shader_create_dialog.cpp 19 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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 "editor/editor_scale.h"
  32. #include "scene/resources/visual_shader.h"
  33. #include "servers/rendering/shader_types.h"
  34. void ShaderCreateDialog::_notification(int p_what) {
  35. switch (p_what) {
  36. case NOTIFICATION_ENTER_TREE: {
  37. _update_theme();
  38. String last_lang = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_language", "");
  39. if (!last_lang.is_empty()) {
  40. for (int i = 0; i < language_menu->get_item_count(); i++) {
  41. if (language_menu->get_item_text(i) == last_lang) {
  42. language_menu->select(i);
  43. current_language = i;
  44. break;
  45. }
  46. }
  47. } else {
  48. language_menu->select(default_language);
  49. }
  50. current_mode = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_mode", 0);
  51. mode_menu->select(current_mode);
  52. } break;
  53. case NOTIFICATION_THEME_CHANGED: {
  54. _update_theme();
  55. } break;
  56. }
  57. }
  58. void ShaderCreateDialog::_update_theme() {
  59. Ref<Texture2D> shader_icon = gc->get_theme_icon(SNAME("Shader"), SNAME("EditorIcons"));
  60. if (shader_icon.is_valid()) {
  61. language_menu->set_item_icon(0, shader_icon);
  62. }
  63. Ref<Texture2D> visual_shader_icon = gc->get_theme_icon(SNAME("VisualShader"), SNAME("EditorIcons"));
  64. if (visual_shader_icon.is_valid()) {
  65. language_menu->set_item_icon(1, visual_shader_icon);
  66. }
  67. path_button->set_icon(get_theme_icon(SNAME("Folder"), SNAME("EditorIcons")));
  68. status_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree")));
  69. }
  70. void ShaderCreateDialog::_update_language_info() {
  71. language_data.clear();
  72. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  73. ShaderTypeData data;
  74. if (i == int(SHADER_TYPE_TEXT)) {
  75. data.use_templates = true;
  76. data.extensions.push_back("gdshader");
  77. data.default_extension = "gdshader";
  78. } else {
  79. data.default_extension = "tres";
  80. }
  81. data.extensions.push_back("res");
  82. data.extensions.push_back("tres");
  83. language_data.push_back(data);
  84. }
  85. }
  86. void ShaderCreateDialog::_path_hbox_sorted() {
  87. if (is_visible()) {
  88. int filename_start_pos = initial_base_path.rfind("/") + 1;
  89. int filename_end_pos = initial_base_path.length();
  90. if (!is_built_in) {
  91. file_path->select(filename_start_pos, filename_end_pos);
  92. }
  93. file_path->set_caret_column(file_path->get_text().length());
  94. file_path->set_caret_column(filename_start_pos);
  95. file_path->grab_focus();
  96. }
  97. }
  98. void ShaderCreateDialog::_mode_changed(int p_mode) {
  99. current_mode = p_mode;
  100. EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_mode", p_mode);
  101. }
  102. void ShaderCreateDialog::_template_changed(int p_template) {
  103. current_template = p_template;
  104. EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_template", p_template);
  105. }
  106. void ShaderCreateDialog::ok_pressed() {
  107. if (is_new_shader_created) {
  108. _create_new();
  109. } else {
  110. _load_exist();
  111. }
  112. is_new_shader_created = true;
  113. _update_dialog();
  114. }
  115. void ShaderCreateDialog::_create_new() {
  116. RES shader;
  117. if (language_menu->get_selected() == int(SHADER_TYPE_TEXT)) {
  118. Ref<Shader> text_shader;
  119. text_shader.instantiate();
  120. shader = text_shader;
  121. StringBuilder code;
  122. code += vformat("shader_type %s;\n", mode_menu->get_text().replace(" ", "").camelcase_to_underscore());
  123. if (current_template == 0) { // Default template.
  124. code += "\n";
  125. switch (current_mode) {
  126. case Shader::MODE_SPATIAL:
  127. code += "void fragment() {\n";
  128. code += "\t// Place fragment code here.\n";
  129. code += "}\n";
  130. break;
  131. case Shader::MODE_CANVAS_ITEM:
  132. code += "void fragment() {\n";
  133. code += "\t// Place fragment code here.\n";
  134. code += "}\n";
  135. break;
  136. case Shader::MODE_PARTICLES:
  137. code += "void start() {\n";
  138. code += "\t// Place start code here.\n";
  139. code += "}\n";
  140. code += "\n";
  141. code += "void process() {\n";
  142. code += "\t// Place process code here.\n";
  143. code += "}\n";
  144. break;
  145. case Shader::MODE_SKY:
  146. code += "void sky() {\n";
  147. code += "\t// Place sky code here.\n";
  148. code += "}\n";
  149. break;
  150. case Shader::MODE_FOG:
  151. code += "void fog() {\n";
  152. code += "\t// Place fog code here.\n";
  153. code += "}\n";
  154. break;
  155. }
  156. }
  157. text_shader->set_code(code.as_string());
  158. } else {
  159. Ref<VisualShader> visual_shader;
  160. visual_shader.instantiate();
  161. shader = visual_shader;
  162. visual_shader->set_engine_version(Engine::get_singleton()->get_version_info());
  163. visual_shader->set_mode(Shader::Mode(current_mode));
  164. }
  165. if (!is_built_in) {
  166. String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
  167. shader->set_path(lpath);
  168. Error err = ResourceSaver::save(lpath, shader, ResourceSaver::FLAG_CHANGE_PATH);
  169. if (err != OK) {
  170. alert->set_text(TTR("Error - Could not create shader in filesystem."));
  171. alert->popup_centered();
  172. return;
  173. }
  174. }
  175. emit_signal(SNAME("shader_created"), shader);
  176. hide();
  177. }
  178. void ShaderCreateDialog::_load_exist() {
  179. String path = file_path->get_text();
  180. RES p_shader = ResourceLoader::load(path, "Shader");
  181. if (p_shader.is_null()) {
  182. alert->set_text(vformat(TTR("Error loading shader from %s"), path));
  183. alert->popup_centered();
  184. return;
  185. }
  186. emit_signal(SNAME("shader_created"), p_shader);
  187. hide();
  188. }
  189. void ShaderCreateDialog::_language_changed(int p_language) {
  190. current_language = p_language;
  191. ShaderTypeData data = language_data[p_language];
  192. String selected_ext = "." + data.default_extension;
  193. String path = file_path->get_text();
  194. String extension = "";
  195. if (path != "") {
  196. if (path.find(".") != -1) {
  197. extension = path.get_extension();
  198. }
  199. if (extension.length() == 0) {
  200. path += selected_ext;
  201. } else {
  202. path = path.get_basename() + selected_ext;
  203. }
  204. } else {
  205. path = "shader" + selected_ext;
  206. }
  207. _path_changed(path);
  208. file_path->set_text(path);
  209. template_menu->set_disabled(!data.use_templates);
  210. template_menu->clear();
  211. if (data.use_templates) {
  212. int last_template = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_template", 0);
  213. template_menu->add_item(TTR("Default"));
  214. template_menu->add_item(TTR("Empty"));
  215. template_menu->select(last_template);
  216. current_template = last_template;
  217. } else {
  218. template_menu->add_item(TTR("N/A"));
  219. }
  220. EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_language", language_menu->get_item_text(language_menu->get_selected()));
  221. _update_dialog();
  222. }
  223. void ShaderCreateDialog::_built_in_toggled(bool p_enabled) {
  224. is_built_in = p_enabled;
  225. if (p_enabled) {
  226. is_new_shader_created = true;
  227. } else {
  228. _path_changed(file_path->get_text());
  229. }
  230. _update_dialog();
  231. }
  232. void ShaderCreateDialog::_browse_path() {
  233. file_browse->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
  234. file_browse->set_title(TTR("Open Shader / Choose Location"));
  235. file_browse->get_ok_button()->set_text(TTR("Open"));
  236. file_browse->set_disable_overwrite_warning(true);
  237. file_browse->clear_filters();
  238. List<String> extensions = language_data[language_menu->get_selected()].extensions;
  239. for (const String &E : extensions) {
  240. file_browse->add_filter("*." + E);
  241. }
  242. file_browse->set_current_path(file_path->get_text());
  243. file_browse->popup_file_dialog();
  244. }
  245. void ShaderCreateDialog::_file_selected(const String &p_file) {
  246. String p = ProjectSettings::get_singleton()->localize_path(p_file);
  247. file_path->set_text(p);
  248. _path_changed(p);
  249. String filename = p.get_file().get_basename();
  250. int select_start = p.rfind(filename);
  251. file_path->select(select_start, select_start + filename.length());
  252. file_path->set_caret_column(select_start + filename.length());
  253. file_path->grab_focus();
  254. }
  255. void ShaderCreateDialog::_path_changed(const String &p_path) {
  256. if (is_built_in) {
  257. return;
  258. }
  259. is_path_valid = false;
  260. is_new_shader_created = true;
  261. String path_error = _validate_path(p_path);
  262. if (path_error != "") {
  263. _msg_path_valid(false, path_error);
  264. _update_dialog();
  265. return;
  266. }
  267. DirAccessRef f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
  268. String p = ProjectSettings::get_singleton()->localize_path(p_path.strip_edges());
  269. if (f->file_exists(p)) {
  270. is_new_shader_created = false;
  271. _msg_path_valid(true, TTR("File exists, it will be reused."));
  272. }
  273. is_path_valid = true;
  274. _update_dialog();
  275. }
  276. void ShaderCreateDialog::_path_submitted(const String &p_path) {
  277. ok_pressed();
  278. }
  279. void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled, int p_preferred_mode) {
  280. if (p_base_path != "") {
  281. initial_base_path = p_base_path.get_basename();
  282. file_path->set_text(initial_base_path + "." + language_data[language_menu->get_selected()].default_extension);
  283. current_language = language_menu->get_selected();
  284. } else {
  285. initial_base_path = "";
  286. file_path->set_text("");
  287. }
  288. file_path->deselect();
  289. built_in_enabled = p_built_in_enabled;
  290. load_enabled = p_load_enabled;
  291. if (p_preferred_mode > -1) {
  292. mode_menu->select(p_preferred_mode);
  293. _mode_changed(p_preferred_mode);
  294. }
  295. _language_changed(current_language);
  296. _path_changed(file_path->get_text());
  297. }
  298. String ShaderCreateDialog::_validate_path(const String &p_path) {
  299. String p = p_path.strip_edges();
  300. if (p == "") {
  301. return TTR("Path is empty.");
  302. }
  303. if (p.get_file().get_basename() == "") {
  304. return TTR("Filename is empty.");
  305. }
  306. p = ProjectSettings::get_singleton()->localize_path(p);
  307. if (!p.begins_with("res://")) {
  308. return TTR("Path is not local.");
  309. }
  310. DirAccessRef d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
  311. if (d->change_dir(p.get_base_dir()) != OK) {
  312. return TTR("Invalid base path.");
  313. }
  314. DirAccessRef f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
  315. if (f->dir_exists(p)) {
  316. return TTR("A directory with the same name exists.");
  317. }
  318. String extension = p.get_extension();
  319. Set<String> extensions;
  320. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  321. for (const String &ext : language_data[i].extensions) {
  322. if (!extensions.has(ext)) {
  323. extensions.insert(ext);
  324. }
  325. }
  326. }
  327. ShaderTypeData data = language_data[language_menu->get_selected()];
  328. bool found = false;
  329. bool match = false;
  330. for (const String &ext : extensions) {
  331. if (ext.nocasecmp_to(extension) == 0) {
  332. found = true;
  333. for (const String &lang_ext : language_data[current_language].extensions) {
  334. if (lang_ext.nocasecmp_to(extension) == 0) {
  335. match = true;
  336. break;
  337. }
  338. }
  339. break;
  340. }
  341. }
  342. if (!found) {
  343. return TTR("Invalid extension.");
  344. }
  345. if (!match) {
  346. return TTR("Wrong extension chosen.");
  347. }
  348. return "";
  349. }
  350. void ShaderCreateDialog::_msg_script_valid(bool valid, const String &p_msg) {
  351. error_label->set_text("- " + p_msg);
  352. if (valid) {
  353. error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("success_color"), SNAME("Editor")));
  354. } else {
  355. error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  356. }
  357. }
  358. void ShaderCreateDialog::_msg_path_valid(bool valid, const String &p_msg) {
  359. path_error_label->set_text("- " + p_msg);
  360. if (valid) {
  361. path_error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("success_color"), SNAME("Editor")));
  362. } else {
  363. path_error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  364. }
  365. }
  366. void ShaderCreateDialog::_update_dialog() {
  367. bool shader_ok = true;
  368. if (!is_built_in && !is_path_valid) {
  369. _msg_script_valid(false, TTR("Invalid path."));
  370. shader_ok = false;
  371. }
  372. if (shader_ok) {
  373. _msg_script_valid(true, TTR("Shader path/name is valid."));
  374. }
  375. if (!built_in_enabled) {
  376. internal->set_pressed(false);
  377. }
  378. if (is_built_in) {
  379. file_path->set_editable(false);
  380. path_button->set_disabled(true);
  381. re_check_path = true;
  382. } else {
  383. file_path->set_editable(true);
  384. path_button->set_disabled(false);
  385. if (re_check_path) {
  386. re_check_path = false;
  387. _path_changed(file_path->get_text());
  388. }
  389. }
  390. internal->set_disabled(!built_in_enabled);
  391. builtin_warning_label->set_visible(is_built_in);
  392. if (is_built_in) {
  393. get_ok_button()->set_text(TTR("Create"));
  394. _msg_path_valid(true, TTR("Built-in shader (into scene file)."));
  395. } else if (is_new_shader_created) {
  396. get_ok_button()->set_text(TTR("Create"));
  397. if (is_path_valid) {
  398. _msg_path_valid(true, TTR("Will create a new shader file."));
  399. }
  400. } else if (load_enabled) {
  401. get_ok_button()->set_text(TTR("Load"));
  402. if (is_path_valid) {
  403. _msg_path_valid(true, TTR("Will load an existing shader file."));
  404. }
  405. } else {
  406. get_ok_button()->set_text(TTR("Create"));
  407. _msg_path_valid(false, TTR("Shader file already exists."));
  408. shader_ok = false;
  409. }
  410. get_ok_button()->set_disabled(!shader_ok);
  411. Callable entered_call = callable_mp(this, &ShaderCreateDialog::_path_submitted);
  412. if (shader_ok) {
  413. if (!file_path->is_connected("text_submitted", entered_call)) {
  414. file_path->connect("text_submitted", entered_call);
  415. }
  416. } else if (file_path->is_connected("text_submitted", entered_call)) {
  417. file_path->disconnect("text_submitted", entered_call);
  418. }
  419. }
  420. void ShaderCreateDialog::_bind_methods() {
  421. ClassDB::bind_method(D_METHOD("config", "path", "built_in_enabled", "load_enabled"), &ShaderCreateDialog::config, DEFVAL(true), DEFVAL(true));
  422. ADD_SIGNAL(MethodInfo("shader_created", PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader")));
  423. }
  424. ShaderCreateDialog::ShaderCreateDialog() {
  425. _update_language_info();
  426. // Main Controls.
  427. gc = memnew(GridContainer);
  428. gc->set_columns(2);
  429. // Error Fields.
  430. VBoxContainer *vb = memnew(VBoxContainer);
  431. error_label = memnew(Label);
  432. vb->add_child(error_label);
  433. path_error_label = memnew(Label);
  434. vb->add_child(path_error_label);
  435. builtin_warning_label = memnew(Label);
  436. builtin_warning_label->set_text(
  437. TTR("Note: Built-in shaders can't be edited using an external editor."));
  438. vb->add_child(builtin_warning_label);
  439. builtin_warning_label->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
  440. builtin_warning_label->hide();
  441. status_panel = memnew(PanelContainer);
  442. status_panel->set_h_size_flags(Control::SIZE_FILL);
  443. status_panel->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  444. status_panel->add_child(vb);
  445. // Spacing.
  446. Control *spacing = memnew(Control);
  447. spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
  448. vb = memnew(VBoxContainer);
  449. vb->add_child(gc);
  450. vb->add_child(spacing);
  451. vb->add_child(status_panel);
  452. add_child(vb);
  453. // Language.
  454. language_menu = memnew(OptionButton);
  455. language_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
  456. language_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  457. gc->add_child(memnew(Label(TTR("Language:"))));
  458. gc->add_child(language_menu);
  459. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  460. String language;
  461. bool invalid = false;
  462. switch (i) {
  463. case SHADER_TYPE_TEXT:
  464. language = "Shader";
  465. default_language = i;
  466. break;
  467. case SHADER_TYPE_VISUAL:
  468. language = "VisualShader";
  469. break;
  470. case SHADER_TYPE_MAX:
  471. invalid = true;
  472. break;
  473. default:
  474. invalid = true;
  475. break;
  476. }
  477. if (invalid) {
  478. continue;
  479. }
  480. language_menu->add_item(language);
  481. }
  482. if (default_language >= 0) {
  483. language_menu->select(default_language);
  484. }
  485. current_language = default_language;
  486. language_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_language_changed));
  487. // Modes.
  488. mode_menu = memnew(OptionButton);
  489. for (const String &type_name : ShaderTypes::get_singleton()->get_types_list()) {
  490. mode_menu->add_item(type_name.capitalize());
  491. }
  492. gc->add_child(memnew(Label(TTR("Mode:"))));
  493. gc->add_child(mode_menu);
  494. mode_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_mode_changed));
  495. // Templates.
  496. template_menu = memnew(OptionButton);
  497. gc->add_child(memnew(Label(TTR("Template:"))));
  498. gc->add_child(template_menu);
  499. template_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_template_changed));
  500. // Built-in Shader.
  501. internal = memnew(CheckBox);
  502. internal->set_text(TTR("On"));
  503. internal->connect("toggled", callable_mp(this, &ShaderCreateDialog::_built_in_toggled));
  504. gc->add_child(memnew(Label(TTR("Built-in Shader:"))));
  505. gc->add_child(internal);
  506. // Path.
  507. HBoxContainer *hb = memnew(HBoxContainer);
  508. hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  509. hb->connect("sort_children", callable_mp(this, &ShaderCreateDialog::_path_hbox_sorted));
  510. file_path = memnew(LineEdit);
  511. file_path->connect("text_changed", callable_mp(this, &ShaderCreateDialog::_path_changed));
  512. file_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  513. hb->add_child(file_path);
  514. path_button = memnew(Button);
  515. path_button->connect("pressed", callable_mp(this, &ShaderCreateDialog::_browse_path));
  516. hb->add_child(path_button);
  517. gc->add_child(memnew(Label(TTR("Path:"))));
  518. gc->add_child(hb);
  519. // Dialog Setup.
  520. file_browse = memnew(EditorFileDialog);
  521. file_browse->connect("file_selected", callable_mp(this, &ShaderCreateDialog::_file_selected));
  522. file_browse->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
  523. add_child(file_browse);
  524. alert = memnew(AcceptDialog);
  525. alert->get_label()->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
  526. alert->get_label()->set_align(Label::ALIGN_CENTER);
  527. alert->get_label()->set_valign(Label::VALIGN_CENTER);
  528. alert->get_label()->set_custom_minimum_size(Size2(325, 60) * EDSCALE);
  529. add_child(alert);
  530. get_ok_button()->set_text(TTR("Create"));
  531. set_hide_on_ok(false);
  532. set_title(TTR("Create Shader"));
  533. }