mirror of
https://github.com/godotengine/godot.git
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Redo the shader editor
* Shader editor is permanent (no longer transient). * Can edit multiple files at the same time. Likely fixes many usability issues (please lend me a hand Bugsquad team to identify them).
This commit is contained in:
parent
2e8862887c
commit
73c102f272
@ -7047,7 +7047,6 @@ EditorNode::EditorNode() {
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add_editor_plugin(VersionControlEditorPlugin::get_singleton());
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add_editor_plugin(memnew(ShaderEditorPlugin));
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add_editor_plugin(memnew(ShaderFileEditorPlugin));
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add_editor_plugin(memnew(VisualShaderEditorPlugin));
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add_editor_plugin(memnew(Camera3DEditorPlugin));
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add_editor_plugin(memnew(ThemeEditorPlugin));
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@ -3547,7 +3547,7 @@ void ScriptEditor::_on_find_in_files_result_selected(String fpath, int line_numb
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ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
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shader_editor->edit(res.ptr());
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shader_editor->make_visible(true);
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shader_editor->get_shader_editor()->goto_line_selection(line_number - 1, begin, end);
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shader_editor->get_shader_editor(res)->goto_line_selection(line_number - 1, begin, end);
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return;
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} else if (fpath.get_extension() == "tscn") {
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EditorNode::get_singleton()->load_scene(fpath);
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@ -38,8 +38,12 @@
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#include "editor/editor_node.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "editor/filesystem_dock.h"
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#include "editor/plugins/visual_shader_editor_plugin.h"
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#include "editor/project_settings_editor.h"
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#include "editor/property_editor.h"
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#include "editor/shader_create_dialog.h"
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#include "scene/gui/split_container.h"
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#include "servers/display_server.h"
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#include "servers/rendering/shader_types.h"
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@ -836,50 +840,216 @@ ShaderEditor::ShaderEditor() {
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_editor_settings_changed();
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}
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void ShaderEditorPlugin::_update_shader_list() {
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shader_list->clear();
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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String text;
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String path = edited_shaders[i].shader->get_path();
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String _class = edited_shaders[i].shader->get_class();
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if (path.is_resource_file()) {
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text = path.get_file();
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} else if (edited_shaders[i].shader->get_name() != "") {
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text = edited_shaders[i].shader->get_name();
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} else {
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text = _class + ":" + itos(edited_shaders[i].shader->get_instance_id());
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}
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if (!shader_list->has_theme_icon(_class, SNAME("EditorIcons"))) {
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_class = "Resource";
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}
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Ref<Texture2D> icon = shader_list->get_theme_icon(_class, SNAME("EditorIcons"));
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shader_list->add_item(text, icon);
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shader_list->set_item_tooltip(shader_list->get_item_count() - 1, path);
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}
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if (shader_tabs->get_tab_count()) {
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shader_list->select(shader_tabs->get_current_tab());
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}
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for (int i = 1; i < FILE_MAX; i++) {
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file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.size() == 0);
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}
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}
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void ShaderEditorPlugin::edit(Object *p_object) {
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Shader *s = Object::cast_to<Shader>(p_object);
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shader_editor->edit(s);
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader.ptr() == s) {
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// Exists, select.
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shader_tabs->set_current_tab(i);
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shader_list->select(i);
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return;
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}
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}
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// Add.
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EditedShader es;
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es.shader = Ref<Shader>(s);
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Ref<VisualShader> vs = es.shader;
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if (vs.is_valid()) {
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es.visual_shader_editor = memnew(VisualShaderEditor);
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es.visual_shader_editor->edit(vs.ptr());
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shader_tabs->add_child(es.visual_shader_editor);
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} else {
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es.shader_editor = memnew(ShaderEditor);
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es.shader_editor->edit(s);
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shader_tabs->add_child(es.shader_editor);
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}
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shader_tabs->set_current_tab(shader_tabs->get_tab_count() - 1);
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edited_shaders.push_back(es);
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_update_shader_list();
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}
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bool ShaderEditorPlugin::handles(Object *p_object) const {
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Shader *shader = Object::cast_to<Shader>(p_object);
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return shader != nullptr && shader->is_text_shader();
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return Object::cast_to<Shader>(p_object) != nullptr;
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}
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void ShaderEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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button->show();
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EditorNode::get_singleton()->make_bottom_panel_item_visible(shader_editor);
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} else {
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button->hide();
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if (shader_editor->is_visible_in_tree()) {
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EditorNode::get_singleton()->hide_bottom_panel();
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}
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shader_editor->apply_shaders();
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EditorNode::get_singleton()->make_bottom_panel_item_visible(main_split);
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}
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}
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void ShaderEditorPlugin::selected_notify() {
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shader_editor->ensure_select_current();
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}
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ShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader == p_for_shader) {
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return edited_shaders[i].shader_editor;
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}
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}
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return nullptr;
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}
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void ShaderEditorPlugin::save_external_data() {
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shader_editor->save_external_data();
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader_editor) {
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edited_shaders[i].shader_editor->save_external_data();
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}
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}
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}
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void ShaderEditorPlugin::apply_changes() {
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shader_editor->apply_shaders();
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader_editor) {
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edited_shaders[i].shader_editor->apply_shaders();
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}
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}
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}
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void ShaderEditorPlugin::_shader_selected(int p_index) {
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shader_tabs->set_current_tab(p_index);
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}
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void ShaderEditorPlugin::_close_shader(int p_index) {
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int index = shader_tabs->get_current_tab();
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ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
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Control *c = shader_tabs->get_tab_control(index);
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memdelete(c);
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edited_shaders.remove_at(index);
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_update_shader_list();
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}
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void ShaderEditorPlugin::_resource_saved(Object *obj) {
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// May have been renamed on save.
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader.ptr() == obj) {
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_update_shader_list();
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return;
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}
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}
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}
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void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
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switch (p_index) {
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case FILE_NEW: {
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String base_path = FileSystemDock::get_singleton()->get_current_path();
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shader_create_dialog->config(base_path.plus_file("new_shader"), false, false, 0);
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shader_create_dialog->popup_centered();
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} break;
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case FILE_OPEN: {
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InspectorDock::get_singleton()->open_resource("Shader");
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} break;
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case FILE_SAVE: {
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int index = shader_tabs->get_current_tab();
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ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
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EditorNode::get_singleton()->save_resource(edited_shaders[index].shader);
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} break;
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case FILE_SAVE_AS: {
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int index = shader_tabs->get_current_tab();
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ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
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String path = edited_shaders[index].shader->get_path();
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if (!path.is_resource_file()) {
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path = "";
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}
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EditorNode::get_singleton()->save_resource_as(edited_shaders[index].shader, path);
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} break;
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case FILE_INSPECT: {
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int index = shader_tabs->get_current_tab();
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ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
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EditorNode::get_singleton()->push_item(edited_shaders[index].shader.ptr());
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} break;
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case FILE_CLOSE: {
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_close_shader(shader_tabs->get_current_tab());
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} break;
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}
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}
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void ShaderEditorPlugin::_shader_created(Ref<Shader> p_shader) {
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EditorNode::get_singleton()->push_item(p_shader.ptr());
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}
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ShaderEditorPlugin::ShaderEditorPlugin() {
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shader_editor = memnew(ShaderEditor);
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main_split = memnew(HSplitContainer);
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shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
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button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Shader"), shader_editor);
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button->hide();
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VBoxContainer *vb = memnew(VBoxContainer);
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_2d = false;
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HBoxContainer *file_hb = memnew(HBoxContainer);
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vb->add_child(file_hb);
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file_menu = memnew(MenuButton);
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file_menu->set_text(TTR("File"));
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file_menu->get_popup()->add_item(TTR("New Shader"), FILE_NEW);
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file_menu->get_popup()->add_separator();
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file_menu->get_popup()->add_item(TTR("Load Shader"), FILE_OPEN);
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file_menu->get_popup()->add_item(TTR("Save Shader"), FILE_SAVE);
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file_menu->get_popup()->add_item(TTR("Save Shader As"), FILE_SAVE_AS);
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file_menu->get_popup()->add_separator();
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file_menu->get_popup()->add_item(TTR("Open Shader in Inspector"), FILE_INSPECT);
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file_menu->get_popup()->add_separator();
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file_menu->get_popup()->add_item(TTR("Close Shader"), FILE_CLOSE);
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file_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
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file_hb->add_child(file_menu);
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for (int i = 1; i < FILE_MAX; i++) {
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file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), true);
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}
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shader_list = memnew(ItemList);
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shader_list->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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vb->add_child(shader_list);
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shader_list->connect("item_selected", callable_mp(this, &ShaderEditorPlugin::_shader_selected));
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main_split->add_child(vb);
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vb->set_custom_minimum_size(Size2(200, 300) * EDSCALE);
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shader_tabs = memnew(TabContainer);
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shader_tabs->set_tabs_visible(false);
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shader_tabs->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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main_split->add_child(shader_tabs);
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Ref<StyleBoxEmpty> empty;
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empty.instantiate();
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shader_tabs->add_theme_style_override("panel", empty);
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button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Shader Editor"), main_split);
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// Defer connect because Editor class is not in the binding system yet.
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EditorNode::get_singleton()->call_deferred("connect", "resource_saved", callable_mp(this, &ShaderEditorPlugin::_resource_saved), varray(), CONNECT_DEFERRED);
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shader_create_dialog = memnew(ShaderCreateDialog);
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vb->add_child(shader_create_dialog);
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shader_create_dialog->connect("shader_created", callable_mp(this, &ShaderEditorPlugin::_shader_created));
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}
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ShaderEditorPlugin::~ShaderEditorPlugin() {
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@ -42,6 +42,11 @@
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#include "scene/resources/shader.h"
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#include "servers/rendering/shader_warnings.h"
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class ItemList;
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class VisualShaderEditor;
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class HSplitContainer;
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class ShaderCreateDialog;
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class ShaderTextEditor : public CodeTextEditor {
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GDCLASS(ShaderTextEditor, CodeTextEditor);
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@ -160,9 +165,40 @@ public:
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class ShaderEditorPlugin : public EditorPlugin {
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GDCLASS(ShaderEditorPlugin, EditorPlugin);
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bool _2d;
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ShaderEditor *shader_editor = nullptr;
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struct EditedShader {
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Ref<Shader> shader;
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ShaderEditor *shader_editor = nullptr;
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VisualShaderEditor *visual_shader_editor = nullptr;
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};
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LocalVector<EditedShader> edited_shaders;
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enum {
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FILE_NEW,
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FILE_OPEN,
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FILE_SAVE,
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FILE_SAVE_AS,
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FILE_INSPECT,
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FILE_CLOSE,
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FILE_MAX
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};
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HSplitContainer *main_split = nullptr;
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ItemList *shader_list = nullptr;
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TabContainer *shader_tabs = nullptr;
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Button *button = nullptr;
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MenuButton *file_menu = nullptr;
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ShaderCreateDialog *shader_create_dialog = nullptr;
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void _update_shader_list();
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void _shader_selected(int p_index);
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void _menu_item_pressed(int p_index);
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void _resource_saved(Object *obj);
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void _close_shader(int p_index);
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void _shader_created(Ref<Shader> p_shader);
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public:
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virtual String get_name() const override { return "Shader"; }
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@ -172,7 +208,7 @@ public:
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virtual void make_visible(bool p_visible) override;
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virtual void selected_notify() override;
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ShaderEditor *get_shader_editor() const { return shader_editor; }
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ShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader);
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virtual void save_external_data() override;
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virtual void apply_changes() override;
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@ -5659,48 +5659,6 @@ VisualShaderEditor::VisualShaderEditor() {
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property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
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}
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/////////////////
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void VisualShaderEditorPlugin::edit(Object *p_object) {
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visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
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}
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bool VisualShaderEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("VisualShader");
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}
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void VisualShaderEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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//editor->hide_animation_player_editors();
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//editor->animation_panel_make_visible(true);
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button->show();
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EditorNode::get_singleton()->make_bottom_panel_item_visible(visual_shader_editor);
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visual_shader_editor->update_nodes();
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visual_shader_editor->set_process_input(true);
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//visual_shader_editor->set_process(true);
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} else {
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if (visual_shader_editor->is_visible_in_tree()) {
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EditorNode::get_singleton()->hide_bottom_panel();
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}
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button->hide();
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visual_shader_editor->set_process_input(false);
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//visual_shader_editor->set_process(false);
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}
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}
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VisualShaderEditorPlugin::VisualShaderEditorPlugin() {
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visual_shader_editor = memnew(VisualShaderEditor);
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visual_shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
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button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
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button->hide();
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}
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VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
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}
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////////////////
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class VisualShaderNodePluginInputEditor : public OptionButton {
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GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
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@ -493,23 +493,6 @@ public:
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VisualShaderEditor();
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};
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class VisualShaderEditorPlugin : public EditorPlugin {
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GDCLASS(VisualShaderEditorPlugin, EditorPlugin);
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VisualShaderEditor *visual_shader_editor = nullptr;
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Button *button = nullptr;
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public:
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virtual String get_name() const override { return "VisualShader"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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VisualShaderEditorPlugin();
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~VisualShaderEditorPlugin();
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};
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class VisualShaderNodePluginDefault : public VisualShaderNodePlugin {
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GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin);
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