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Make shader language editors inherit the same base class
This commit is contained in:
parent
ee363af0ed
commit
99e997ae15
@ -3799,7 +3799,10 @@ void ScriptEditor::_on_find_in_files_result_selected(const String &fpath, int li
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ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_editor_data().get_editor_by_name("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(res)->goto_line_selection(line_number - 1, begin, end);
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TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(shader_editor->get_shader_editor(res));
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if (text_shader_editor) {
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text_shader_editor->goto_line_selection(line_number - 1, begin, end);
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}
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return;
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} else if (fpath.get_extension() == "tscn") {
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Ref<FileAccess> f = FileAccess::open(fpath, FileAccess::READ);
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50
editor/plugins/shader/shader_editor.h
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50
editor/plugins/shader/shader_editor.h
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@ -0,0 +1,50 @@
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/**************************************************************************/
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/* shader_editor.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef SHADER_EDITOR_H
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#define SHADER_EDITOR_H
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#include "scene/gui/control.h"
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#include "scene/resources/shader.h"
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class ShaderEditor : public Control {
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GDCLASS(ShaderEditor, Control);
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public:
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virtual void edit_shader(const Ref<Shader> &p_shader) = 0;
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virtual void edit_shader_include(const Ref<ShaderInclude> &p_shader_inc) {}
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virtual void apply_shaders() = 0;
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virtual bool is_unsaved() const = 0;
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virtual void save_external_data(const String &p_str = "") = 0;
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virtual void validate_script() = 0;
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};
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#endif // SHADER_EDITOR_H
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@ -142,7 +142,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
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}
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es.shader_inc = Ref<ShaderInclude>(si);
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es.shader_editor = memnew(TextShaderEditor);
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es.shader_editor->edit(si);
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es.shader_editor->edit_shader_include(si);
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shader_tabs->add_child(es.shader_editor);
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} else {
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Shader *s = Object::cast_to<Shader>(p_object);
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@ -156,20 +156,18 @@ void ShaderEditorPlugin::edit(Object *p_object) {
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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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shader_tabs->add_child(es.visual_shader_editor);
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es.visual_shader_editor->edit(vs.ptr());
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es.shader_editor = memnew(VisualShaderEditor);
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} else {
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es.shader_editor = memnew(TextShaderEditor);
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shader_tabs->add_child(es.shader_editor);
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es.shader_editor->edit(s);
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}
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shader_tabs->add_child(es.shader_editor);
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es.shader_editor->edit_shader(es.shader);
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}
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if (es.shader_editor) {
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es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
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CodeTextEditor *cte = es.shader_editor->get_code_editor();
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TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(es.shader_editor);
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if (text_shader_editor) {
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text_shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
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CodeTextEditor *cte = text_shader_editor->get_code_editor();
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if (cte) {
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cte->set_zoom_factor(text_shader_zoom_factor);
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cte->connect("zoomed", callable_mp(this, &ShaderEditorPlugin::_set_text_shader_zoom_factor));
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@ -194,7 +192,7 @@ void ShaderEditorPlugin::make_visible(bool p_visible) {
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void ShaderEditorPlugin::selected_notify() {
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}
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TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
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ShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader == p_for_shader) {
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return edited_shader.shader_editor;
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@ -203,15 +201,6 @@ TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for
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return nullptr;
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}
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VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader == p_for_shader) {
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return edited_shader.visual_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::set_window_layout(Ref<ConfigFile> p_layout) {
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if (EDITOR_GET("interface/multi_window/restore_windows_on_load") && window_wrapper->is_window_available() && p_layout->has_section_key("ShaderEditor", "window_rect")) {
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window_wrapper->restore_window_from_saved_position(
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@ -280,7 +269,7 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
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String selected_shader;
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for (int i = 0; i < shader_tabs->get_tab_count(); i++) {
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EditedShader edited_shader = edited_shaders[i];
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if (edited_shader.shader_editor || edited_shader.visual_shader_editor) {
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if (edited_shader.shader_editor) {
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String shader_path;
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if (edited_shader.shader.is_valid()) {
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shader_path = edited_shader.shader->get_path();
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@ -290,10 +279,9 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
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}
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shaders.push_back(shader_path);
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TextShaderEditor *shader_editor = Object::cast_to<TextShaderEditor>(shader_tabs->get_current_tab_control());
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VisualShaderEditor *visual_shader_editor = Object::cast_to<VisualShaderEditor>(shader_tabs->get_current_tab_control());
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ShaderEditor *shader_editor = Object::cast_to<ShaderEditor>(shader_tabs->get_current_tab_control());
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if ((shader_editor && edited_shader.shader_editor == shader_editor) || (visual_shader_editor && edited_shader.visual_shader_editor == visual_shader_editor)) {
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if (shader_editor && edited_shader.shader_editor == shader_editor) {
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selected_shader = shader_path;
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}
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}
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@ -366,10 +354,6 @@ void ShaderEditorPlugin::_shader_selected(int p_index) {
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edited_shaders[p_index].shader_editor->validate_script();
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}
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if (edited_shaders[p_index].visual_shader_editor) {
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edited_shaders[p_index].visual_shader_editor->validate_script();
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}
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shader_tabs->set_current_tab(p_index);
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shader_list->select(p_index);
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}
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@ -440,7 +424,7 @@ void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
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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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TextShaderEditor *editor = edited_shaders[index].shader_editor;
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TextShaderEditor *editor = Object::cast_to<TextShaderEditor>(edited_shaders[index].shader_editor);
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if (editor) {
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if (editor->get_trim_trailing_whitespace_on_save()) {
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editor->trim_trailing_whitespace();
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@ -462,7 +446,7 @@ void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
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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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TextShaderEditor *editor = edited_shaders[index].shader_editor;
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TextShaderEditor *editor = Object::cast_to<TextShaderEditor>(edited_shaders[index].shader_editor);
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if (editor) {
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if (editor->get_trim_trailing_whitespace_on_save()) {
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editor->trim_trailing_whitespace();
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@ -623,8 +607,9 @@ void ShaderEditorPlugin::_set_text_shader_zoom_factor(float p_zoom_factor) {
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if (text_shader_zoom_factor != p_zoom_factor) {
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text_shader_zoom_factor = p_zoom_factor;
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for (const EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader_editor) {
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CodeTextEditor *cte = edited_shader.shader_editor->get_code_editor();
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TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(edited_shader.shader_editor);
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if (text_shader_editor) {
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CodeTextEditor *cte = text_shader_editor->get_code_editor();
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if (cte && cte->get_zoom_factor() != text_shader_zoom_factor) {
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cte->set_zoom_factor(text_shader_zoom_factor);
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}
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@ -655,12 +640,13 @@ void ShaderEditorPlugin::_res_saved_callback(const Ref<Resource> &p_res) {
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}
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ERR_FAIL_COND(shader_res.is_null());
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if (!edited.shader_editor || !shader_res->is_built_in()) {
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TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(edited.shader_editor);
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if (!text_shader_editor || !shader_res->is_built_in()) {
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continue;
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}
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if (shader_res->get_path().get_slice("::", 0) == path) {
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edited.shader_editor->tag_saved_version();
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text_shader_editor->tag_saved_version();
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_update_shader_list();
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}
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}
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@ -37,6 +37,7 @@ class HSplitContainer;
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class ItemList;
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class MenuButton;
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class ShaderCreateDialog;
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class ShaderEditor;
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class TabContainer;
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class TextShaderEditor;
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class VisualShaderEditor;
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@ -52,8 +53,7 @@ class ShaderEditorPlugin : public EditorPlugin {
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struct EditedShader {
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Ref<Shader> shader;
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Ref<ShaderInclude> shader_inc;
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TextShaderEditor *shader_editor = nullptr;
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VisualShaderEditor *visual_shader_editor = nullptr;
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ShaderEditor *shader_editor = nullptr;
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String path;
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String name;
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};
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@ -121,8 +121,7 @@ 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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TextShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader);
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VisualShaderEditor *get_visual_shader_editor(const Ref<Shader> &p_for_shader);
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ShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader);
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virtual void set_window_layout(Ref<ConfigFile> p_layout) override;
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virtual void get_window_layout(Ref<ConfigFile> p_layout) override;
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@ -895,7 +895,7 @@ void TextShaderEditor::_reload() {
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}
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}
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void TextShaderEditor::edit(const Ref<Shader> &p_shader) {
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void TextShaderEditor::edit_shader(const Ref<Shader> &p_shader) {
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if (p_shader.is_null() || !p_shader->is_text_shader()) {
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return;
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}
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@ -910,7 +910,7 @@ void TextShaderEditor::edit(const Ref<Shader> &p_shader) {
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code_editor->set_edited_shader(shader);
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}
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void TextShaderEditor::edit(const Ref<ShaderInclude> &p_shader_inc) {
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void TextShaderEditor::edit_shader_include(const Ref<ShaderInclude> &p_shader_inc) {
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if (p_shader_inc.is_null()) {
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return;
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}
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@ -1141,6 +1141,7 @@ TextShaderEditor::TextShaderEditor() {
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context_menu->connect(SceneStringName(id_pressed), callable_mp(this, &TextShaderEditor::_menu_option));
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VBoxContainer *main_container = memnew(VBoxContainer);
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main_container->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
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HBoxContainer *hbc = memnew(HBoxContainer);
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edit_menu = memnew(MenuButton);
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@ -32,6 +32,7 @@
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#define TEXT_SHADER_EDITOR_H
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#include "editor/code_editor.h"
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#include "editor/plugins/shader/shader_editor.h"
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#include "scene/gui/margin_container.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/rich_text_label.h"
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@ -104,8 +105,8 @@ public:
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ShaderTextEditor();
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};
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class TextShaderEditor : public MarginContainer {
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GDCLASS(TextShaderEditor, MarginContainer);
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class TextShaderEditor : public ShaderEditor {
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GDCLASS(TextShaderEditor, ShaderEditor);
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enum {
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EDIT_UNDO,
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@ -188,19 +189,21 @@ protected:
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void _bookmark_item_pressed(int p_idx);
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public:
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virtual void edit_shader(const Ref<Shader> &p_shader) override;
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virtual void edit_shader_include(const Ref<ShaderInclude> &p_shader_inc) override;
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virtual void apply_shaders() override;
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virtual bool is_unsaved() const override;
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virtual void save_external_data(const String &p_str = "") override;
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virtual void validate_script() override;
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bool was_compilation_successful() const { return compilation_success; }
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bool get_trim_trailing_whitespace_on_save() const { return trim_trailing_whitespace_on_save; }
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bool get_trim_final_newlines_on_save() const { return trim_final_newlines_on_save; }
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void apply_shaders();
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void ensure_select_current();
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void edit(const Ref<Shader> &p_shader);
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void edit(const Ref<ShaderInclude> &p_shader_inc);
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void goto_line_selection(int p_line, int p_begin, int p_end);
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void save_external_data(const String &p_str = "");
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void trim_trailing_whitespace();
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void trim_final_newlines();
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void validate_script();
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bool is_unsaved() const;
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void tag_saved_version();
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ShaderTextEditor *get_code_editor() { return code_editor; }
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@ -1509,17 +1509,18 @@ Vector2 VisualShaderEditor::selection_center;
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List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
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List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
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void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
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void VisualShaderEditor::edit_shader(const Ref<Shader> &p_shader) {
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bool changed = false;
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if (p_visual_shader) {
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VisualShader *visual_shader_ptr = Object::cast_to<VisualShader>(p_shader.ptr());
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if (visual_shader_ptr) {
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if (visual_shader.is_null()) {
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changed = true;
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} else {
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if (visual_shader.ptr() != p_visual_shader) {
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if (visual_shader.ptr() != visual_shader_ptr) {
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changed = true;
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}
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}
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visual_shader = Ref<VisualShader>(p_visual_shader);
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visual_shader = p_shader;
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graph_plugin->register_shader(visual_shader.ptr());
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visual_shader->connect_changed(callable_mp(this, &VisualShaderEditor::_update_preview));
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@ -1546,6 +1547,19 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
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}
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}
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void VisualShaderEditor::apply_shaders() {
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// Stub. TODO: Implement apply_shaders in visual shaders for parity with text shaders.
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}
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bool VisualShaderEditor::is_unsaved() const {
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// Stub. TODO: Implement is_unsaved in visual shaders for parity with text shaders.
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return false;
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}
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void VisualShaderEditor::save_external_data(const String &p_str) {
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ResourceSaver::save(visual_shader, visual_shader->get_path());
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}
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void VisualShaderEditor::validate_script() {
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if (visual_shader.is_valid()) {
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_update_nodes();
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@ -6054,8 +6068,7 @@ VisualShaderEditor::VisualShaderEditor() {
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graph = memnew(GraphEdit);
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graph->get_menu_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
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graph->set_v_size_flags(SIZE_EXPAND_FILL);
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graph->set_h_size_flags(SIZE_EXPAND_FILL);
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graph->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
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graph->set_grid_pattern(GraphEdit::GridPattern::GRID_PATTERN_DOTS);
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int grid_pattern = EDITOR_GET("editors/visual_editors/grid_pattern");
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graph->set_grid_pattern((GraphEdit::GridPattern)grid_pattern);
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@ -7562,7 +7575,7 @@ void EditorPropertyVisualShaderMode::_option_selected(int p_which) {
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if (!shader_editor) {
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return;
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}
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VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
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VisualShaderEditor *editor = Object::cast_to<VisualShaderEditor>(shader_editor->get_shader_editor(visual_shader));
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if (!editor) {
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return;
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}
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@ -34,6 +34,7 @@
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#include "editor/editor_properties.h"
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#include "editor/plugins/editor_plugin.h"
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#include "editor/plugins/editor_resource_conversion_plugin.h"
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#include "editor/plugins/shader/shader_editor.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/resources/syntax_highlighter.h"
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#include "scene/resources/visual_shader.h"
|
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@ -195,8 +196,8 @@ public:
|
||||
VisualShaderEditedProperty() {}
|
||||
};
|
||||
|
||||
class VisualShaderEditor : public VBoxContainer {
|
||||
GDCLASS(VisualShaderEditor, VBoxContainer);
|
||||
class VisualShaderEditor : public ShaderEditor {
|
||||
GDCLASS(VisualShaderEditor, ShaderEditor);
|
||||
friend class VisualShaderGraphPlugin;
|
||||
|
||||
PopupPanel *property_editor_popup = nullptr;
|
||||
@ -596,6 +597,12 @@ protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual void edit_shader(const Ref<Shader> &p_shader) override;
|
||||
virtual void apply_shaders() override;
|
||||
virtual bool is_unsaved() const override;
|
||||
virtual void save_external_data(const String &p_str = "") override;
|
||||
virtual void validate_script() override;
|
||||
|
||||
void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
|
||||
void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
|
||||
|
||||
@ -609,11 +616,8 @@ public:
|
||||
|
||||
virtual Size2 get_minimum_size() const override;
|
||||
|
||||
void edit(VisualShader *p_visual_shader);
|
||||
Ref<VisualShader> get_visual_shader() const { return visual_shader; }
|
||||
|
||||
void validate_script();
|
||||
|
||||
VisualShaderEditor();
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user