#ifndef SHADER_EDITOR_PLUGIN_H #define SHADER_EDITOR_PLUGIN_H /*************************************************************************/ /* shader_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "editor/code_editor.h" #include "editor/editor_plugin.h" #include "scene/gui/panel_container.h" #include "scene/resources/shader.h" #include "core/containers/list.h" #include "core/math/vector2.h" #include "core/object.h" #include "core/reference.h" #include "core/ustring.h" class Button; class ConfirmationDialog; class EditorNode; class InputEvent; class MenuButton; class PopupMenu; struct ScriptCodeCompletionOption; class ShaderTextEditor : public CodeTextEditor { GDCLASS(ShaderTextEditor, CodeTextEditor); Ref shader; void _check_shader_mode(); protected: static void _bind_methods(); virtual void _load_theme_settings(); virtual void _code_complete_script(const String &p_code, List *r_options); public: virtual void _validate_script(); void reload_text(); Ref get_edited_shader() const; void set_edited_shader(const Ref &p_shader); ShaderTextEditor(); }; class ShaderEditor : public PanelContainer { GDCLASS(ShaderEditor, PanelContainer); enum { EDIT_UNDO, EDIT_REDO, EDIT_CUT, EDIT_COPY, EDIT_PASTE, EDIT_SELECT_ALL, EDIT_MOVE_LINE_UP, EDIT_MOVE_LINE_DOWN, EDIT_INDENT_LEFT, EDIT_INDENT_RIGHT, EDIT_DELETE_LINE, EDIT_DUPLICATE_SELECTION, EDIT_TOGGLE_COMMENT, EDIT_COMPLETE, SEARCH_FIND, SEARCH_FIND_NEXT, SEARCH_FIND_PREV, SEARCH_REPLACE, SEARCH_GOTO_LINE, BOOKMARK_TOGGLE, BOOKMARK_GOTO_NEXT, BOOKMARK_GOTO_PREV, BOOKMARK_REMOVE_ALL, HELP_DOCS, }; MenuButton *edit_menu; MenuButton *search_menu; PopupMenu *bookmarks_menu; MenuButton *help_menu; PopupMenu *context_menu; uint64_t idle; GotoLineDialog *goto_line_dialog; ConfirmationDialog *erase_tab_confirm; ConfirmationDialog *disk_changed; ShaderTextEditor *shader_editor; void _menu_option(int p_option); void _params_changed(); mutable Ref shader; void _editor_settings_changed(); void _check_for_external_edit(); void _reload_shader_from_disk(); protected: void _notification(int p_what); static void _bind_methods(); void _make_context_menu(bool p_selection, Vector2 p_position); void _text_edit_gui_input(const Ref &ev); void _update_bookmark_list(); void _bookmark_item_pressed(int p_idx); public: void apply_shaders(); void ensure_select_current(); void edit(const Ref &p_shader); void goto_line_selection(int p_line, int p_begin, int p_end); virtual Size2 get_minimum_size() const { return Size2(0, 200); } void save_external_data(const String &p_str = ""); ShaderEditor(EditorNode *p_node); }; class ShaderEditorPlugin : public EditorPlugin { GDCLASS(ShaderEditorPlugin, EditorPlugin); bool _2d; ShaderEditor *shader_editor; EditorNode *editor; Button *button; public: virtual String get_name() const { return "Shader"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); virtual void selected_notify(); ShaderEditor *get_shader_editor() const { return shader_editor; } virtual void save_external_data(); virtual void apply_changes(); ShaderEditorPlugin(EditorNode *p_node); ~ShaderEditorPlugin(); }; #endif