godot/editor/plugins/shader_editor_plugin.h
2024-04-27 11:59:58 -07:00

139 lines
5.3 KiB
C++

/**************************************************************************/
/* shader_editor_plugin.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 SHADER_EDITOR_PLUGIN_H
#define SHADER_EDITOR_PLUGIN_H
#include "editor/plugins/editor_plugin.h"
class HSplitContainer;
class ItemList;
class MenuButton;
class ShaderCreateDialog;
class TabContainer;
class TextShaderEditor;
class VisualShaderEditor;
class WindowWrapper;
#ifdef MINGW_ENABLED
#undef FILE_OPEN
#endif
class ShaderEditorPlugin : public EditorPlugin {
GDCLASS(ShaderEditorPlugin, EditorPlugin);
struct EditedShader {
Ref<Shader> shader;
Ref<ShaderInclude> shader_inc;
TextShaderEditor *shader_editor = nullptr;
VisualShaderEditor *visual_shader_editor = nullptr;
String path;
String name;
};
LocalVector<EditedShader> edited_shaders;
// Always valid operations come first in the enum, file-specific ones
// should go after FILE_SAVE which is used to build the menu accordingly.
enum {
FILE_NEW,
FILE_NEW_INCLUDE,
FILE_OPEN,
FILE_OPEN_INCLUDE,
FILE_SAVE,
FILE_SAVE_AS,
FILE_INSPECT,
FILE_CLOSE,
FILE_MAX
};
HSplitContainer *main_split = nullptr;
ItemList *shader_list = nullptr;
TabContainer *shader_tabs = nullptr;
Button *button = nullptr;
MenuButton *file_menu = nullptr;
WindowWrapper *window_wrapper = nullptr;
Button *make_floating = nullptr;
ShaderCreateDialog *shader_create_dialog = nullptr;
float text_shader_zoom_factor = 1.0f;
void _update_shader_list();
void _shader_selected(int p_index);
void _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index);
void _menu_item_pressed(int p_index);
void _resource_saved(Object *obj);
void _close_shader(int p_index);
void _close_builtin_shaders_from_scene(const String &p_scene);
void _file_removed(const String &p_removed_file);
void _res_saved_callback(const Ref<Resource> &p_res);
void _shader_created(Ref<Shader> p_shader);
void _shader_include_created(Ref<ShaderInclude> p_shader_inc);
void _update_shader_list_status();
void _move_shader_tab(int p_from, int p_to);
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
void _window_changed(bool p_visible);
void _set_text_shader_zoom_factor(float p_zoom_factor);
protected:
void _notification(int p_what);
public:
virtual String get_name() const override { return "Shader"; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
virtual void selected_notify() override;
TextShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader);
VisualShaderEditor *get_visual_shader_editor(const Ref<Shader> &p_for_shader);
virtual void set_window_layout(Ref<ConfigFile> p_layout) override;
virtual void get_window_layout(Ref<ConfigFile> p_layout) override;
virtual String get_unsaved_status(const String &p_for_scene) const override;
virtual void save_external_data() override;
virtual void apply_changes() override;
ShaderEditorPlugin();
~ShaderEditorPlugin();
};
#endif // SHADER_EDITOR_PLUGIN_H