godot/editor/shader_create_dialog.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

694 lines
21 KiB
C++

/**************************************************************************/
/* shader_create_dialog.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "shader_create_dialog.h"
#include "core/config/project_settings.h"
#include "editor/editor_file_dialog.h"
#include "editor/editor_scale.h"
#include "scene/resources/shader_include.h"
#include "scene/resources/visual_shader.h"
#include "servers/rendering/shader_types.h"
enum ShaderType {
SHADER_TYPE_TEXT,
SHADER_TYPE_VISUAL,
SHADER_TYPE_INC,
SHADER_TYPE_MAX,
};
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 < type_menu->get_item_count(); i++) {
if (type_menu->get_item_text(i) == last_lang) {
type_menu->select(i);
current_type = i;
break;
}
}
} else {
type_menu->select(default_type);
}
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()) {
type_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()) {
type_menu->set_item_icon(1, visual_shader_icon);
}
Ref<Texture2D> include_icon = gc->get_theme_icon(SNAME("TextFile"), SNAME("EditorIcons"));
if (include_icon.is_valid()) {
type_menu->set_item_icon(2, include_icon);
}
path_button->set_icon(get_theme_icon(SNAME("Folder"), SNAME("EditorIcons")));
status_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree")));
}
void ShaderCreateDialog::_update_language_info() {
type_data.clear();
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
ShaderTypeData shader_type_data;
if (i == int(SHADER_TYPE_TEXT)) {
shader_type_data.use_templates = true;
shader_type_data.extensions.push_back("gdshader");
shader_type_data.default_extension = "gdshader";
} else if (i == int(SHADER_TYPE_INC)) {
shader_type_data.extensions.push_back("gdshaderinc");
shader_type_data.default_extension = "gdshaderinc";
} else {
shader_type_data.default_extension = "tres";
}
shader_type_data.extensions.push_back("res");
shader_type_data.extensions.push_back("tres");
type_data.push_back(shader_type_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() {
Ref<Resource> shader;
Ref<Resource> shader_inc;
switch (type_menu->get_selected()) {
case 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().to_snake_case());
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());
} break;
case SHADER_TYPE_VISUAL: {
Ref<VisualShader> visual_shader;
visual_shader.instantiate();
shader = visual_shader;
visual_shader->set_mode(Shader::Mode(current_mode));
} break;
case SHADER_TYPE_INC: {
Ref<ShaderInclude> include;
include.instantiate();
shader_inc = include;
} break;
default: {
} break;
}
if (shader.is_null()) {
String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
shader_inc->set_path(lpath);
Error error = ResourceSaver::save(shader_inc, lpath, ResourceSaver::FLAG_CHANGE_PATH);
if (error != OK) {
alert->set_text(TTR("Error - Could not create shader include in filesystem."));
alert->popup_centered();
return;
}
emit_signal(SNAME("shader_include_created"), shader_inc);
} else {
if (!is_built_in) {
String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
shader->set_path(lpath);
Error error = ResourceSaver::save(shader, lpath, ResourceSaver::FLAG_CHANGE_PATH);
if (error != OK) {
alert->set_text(TTR("Error - Could not create shader in filesystem."));
alert->popup_centered();
return;
}
}
emit_signal(SNAME("shader_created"), shader);
}
file_path->set_text(file_path->get_text().get_base_dir());
hide();
}
void ShaderCreateDialog::_load_exist() {
String path = file_path->get_text();
Ref<Resource> 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::_type_changed(int p_language) {
current_type = p_language;
ShaderTypeData shader_type_data = type_data[p_language];
String selected_ext = "." + shader_type_data.default_extension;
String path = file_path->get_text();
String extension = "";
if (!path.is_empty()) {
if (path.contains(".")) {
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);
type_menu->set_item_disabled(int(SHADER_TYPE_INC), load_enabled);
mode_menu->set_disabled(p_language == SHADER_TYPE_INC);
template_menu->set_disabled(!shader_type_data.use_templates);
template_menu->clear();
if (shader_type_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", type_menu->get_item_text(type_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->set_ok_button_text(TTR("Open"));
file_browse->set_disable_overwrite_warning(true);
file_browse->clear_filters();
List<String> extensions = type_data[type_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;
}
Ref<DirAccess> 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 + "." + type_data[type_menu->get_selected()].default_extension);
current_type = type_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) {
type_menu->select(p_preferred_type);
_type_changed(p_preferred_type);
}
if (p_preferred_mode > -1) {
mode_menu->select(p_preferred_mode);
_mode_changed(p_preferred_mode);
}
_type_changed(current_type);
_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.");
}
Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
if (d->change_dir(p.get_base_dir()) != OK) {
return TTR("Invalid base path.");
}
Ref<DirAccess> 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();
HashSet<String> extensions;
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
for (const String &ext : type_data[i].extensions) {
if (!extensions.has(ext)) {
extensions.insert(ext);
}
}
}
bool found = false;
bool match = false;
for (const String &ext : extensions) {
if (ext.nocasecmp_to(extension) == 0) {
found = true;
for (const String &type_ext : type_data[current_type].extensions) {
if (type_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) {
set_ok_button_text(TTR("Create"));
_msg_path_valid(true, TTR("Built-in shader (into scene file)."));
} else if (is_new_shader_created) {
set_ok_button_text(TTR("Create"));
if (is_path_valid) {
_msg_path_valid(true, TTR("Will create a new shader file."));
}
} else if (load_enabled) {
set_ok_button_text(TTR("Load"));
if (is_path_valid) {
_msg_path_valid(true, TTR("Will load an existing shader file."));
}
} else {
set_ok_button_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")));
ADD_SIGNAL(MethodInfo("shader_include_created", PropertyInfo(Variant::OBJECT, "shader_include", PROPERTY_HINT_RESOURCE_TYPE, "ShaderInclude")));
}
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(TextServer::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);
// Type.
type_menu = memnew(OptionButton);
type_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
type_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
gc->add_child(memnew(Label(TTR("Type:"))));
gc->add_child(type_menu);
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
String type;
bool invalid = false;
switch (i) {
case SHADER_TYPE_TEXT:
type = "Shader";
default_type = i;
break;
case SHADER_TYPE_VISUAL:
type = "VisualShader";
break;
case SHADER_TYPE_INC:
type = "ShaderInclude";
break;
case SHADER_TYPE_MAX:
invalid = true;
break;
default:
invalid = true;
break;
}
if (invalid) {
continue;
}
type_menu->add_item(type);
}
if (default_type >= 0) {
type_menu->select(default_type);
}
current_type = default_type;
type_menu->connect("item_selected", callable_mp(this, &ShaderCreateDialog::_type_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(TextServer::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);
set_ok_button_text(TTR("Create"));
set_hide_on_ok(false);
set_title(TTR("Create Shader"));
}