mirror of
https://github.com/godotengine/godot
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139 lines
5.3 KiB
C++
139 lines
5.3 KiB
C++
/**************************************************************************/
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/* shader_editor_plugin.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_PLUGIN_H
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#define SHADER_EDITOR_PLUGIN_H
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#include "editor/plugins/editor_plugin.h"
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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 TabContainer;
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class TextShaderEditor;
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class VisualShaderEditor;
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class WindowWrapper;
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#ifdef MINGW_ENABLED
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#undef FILE_OPEN
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#endif
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class ShaderEditorPlugin : public EditorPlugin {
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GDCLASS(ShaderEditorPlugin, 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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String path;
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String name;
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};
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LocalVector<EditedShader> edited_shaders;
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// Always valid operations come first in the enum, file-specific ones
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// should go after FILE_SAVE which is used to build the menu accordingly.
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enum {
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FILE_NEW,
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FILE_NEW_INCLUDE,
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FILE_OPEN,
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FILE_OPEN_INCLUDE,
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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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WindowWrapper *window_wrapper = nullptr;
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Button *make_floating = nullptr;
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ShaderCreateDialog *shader_create_dialog = nullptr;
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float text_shader_zoom_factor = 1.0f;
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void _update_shader_list();
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void _shader_selected(int p_index);
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void _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_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 _close_builtin_shaders_from_scene(const String &p_scene);
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void _file_removed(const String &p_removed_file);
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void _res_saved_callback(const Ref<Resource> &p_res);
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void _shader_created(Ref<Shader> p_shader);
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void _shader_include_created(Ref<ShaderInclude> p_shader_inc);
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void _update_shader_list_status();
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void _move_shader_tab(int p_from, int p_to);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _window_changed(bool p_visible);
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void _set_text_shader_zoom_factor(float p_zoom_factor);
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protected:
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void _notification(int p_what);
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public:
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virtual String get_name() const override { return "Shader"; }
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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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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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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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virtual String get_unsaved_status(const String &p_for_scene) const override;
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virtual void save_external_data() override;
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virtual void apply_changes() override;
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ShaderEditorPlugin();
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~ShaderEditorPlugin();
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};
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#endif // SHADER_EDITOR_PLUGIN_H
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