_valid()) {
  506. edit(res.ptr());
  507. }
  508. }
  509. }
  510. }
  511. void ShaderEditorPlugin::_window_changed(bool p_visible) {
  512. make_floating->set_visible(!p_visible);
  513. }
  514. void ShaderEditorPlugin::_file_removed(const String &p_removed_file) {
  515. for (uint32_t i = 0; i < edited_shaders.size(); i++) {
  516. const Ref<Shader> &shader = edited_shaders[i].shader;
  517. if (shader->get_meta("_edit_res_path") == p_removed_file) {
  518. _close_shader(i);
  519. }
  520. }
  521. }
  522. void ShaderEditorPlugin::_notification(int p_what) {
  523. switch (p_what) {
  524. case NOTIFICATION_READY: {
  525. EditorNode::get_singleton()->connect("scene_closed", callable_mp(this, &ShaderEditorPlugin::_close_builtin_shaders_from_scene));
  526. FileSystemDock::get_singleton()->connect("file_removed", callable_mp(this, &ShaderEditorPlugin::_file_removed));
  527. } break;
  528. }
  529. }
  530. ShaderEditorPlugin::ShaderEditorPlugin() {
  531. window_wrapper = memnew(WindowWrapper);
  532. window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Shader Editor")));
  533. window_wrapper->set_margins_enabled(true);
  534. main_split = memnew(HSplitContainer);
  535. Ref<Shortcut> make_floating_shortcut = ED_SHORTCUT_AND_COMMAND("shader_editor/make_floating", TTR("Make Floating"));
  536. window_wrapper->set_wrapped_control(main_split, make_floating_shortcut);
  537. VBoxContainer *vb = memnew(VBoxContainer);
  538. HBoxContainer *menu_hb = memnew(HBoxContainer);
  539. vb->add_child(menu_hb);
  540. file_menu = memnew(MenuButton);
  541. file_menu->set_text(TTR("File"));
  542. file_menu->set_shortcut_context(main_split);
  543. file_menu->get_popup()->add_item(TTR("New Shader"), FILE_NEW);
  544. file_menu->get_popup()->add_item(TTR("New Shader Include"), FILE_NEW_INCLUDE);
  545. file_menu->get_popup()->add_separator();
  546. file_menu->get_popup()->add_item(TTR("Load Shader File"), FILE_OPEN);
  547. file_menu->get_popup()->add_item(TTR("Load Shader Include File"), FILE_OPEN_INCLUDE);
  548. file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/save", TTR("Save File"), KeyModifierMask::CMD_OR_CTRL | Key::S), FILE_SAVE);
  549. file_menu->get_popup()->add_shortcut(ED_SHORTCUT("shader_editor/save_as", TTR("Save File As"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::S), FILE_SAVE_AS);
  550. file_menu->get_popup()->add_separator();
  551. file_menu->get_popup()->add_item(TTR("Open File in Inspector"), FILE_INSPECT);
  552. file_menu->get_popup()->add_separator();
  553. file_menu->get_popup()->add_item(TTR("Close File"), FILE_CLOSE);
  554. file_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
  555. menu_hb->add_child(file_menu);
  556. for (int i = FILE_SAVE; i < FILE_MAX; i++) {
  557. file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), true);
  558. }
  559. if (window_wrapper->is_window_available()) {
  560. Control *padding = memnew(Control);
  561. padding->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  562. menu_hb->add_child(padding);
  563. make_floating = memnew(ScreenSelect);
  564. make_floating->set_flat(true);
  565. make_floating->set_tooltip_text(TTR("Make the shader editor floating."));
  566. make_floating->connect("request_open_in_screen", callable_mp(window_wrapper, &WindowWrapper::enable_window_on_screen).bind(true));
  567. menu_hb->add_child(make_floating);
  568. window_wrapper->connect("window_visibility_changed", callable_mp(this, &ShaderEditorPlugin::_window_changed));
  569. }
  570. shader_list = memnew(ItemList);
  571. shader_list->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  572. vb->add_child(shader_list);
  573. shader_list->connect("item_selected", callable_mp(this, &ShaderEditorPlugin::_shader_selected));
  574. shader_list->connect("item_clicked", callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked));
  575. SET_DRAG_FORWARDING_GCD(shader_list, ShaderEditorPlugin);
  576. main_split->add_child(vb);
  577. vb->set_custom_minimum_size(Size2(200, 300) * EDSCALE);
  578. shader_tabs = memnew(TabContainer);
  579. shader_tabs->set_tabs_visible(false);
  580. shader_tabs->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  581. main_split->add_child(shader_tabs);
  582. Ref<StyleBoxEmpty> empty;
  583. empty.instantiate();
  584. shader_tabs->add_theme_style_override("panel", empty);
  585. button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Shader Editor"), window_wrapper);
  586. // Defer connect because Editor class is not in the binding system yet.
  587. EditorNode::get_singleton()->call_deferred("connect", "resource_saved", callable_mp(this, &ShaderEditorPlugin::_resource_saved), CONNECT_DEFERRED);
  588. shader_create_dialog = memnew(ShaderCreateDialog);
  589. vb->add_child(shader_create_dialog);
  590. shader_create_dialog->connect("shader_created", callable_mp(this, &ShaderEditorPlugin::_shader_created));
  591. shader_create_dialog->connect("shader_include_created", callable_mp(this, &ShaderEditorPlugin::_shader_include_created));
  592. }
  593. ShaderEditorPlugin::~ShaderEditorPlugin() {
  594. }