godot/editor/plugins/text_shader_editor.h
PucklaMotzer09 d2e651f403 Add Duplicate Lines shortcut to CodeTextEditor
This keyboard shortcut has been made with inspiration from the VS Code keyboard shortcut editor.action.copyLinesDownAction. It duplicates all selected lines and inserts them below no matter where the caret is within the line.
2023-09-25 23:41:31 +02:00

207 lines
7.1 KiB
C++

/**************************************************************************/
/* text_shader_editor.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef TEXT_SHADER_EDITOR_H
#define TEXT_SHADER_EDITOR_H
#include "editor/code_editor.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/rich_text_label.h"
#include "servers/rendering/shader_warnings.h"
class GDShaderSyntaxHighlighter : public CodeHighlighter {
GDCLASS(GDShaderSyntaxHighlighter, CodeHighlighter)
private:
Vector<Point2i> disabled_branch_regions;
Color disabled_branch_color;
public:
virtual Dictionary _get_line_syntax_highlighting_impl(int p_line) override;
void add_disabled_branch_region(const Point2i &p_region);
void clear_disabled_branch_regions();
void set_disabled_branch_color(const Color &p_color);
};
class ShaderTextEditor : public CodeTextEditor {
GDCLASS(ShaderTextEditor, CodeTextEditor);
Color marked_line_color = Color(1, 1, 1);
struct WarningsComparator {
_ALWAYS_INLINE_ bool operator()(const ShaderWarning &p_a, const ShaderWarning &p_b) const { return (p_a.get_line() < p_b.get_line()); }
};
Ref<GDShaderSyntaxHighlighter> syntax_highlighter;
RichTextLabel *warnings_panel = nullptr;
Ref<Shader> shader;
Ref<ShaderInclude> shader_inc;
List<ShaderWarning> warnings;
Error last_compile_result = Error::OK;
void _check_shader_mode();
void _update_warning_panel();
bool block_shader_changed = false;
void _shader_changed();
uint32_t dependencies_version = 0; // Incremented if deps changed
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _load_theme_settings() override;
virtual void _code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options) override;
public:
void set_block_shader_changed(bool p_block) { block_shader_changed = p_block; }
uint32_t get_dependencies_version() const { return dependencies_version; }
virtual void _validate_script() override;
void reload_text();
void set_warnings_panel(RichTextLabel *p_warnings_panel);
Ref<Shader> get_edited_shader() const;
Ref<ShaderInclude> get_edited_shader_include() const;
void set_edited_shader(const Ref<Shader> &p_shader);
void set_edited_shader(const Ref<Shader> &p_shader, const String &p_code);
void set_edited_shader_include(const Ref<ShaderInclude> &p_include);
void set_edited_shader_include(const Ref<ShaderInclude> &p_include, const String &p_code);
void set_edited_code(const String &p_code);
ShaderTextEditor();
};
class TextShaderEditor : public MarginContainer {
GDCLASS(TextShaderEditor, MarginContainer);
enum {
EDIT_UNDO,
EDIT_REDO,
EDIT_CUT,
EDIT_COPY,
EDIT_PASTE,
EDIT_SELECT_ALL,
EDIT_MOVE_LINE_UP,
EDIT_MOVE_LINE_DOWN,
EDIT_INDENT,
EDIT_UNINDENT,
EDIT_DELETE_LINE,
EDIT_DUPLICATE_SELECTION,
EDIT_DUPLICATE_LINES,
EDIT_TOGGLE_WORD_WRAP,
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 = nullptr;
MenuButton *search_menu = nullptr;
PopupMenu *bookmarks_menu = nullptr;
MenuButton *help_menu = nullptr;
PopupMenu *context_menu = nullptr;
RichTextLabel *warnings_panel = nullptr;
uint64_t idle = 0;
GotoLineDialog *goto_line_dialog = nullptr;
ConfirmationDialog *erase_tab_confirm = nullptr;
ConfirmationDialog *disk_changed = nullptr;
ShaderTextEditor *shader_editor = nullptr;
bool compilation_success = true;
void _menu_option(int p_option);
mutable Ref<Shader> shader;
mutable Ref<ShaderInclude> shader_inc;
void _editor_settings_changed();
void _project_settings_changed();
void _check_for_external_edit();
void _reload_shader_from_disk();
void _reload_shader_include_from_disk();
void _reload();
void _show_warnings_panel(bool p_show);
void _warning_clicked(Variant p_line);
void _update_warnings(bool p_validate);
void _script_validated(bool p_valid) {
compilation_success = p_valid;
emit_signal(SNAME("validation_changed"));
}
uint32_t dependencies_version = 0xFFFFFFFF;
bool trim_trailing_whitespace_on_save;
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<InputEvent> &p_ev);
void _update_bookmark_list();
void _bookmark_item_pressed(int p_idx);
public:
bool was_compilation_successful() const { return compilation_success; }
bool get_trim_trailing_whitespace_on_save() const { return trim_trailing_whitespace_on_save; }
void apply_shaders();
void ensure_select_current();
void edit(const Ref<Shader> &p_shader);
void edit(const Ref<ShaderInclude> &p_shader_inc);
void goto_line_selection(int p_line, int p_begin, int p_end);
void save_external_data(const String &p_str = "");
void trim_trailing_whitespace();
void validate_script();
bool is_unsaved() const;
void tag_saved_version();
virtual Size2 get_minimum_size() const override { return Size2(0, 200); }
TextShaderEditor();
};
#endif // TEXT_SHADER_EDITOR_H