godot/editor/shader_create_dialog.cpp
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

643 lines
19 KiB
C++

/*************************************************************************/
/* shader_create_dialog.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "shader_create_dialog.h"
#include "editor/editor_scale.h"
#include "scene/resources/visual_shader.h"
#include "servers/rendering/shader_types.h"
void ShaderCreateDialog::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_update_theme();
String last_lang = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_language", "");
if (!last_lang.is_empty()) {
for (int i = 0; i < language_menu->get_item_count(); i++) {
if (language_menu->get_item_text(i) == last_lang) {
language_menu->select(i);
current_language = i;
break;
}
}
} else {
language_menu->select(default_language);
}
current_mode = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_mode", 0);
mode_menu->select(current_mode);
} break;
case NOTIFICATION_THEME_CHANGED: {
_update_theme();
} break;
}
}
void ShaderCreateDialog::_update_theme() {
Ref<Texture2D> shader_icon = gc->get_theme_icon(SNAME("Shader"), SNAME("EditorIcons"));
if (shader_icon.is_valid()) {
language_menu->set_item_icon(0, shader_icon);
}
Ref<Texture2D> visual_shader_icon = gc->get_theme_icon(SNAME("VisualShader"), SNAME("EditorIcons"));
if (visual_shader_icon.is_valid()) {
language_menu->set_item_icon(1, visual_shader_icon);
}
path_button->set_icon(get_theme_icon(SNAME("Folder"), SNAME("EditorIcons")));
status_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("bg"), SNAME("Tree")));
}
void ShaderCreateDialog::_update_language_info() {
language_data.clear();
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
ShaderTypeData data;
if (i == int(SHADER_TYPE_TEXT)) {
data.use_templates = true;
data.extensions.push_back("gdshader");
data.default_extension = "gdshader";
} else {
data.default_extension = "tres";
}
data.extensions.push_back("res");
data.extensions.push_back("tres");
language_data.push_back(data);
}
}
void ShaderCreateDialog::_path_hbox_sorted() {
if (is_visible()) {
int filename_start_pos = initial_base_path.rfind("/") + 1;
int filename_end_pos = initial_base_path.length();
if (!is_built_in) {
file_path->select(filename_start_pos, filename_end_pos);
}
file_path->set_caret_column(file_path->get_text().length());
file_path->set_caret_column(filename_start_pos);
file_path->grab_focus();
}
}
void ShaderCreateDialog::_mode_changed(int p_mode) {
current_mode = p_mode;
EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_mode", p_mode);
}
void ShaderCreateDialog::_template_changed(int p_template) {
current_template = p_template;
EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_template", p_template);
}
void ShaderCreateDialog::ok_pressed() {
if (is_new_shader_created) {
_create_new();
} else {
_load_exist();
}
is_new_shader_created = true;
_update_dialog();
}
void ShaderCreateDialog::_create_new() {
RES shader;
if (language_menu->get_selected() == int(SHADER_TYPE_TEXT)) {
Ref<Shader> text_shader;
text_shader.instantiate();
shader = text_shader;
StringBuilder code;
code += vformat("shader_type %s;\n", mode_menu->get_text().replace(" ", "").camelcase_to_underscore());
if (current_template == 0) { // Default template.
code += "\n";
switch (current_mode) {
case Shader::MODE_SPATIAL:
code += "void fragment() {\n";
code += "\t// Place fragment code here.\n";
code += "}\n";
break;
case Shader::MODE_CANVAS_ITEM:
code += "void fragment() {\n";
code += "\t// Place fragment code here.\n";
code += "}\n";
break;
case Shader::MODE_PARTICLES:
code += "void start() {\n";
code += "\t// Place start code here.\n";
code += "}\n";
code += "\n";
code += "void process() {\n";
code += "\t// Place process code here.\n";
code += "}\n";
break;
case Shader::MODE_SKY:
code += "void sky() {\n";
code += "\t// Place sky code here.\n";
code += "}\n";
break;
case Shader::MODE_FOG:
code += "void fog() {\n";
code += "\t// Place fog code here.\n";
code += "}\n";
break;
}
}
text_shader->set_code(code.as_string());
} else {
Ref<VisualShader> visual_shader;
visual_shader.instantiate();
shader = visual_shader;
visual_shader->set_engine_version(Engine::get_singleton()->get_version_info());
visual_shader->set_mode(Shader::Mode(current_mode));
}
if (!is_built_in) {
String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
shader->set_path(lpath);
Error err = ResourceSaver::save(lpath, shader, ResourceSaver::FLAG_CHANGE_PATH);
if (err != OK) {
alert->set_text(TTR("Error - Could not create shader in filesystem."));
alert->popup_centered();
return;
}
}
emit_signal(SNAME("shader_created"), shader);
hide();
}
void ShaderCreateDialog::_load_exist() {
String path = file_path->get_text();
RES p_shader = ResourceLoader::load(path, "Shader");
if (p_shader.is_null()) {
alert->set_text(vformat(TTR("Error loading shader from %s"), path));
alert->popup_centered();
return;
}
emit_signal(SNAME("shader_created"), p_shader);
hide();
}
void ShaderCreateDialog::_language_changed(int p_language) {
current_language = p_language;
ShaderTypeData data = language_data[p_language];
String selected_ext = "." + data.default_extension;
String path = file_path->get_text();
String extension = "";
if (!path.is_empty()) {
if (path.find(".") != -1) {
extension = path.get_extension();
}
if (extension.length() == 0) {
path += selected_ext;
} else {
path = path.get_basename() + selected_ext;
}
} else {
path = "shader" + selected_ext;
}
_path_changed(path);
file_path->set_text(path);
template_menu->set_disabled(!data.use_templates);
template_menu->clear();
if (data.use_templates) {
int last_template = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_template", 0);
template_menu->add_item(TTR("Default"));
template_menu->add_item(TTR("Empty"));
template_menu->select(last_template);
current_template = last_template;
} else {
template_menu->add_item(TTR("N/A"));
}
EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_language", language_menu->get_item_text(language_menu->get_selected()));
_update_dialog();
}
void ShaderCreateDialog::_built_in_toggled(bool p_enabled) {
is_built_in = p_enabled;
if (p_enabled) {
is_new_shader_created = true;
} else {
_path_changed(file_path->get_text());
}
_update_dialog();
}
void ShaderCreateDialog::_browse_path() {
file_browse->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
file_browse->set_title(TTR("Open Shader / Choose Location"));
file_browse->get_ok_button()->set_text(TTR("Open"));
file_browse->set_disable_overwrite_warning(true);
file_browse->clear_filters();
List<String> extensions = language_data[language_menu->get_selected()].extensions;
for (const String &E : extensions) {
file_browse->add_filter("*." + E);
}
file_browse->set_current_path(file_path->get_text());
file_browse->popup_file_dialog();
}
void ShaderCreateDialog::_file_selected(const String &p_file) {
String p = ProjectSettings::get_singleton()->localize_path(p_file);
file_path->set_text(p);
_path_changed(p);
String filename = p.get_file().get_basename();
int select_start = p.rfind(filename);
file_path->select(select_start, select_start + filename.length());
file_path->set_caret_column(select_start + filename.length());
file_path->grab_focus();
}
void ShaderCreateDialog::_path_changed(const String &p_path) {
if (is_built_in) {
return;
}
is_path_valid = false;
is_new_shader_created = true;
String path_error = _validate_path(p_path);
if (!path_error.is_empty()) {
_msg_path_valid(false, path_error);
_update_dialog();
return;
}
DirAccessRef f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
String p = ProjectSettings::get_singleton()->localize_path(p_path.strip_edges());
if (f->file_exists(p)) {
is_new_shader_created = false;
_msg_path_valid(true, TTR("File exists, it will be reused."));
}
is_path_valid = true;
_update_dialog();
}
void ShaderCreateDialog::_path_submitted(const String &p_path) {
ok_pressed();
}
void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled, int p_preferred_type, int p_preferred_mode) {
if (!p_base_path.is_empty()) {
initial_base_path = p_base_path.get_basename();
file_path->set_text(initial_base_path + "." + language_data[language_menu->get_selected()].default_extension);
current_language = language_menu->get_selected();
} else {
initial_base_path = "";
file_path->set_text("");
}
file_path->deselect();
built_in_enabled = p_built_in_enabled;
load_enabled = p_load_enabled;
if (p_preferred_type > -1) {
language_menu->select(p_preferred_type);
_language_changed(p_preferred_type);
}
if (p_preferred_mode > -1) {
mode_menu->select(p_preferred_mode);
_mode_changed(p_preferred_mode);
}
_language_changed(current_language);
_path_changed(file_path->get_text());
}
String ShaderCreateDialog::_validate_path(const String &p_path) {
String p = p_path.strip_edges();
if (p.is_empty()) {
return TTR("Path is empty.");
}
if (p.get_file().get_basename().is_empty()) {
return TTR("Filename is empty.");
}
p = ProjectSettings::get_singleton()->localize_path(p);
if (!p.begins_with("res://")) {
return TTR("Path is not local.");
}
DirAccessRef d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
if (d->change_dir(p.get_base_dir()) != OK) {
return TTR("Invalid base path.");
}
DirAccessRef f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
if (f->dir_exists(p)) {
return TTR("A directory with the same name exists.");
}
String extension = p.get_extension();
Set<String> extensions;
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
for (const String &ext : language_data[i].extensions) {
if (!extensions.has(ext)) {
extensions.insert(ext);
}
}
}
ShaderTypeData data = language_data[language_menu->get_selected()];
bool found = false;
bool match = false;
for (const String &ext : extensions) {
if (ext.nocasecmp_to(extension) == 0) {
found = true;
for (const String &lang_ext : language_data[current_language].extensions) {
if (lang_ext.nocasecmp_to(extension) == 0) {
match = true;
break;
}
}
break;
}
}
if (!found) {
return TTR("Invalid extension.");
}
if (!match) {
return TTR("Wrong extension chosen.");
}
return "";
}
void ShaderCreateDialog::_msg_script_valid(bool valid, const String &p_msg) {
error_label->set_text("- " + p_msg);
if (valid) {
error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("success_color"), SNAME("Editor")));
} else {
error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("error_color"), SNAME("Editor")));
}
}
void ShaderCreateDialog::_msg_path_valid(bool valid, const String &p_msg) {
path_error_label->set_text("- " + p_msg);
if (valid) {
path_error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("success_color"), SNAME("Editor")));
} else {
path_error_label->add_theme_color_override("font_color", gc->get_theme_color(SNAME("error_color"), SNAME("Editor")));
}
}
void ShaderCreateDialog::_update_dialog() {
bool shader_ok = true;
if (!is_built_in && !is_path_valid) {
_msg_script_valid(false, TTR("Invalid path."));
shader_ok = false;
}
if (shader_ok) {
_msg_script_valid(true, TTR("Shader path/name is valid."));
}
if (!built_in_enabled) {
internal->set_pressed(false);
}
if (is_built_in) {
file_path->set_editable(false);
path_button->set_disabled(true);
re_check_path = true;
} else {
file_path->set_editable(true);
path_button->set_disabled(false);
if (re_check_path) {
re_check_path = false;
_path_changed(file_path->get_text());
}
}
internal->set_disabled(!built_in_enabled);
builtin_warning_label->set_visible(is_built_in);
if (is_built_in) {
get_ok_button()->set_text(TTR("Create"));
_msg_path_valid(true, TTR("Built-in shader (into scene file)."));
} else if (is_new_shader_created) {
get_ok_button()->set_text(TTR("Create"));
if (is_path_valid) {
_msg_path_valid(true, TTR("Will create a new shader file."));
}
} else if (load_enabled) {
get_ok_button()->set_text(TTR("Load"));
if (is_path_valid) {
_msg_path_valid(true, TTR("Will load an existing shader file."));
}
} else {
get_ok_button()->set_text(TTR("Create"));
_msg_path_valid(false, TTR("Shader file already exists."));
shader_ok = false;
}
get_ok_button()->set_disabled(!shader_ok);
Callable entered_call = callable_mp(this, &ShaderCreateDialog::_path_submitted);
if (shader_ok) {
if (!file_path->is_connected("text_submitted", entered_call)) {
file_path->connect("text_submitted", entered_call);
}
} else if (file_path->is_connected("text_submitted", entered_call)) {
file_path->disconnect("text_submitted", entered_call);
}
}
void ShaderCreateDialog::_bind_methods() {
ClassDB::bind_method(D_METHOD("config", "path", "built_in_enabled", "load_enabled"), &ShaderCreateDialog::config, DEFVAL(true), DEFVAL(true));
ADD_SIGNAL(MethodInfo("shader_created", PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader")));
}
ShaderCreateDialog::ShaderCreateDialog() {
_update_language_info();
// Main Controls.
gc = memnew(GridContainer);
gc->set_columns(2);
// Error Fields.
VBoxContainer *vb = memnew(VBoxContainer);
error_label = memnew(Label);
vb->add_child(error_label);
path_error_label = memnew(Label);
vb->add_child(path_error_label);
builtin_warning_label = memnew(Label);
builtin_warning_label->set_text(
TTR("Note: Built-in shaders can't be edited using an external editor."));
vb->add_child(builtin_warning_label);
builtin_warning_label->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
builtin_warning_label->hide();
status_panel = memnew(PanelContainer);
status_panel->set_h_size_flags(Control::SIZE_FILL);
status_panel->set_v_size_flags(Control::SIZE_EXPAND_FILL);
status_panel->add_child(vb);
// Spacing.
Control *spacing = memnew(Control);
spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
vb = memnew(VBoxContainer);
vb->add_child(gc);
vb->add_child(spacing);
vb->add_child(status_panel);
add_child(vb);
// Language.
language_menu = memnew(OptionButton);
language_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
language_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
gc->add_child(memnew(Label(TTR("Language:"))));
gc->add_child(language_menu);
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
String language;
bool invalid = false;
switch (i) {
case SHADER_TYPE_TEXT:
language = "Shader";
default_language = i;
break;
case SHADER_TYPE_VISUAL:
language = "VisualShader";
break;
case SHADER_TYPE_MAX:
invalid = true;
break;
default:
invalid = true;
break;
}
if (invalid) {
continue;
}
language_menu->add_item(language);
}
if (default_language >= 0) {
language_menu->select(default_language);
}
current_language = default_language;
language_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_language_changed));
// Modes.
mode_menu = memnew(OptionButton);
for (const String &type_name : ShaderTypes::get_singleton()->get_types_list()) {
mode_menu->add_item(type_name.capitalize());
}
gc->add_child(memnew(Label(TTR("Mode:"))));
gc->add_child(mode_menu);
mode_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_mode_changed));
// Templates.
template_menu = memnew(OptionButton);
gc->add_child(memnew(Label(TTR("Template:"))));
gc->add_child(template_menu);
template_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_template_changed));
// Built-in Shader.
internal = memnew(CheckBox);
internal->set_text(TTR("On"));
internal->connect("toggled", callable_mp(this, &ShaderCreateDialog::_built_in_toggled));
gc->add_child(memnew(Label(TTR("Built-in Shader:"))));
gc->add_child(internal);
// Path.
HBoxContainer *hb = memnew(HBoxContainer);
hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
hb->connect("sort_children", callable_mp(this, &ShaderCreateDialog::_path_hbox_sorted));
file_path = memnew(LineEdit);
file_path->connect("text_changed", callable_mp(this, &ShaderCreateDialog::_path_changed));
file_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
hb->add_child(file_path);
path_button = memnew(Button);
path_button->connect("pressed", callable_mp(this, &ShaderCreateDialog::_browse_path));
hb->add_child(path_button);
gc->add_child(memnew(Label(TTR("Path:"))));
gc->add_child(hb);
// Dialog Setup.
file_browse = memnew(EditorFileDialog);
file_browse->connect("file_selected", callable_mp(this, &ShaderCreateDialog::_file_selected));
file_browse->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
add_child(file_browse);
alert = memnew(AcceptDialog);
alert->get_label()->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
alert->get_label()->set_custom_minimum_size(Size2(325, 60) * EDSCALE);
add_child(alert);
get_ok_button()->set_text(TTR("Create"));
set_hide_on_ok(false);
set_title(TTR("Create Shader"));
}