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320 lines (265 loc) · 11 KB
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/**************************************************************************/
/* 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. */
/**************************************************************************/
#pragma once
#include "editor/gui/code_editor.h"
#include "editor/shader/shader_editor.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/rich_text_label.h"
#include "servers/rendering/shader_warnings.h"
class MaterialEditor;
class Environment;
class ShaderMaterial;
class Timer;
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 TextShaderPreview : public VBoxContainer {
GDCLASS(TextShaderPreview, VBoxContainer);
private:
Label *error_label = nullptr;
Button *goto_button = nullptr;
Button *delete_button = nullptr;
MarginContainer *surface_container = nullptr;
MaterialEditor *surface = nullptr;
Ref<ShaderMaterial> shader_material;
Ref<Environment> env;
int line = -1;
bool in_comment = false;
static HashMap<String, String> spatial_assignments;
static HashMap<String, String> canvas_assignments;
static HashMap<String, String> builtin_spatial_types;
static HashMap<String, String> builtin_canvas_types;
String _get_enclosing_function(const PackedStringArray &p_lines, int p_line) const;
bool _find_statement(const PackedStringArray &p_lines, int p_line, String &r_var_name, int &r_start, int &r_end) const;
String _find_var_type(const PackedStringArray &p_lines, const String &p_var_name, int p_line, bool p_mode_3d);
bool _match_uniforms(const Ref<ShaderMaterial> &p_source, const Ref<ShaderMaterial> &p_target) const;
void _sync_shader_parameters(const Ref<ShaderMaterial> &p_source, Ref<ShaderMaterial> &p_target);
void _reset_shader_parameters(Ref<ShaderMaterial> &p_target);
void _show_error(const String &p_error);
void _goto_pressed();
void _delete_pressed();
Ref<ShaderMaterial> _get_source_material() const;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void set_shader_code(const String &p_code, int p_line, bool p_in_comment);
void show_shader_compile_error();
void recompile(const String &p_code);
void sync_shader_parameters();
MarginContainer *get_surface_container() const;
TextShaderPreview();
};
class TextShaderPreviewLineLayer : public Control {
GDCLASS(TextShaderPreviewLineLayer, Control);
private:
Color line_color;
HashMap<int, TextShaderPreview *> *previews = nullptr;
ScrollContainer *scroll_container = nullptr;
CodeEdit *code_editor = nullptr;
protected:
void _notification(int p_what);
public:
void set_previews(HashMap<int, TextShaderPreview *> &p_previews);
void set_code_editor(CodeEdit *p_code_editor);
void set_scroll_container(ScrollContainer *p_scroll_container);
TextShaderPreviewLineLayer();
};
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;
HashMap<int, TextShaderPreview *> previews;
Control *preview_box = nullptr;
TextShaderPreviewLineLayer *preview_line_layer = nullptr;
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;
TextShaderPreviewLineLayer *get_preview_line_layer() const;
TextShaderPreview *get_preview(int p_line) 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);
void toggle_shader_preview(int p_line);
void remove_shader_preview(int p_line);
void goto_shader_preview(int p_line);
void set_preview_box(Control *p_box);
void clear_previews();
void redraw_preview_lines();
void recompile_previews();
void update_parameters();
ShaderTextEditor();
};
class TextShaderEditor : public ShaderEditor {
GDCLASS(TextShaderEditor, ShaderEditor);
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,
EDIT_CONVERT,
SEARCH_FIND,
SEARCH_FIND_NEXT,
SEARCH_FIND_PREV,
SEARCH_REPLACE,
SEARCH_GOTO_LINE,
BOOKMARK_TOGGLE,
BOOKMARK_GOTO_NEXT,
BOOKMARK_GOTO_PREV,
BOOKMARK_REMOVE_ALL,
PREVIEW_TOGGLE,
PREVIEW_REMOVE_ALL,
PREVIEW_GOTO_NEXT,
PREVIEW_GOTO_PREV,
HELP_DOCS,
EDIT_EMOJI_AND_SYMBOL,
EDIT_JOIN_LINES,
};
HBoxContainer *menu_bar_hbox = nullptr;
VBoxContainer *preview_box = nullptr;
MenuButton *edit_menu = nullptr;
MenuButton *search_menu = nullptr;
PopupMenu *bookmarks_menu = nullptr;
PopupMenu *previews_menu = nullptr;
Button *site_search = nullptr;
PopupMenu *context_menu = nullptr;
RichTextLabel *warnings_panel = nullptr;
Timer *preview_timer = nullptr;
ScrollContainer *preview_sbox = nullptr;
GotoLinePopup *goto_line_popup = nullptr;
ConfirmationDialog *disk_changed = nullptr;
ShaderTextEditor *code_editor = nullptr;
#ifndef DISABLE_DEPRECATED
AcceptDialog *shader_convert_error_dialog = nullptr;
ConfirmationDialog *confirm_convert_shader = nullptr;
#endif
bool compilation_success = true;
void _menu_option(int p_option);
void _prepare_edit_menu();
mutable Ref<Shader> shader;
mutable Ref<ShaderInclude> shader_inc;
#ifndef DISABLE_DEPRECATED
void _convert_shader();
#endif
void _apply_editor_settings();
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(const Variant &p_line);
void _update_warnings(bool p_validate);
void _focus_preview_line(int p_line);
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 = false;
bool trim_final_newlines_on_save = false;
bool pending_update_shader_previews = false;
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 _on_shader_preview_toggled(int p_line);
void _update_shader_previews();
void _update_bookmark_list();
void _bookmark_item_pressed(int p_idx);
void _update_shader_preview_list();
void _shader_preview_item_pressed(int p_idx);
public:
virtual void edit_shader(const Ref<Shader> &p_shader) override;
virtual void edit_shader_include(const Ref<ShaderInclude> &p_shader_inc) override;
virtual void use_menu_bar(MenuButton *p_file_menu) override;
virtual void apply_shaders() override;
virtual bool is_unsaved() const override;
virtual void save_external_data(const String &p_str = "") override;
virtual void set_toggle_list_control(Control *p_toggle_list_control) override;
virtual void update_toggle_files_button() override;
virtual void validate_script() override;
bool was_compilation_successful() const { return compilation_success; }
bool get_trim_trailing_whitespace_on_save() const { return trim_trailing_whitespace_on_save; }
bool get_trim_final_newlines_on_save() const { return trim_final_newlines_on_save; }
void goto_line_selection(int p_line, int p_begin, int p_end);
void trim_trailing_whitespace();
void trim_final_newlines();
void tag_saved_version();
ShaderTextEditor *get_code_editor() { return code_editor; }
static void register_editor();
TextShaderEditor();
};