Added editor dialog for easily creating shaders.

This commit is contained in:
Yuri Roubinsky 2021-06-04 12:24:08 +03:00
parent 3177da1d05
commit 5e5cd2495d
10 changed files with 911 additions and 10 deletions

View file

@ -2854,6 +2854,10 @@ void EditorPropertyResource::setup(Object *p_object, const String &p_path, const
EditorScriptPicker *script_picker = memnew(EditorScriptPicker);
script_picker->set_script_owner(Object::cast_to<Node>(p_object));
resource_picker = script_picker;
} else if (p_path == "shader" && p_base_type == "Shader" && Object::cast_to<ShaderMaterial>(p_object)) {
EditorShaderPicker *shader_picker = memnew(EditorShaderPicker);
shader_picker->set_edited_material(Object::cast_to<ShaderMaterial>(p_object));
resource_picker = shader_picker;
} else {
resource_picker = memnew(EditorResourcePicker);
}

View file

@ -847,6 +847,8 @@ EditorResourcePicker::EditorResourcePicker() {
edit_button->connect("gui_input", callable_mp(this, &EditorResourcePicker::_button_input));
}
// EditorScriptPicker
void EditorScriptPicker::set_create_options(Object *p_menu_node) {
PopupMenu *menu_node = Object::cast_to<PopupMenu>(p_menu_node);
if (!menu_node) {
@ -895,3 +897,42 @@ void EditorScriptPicker::_bind_methods() {
EditorScriptPicker::EditorScriptPicker() {
}
// EditorShaderPicker
void EditorShaderPicker::set_create_options(Object *p_menu_node) {
PopupMenu *menu_node = Object::cast_to<PopupMenu>(p_menu_node);
if (!menu_node) {
return;
}
menu_node->add_icon_item(get_theme_icon("Shader", "EditorIcons"), TTR("New Shader"), OBJ_MENU_NEW_SHADER);
menu_node->add_separator();
}
bool EditorShaderPicker::handle_menu_selected(int p_which) {
Ref<ShaderMaterial> material = Ref<ShaderMaterial>(get_edited_material());
switch (p_which) {
case OBJ_MENU_NEW_SHADER: {
if (material.is_valid()) {
EditorNode::get_singleton()->get_scene_tree_dock()->open_shader_dialog(material);
return true;
}
} break;
default:
break;
}
return false;
}
void EditorShaderPicker::set_edited_material(ShaderMaterial *p_material) {
edited_material = p_material;
}
ShaderMaterial *EditorShaderPicker::get_edited_material() const {
return edited_material;
}
EditorShaderPicker::EditorShaderPicker() {
}

View file

@ -144,4 +144,23 @@ public:
EditorScriptPicker();
};
class EditorShaderPicker : public EditorResourcePicker {
GDCLASS(EditorShaderPicker, EditorResourcePicker);
enum ExtraMenuOption {
OBJ_MENU_NEW_SHADER = 10,
};
ShaderMaterial *edited_material = nullptr;
public:
virtual void set_create_options(Object *p_menu_node) override;
virtual bool handle_menu_selected(int p_which) override;
void set_edited_material(ShaderMaterial *p_material);
ShaderMaterial *get_edited_material() const;
EditorShaderPicker();
};
#endif // EDITOR_RESOURCE_PICKER_H

View file

@ -1007,6 +1007,7 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
const Dictionary vs_version = visual_shader->get_engine_version();
if (!vs_version.has_all(components)) {
visual_shader->update_engine_version(engine_version);
print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
} else {
for (int i = 0; i < components.size(); i++) {
if (vs_version[components[i]] != engine_version[components[i]]) {

View file

@ -45,6 +45,7 @@
#include "editor/plugins/canvas_item_editor_plugin.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/shader_create_dialog.h"
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
#include "servers/display_server.h"
@ -1939,12 +1940,31 @@ void SceneTreeDock::_script_created(Ref<Script> p_script) {
_update_script_button();
}
void SceneTreeDock::_shader_created(Ref<Shader> p_shader) {
if (selected_shader_material.is_null()) {
return;
}
Ref<Shader> existing = selected_shader_material->get_shader();
editor_data->get_undo_redo().create_action(TTR("Set Shader"));
editor_data->get_undo_redo().add_do_method(selected_shader_material.ptr(), "set_shader", p_shader);
editor_data->get_undo_redo().add_undo_method(selected_shader_material.ptr(), "set_shader", existing);
editor_data->get_undo_redo().commit_action();
}
void SceneTreeDock::_script_creation_closed() {
script_create_dialog->disconnect("script_created", callable_mp(this, &SceneTreeDock::_script_created));
script_create_dialog->disconnect("confirmed", callable_mp(this, &SceneTreeDock::_script_creation_closed));
script_create_dialog->disconnect("cancelled", callable_mp(this, &SceneTreeDock::_script_creation_closed));
}
void SceneTreeDock::_shader_creation_closed() {
shader_create_dialog->disconnect("shader_created", callable_mp(this, &SceneTreeDock::_shader_created));
shader_create_dialog->disconnect("confirmed", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
shader_create_dialog->disconnect("cancelled", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
}
void SceneTreeDock::_toggle_editable_children_from_selection() {
List<Node *> selection = editor_selection->get_selected_node_list();
List<Node *>::Element *e = selection.front();
@ -2896,6 +2916,42 @@ void SceneTreeDock::open_script_dialog(Node *p_for_node, bool p_extend) {
}
}
void SceneTreeDock::attach_shader_to_selected() {
if (selected_shader_material.is_null()) {
return;
}
String path = selected_shader_material->get_path();
if (path == "") {
String root_path;
if (editor_data->get_edited_scene_root()) {
root_path = editor_data->get_edited_scene_root()->get_filename();
}
String shader_name;
if (selected_shader_material->get_name().is_empty()) {
shader_name = root_path.get_file();
} else {
shader_name = selected_shader_material->get_name();
}
if (root_path == "") {
path = String("res://").plus_file(shader_name);
} else {
path = root_path.get_base_dir().plus_file(shader_name);
}
}
shader_create_dialog->connect("shader_created", callable_mp(this, &SceneTreeDock::_shader_created));
shader_create_dialog->connect("confirmed", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
shader_create_dialog->connect("cancelled", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
shader_create_dialog->config(path);
shader_create_dialog->popup_centered();
}
void SceneTreeDock::open_shader_dialog(Ref<ShaderMaterial> &p_for_material) {
selected_shader_material = p_for_material;
attach_shader_to_selected();
}
void SceneTreeDock::open_add_child_dialog() {
create_dialog->set_base_type("CanvasItem");
_tool_selected(TOOL_NEW, true);
@ -3267,6 +3323,9 @@ SceneTreeDock::SceneTreeDock(EditorNode *p_editor, Node *p_scene_root, EditorSel
script_create_dialog->set_inheritance_base_type("Node");
add_child(script_create_dialog);
shader_create_dialog = memnew(ShaderCreateDialog);
add_child(shader_create_dialog);
reparent_dialog = memnew(ReparentDialog);
add_child(reparent_dialog);
reparent_dialog->connect("reparent", callable_mp(this, &SceneTreeDock::_node_reparent));

View file

@ -49,6 +49,7 @@
#include "scene_tree_editor.h"
class EditorNode;
class ShaderCreateDialog;
class SceneTreeDock : public VBoxContainer {
GDCLASS(SceneTreeDock, VBoxContainer);
@ -138,6 +139,7 @@ class SceneTreeDock : public VBoxContainer {
HashMap<String, Map<RES, RES>> clipboard_resource_remap;
ScriptCreateDialog *script_create_dialog;
ShaderCreateDialog *shader_create_dialog;
AcceptDialog *accept;
ConfirmationDialog *delete_dialog;
ConfirmationDialog *editable_instance_remove_dialog;
@ -166,6 +168,8 @@ class SceneTreeDock : public VBoxContainer {
VBoxContainer *create_root_dialog;
String selected_favorite_root;
Ref<ShaderMaterial> selected_shader_material;
void _add_children_to_popup(Object *p_obj, int p_depth);
void _node_reparent(NodePath p_path, bool p_keep_global_xform);
@ -192,7 +196,9 @@ class SceneTreeDock : public VBoxContainer {
void _node_selected();
void _node_renamed();
void _script_created(Ref<Script> p_script);
void _shader_created(Ref<Shader> p_shader);
void _script_creation_closed();
void _shader_creation_closed();
void _delete_confirm(bool p_cut = false);
@ -288,6 +294,9 @@ public:
void attach_script_to_selected(bool p_extend);
void open_script_dialog(Node *p_for_node, bool p_extend);
void attach_shader_to_selected();
void open_shader_dialog(Ref<ShaderMaterial> &p_for_material);
void open_add_child_dialog();
void open_instance_child_dialog();

View file

@ -0,0 +1,643 @@
/*************************************************************************/
/* shader_create_dialog.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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();
List<StringName> classes;
classes.push_front(SNAME("Shader"));
classes.push_front(SNAME("VisualShader"));
for (List<StringName>::Element *E = classes.front(); E; E = E->next()) {
language_data.push_back(ShaderTypeData());
}
int idx = 0;
for (List<ShaderTypeData>::Element *E = language_data.front(); E; E = E->next()) {
if (idx == int(SHADER_TYPE_TEXT)) {
E->get().use_templates = true;
E->get().extensions.push_back("gdshader");
E->get().default_extension = "gdshader";
} else {
E->get().default_extension = "tres";
}
E->get().extensions.push_back("res");
E->get().extensions.push_back("tres");
idx++;
}
}
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;
}
}
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("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("shader_created", p_shader);
hide();
}
void ShaderCreateDialog::_language_changed(int p_language) {
ShaderTypeData data = language_data[p_language];
String selected_ext = "." + data.default_extension;
String path = file_path->get_text();
String extension = "";
if (path != "") {
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, false);
if (path_error != "") {
_msg_path_valid(false, path_error);
_update_dialog();
return;
}
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."));
}
memdelete(f);
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) {
if (p_base_path != "") {
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;
_language_changed(current_language);
_path_changed(file_path->get_text());
}
String ShaderCreateDialog::_validate_path(const String &p_path, bool p_file_must_exist) {
String p = p_path.strip_edges();
if (p == "") {
return TTR("Path is empty.");
}
if (p.get_file().get_basename() == "") {
return TTR("Filename is empty.");
}
p = ProjectSettings::get_singleton()->localize_path(p);
if (!p.begins_with("res://")) {
return TTR("Path is not local.");
}
DirAccess *d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
if (d->change_dir(p.get_base_dir()) != OK) {
memdelete(d);
return TTR("Invalid base path.");
}
memdelete(d);
DirAccess *f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
if (f->dir_exists(p)) {
memdelete(f);
return TTR("A directory with the same name exists.");
} else if (p_file_must_exist && !f->file_exists(p)) {
memdelete(f);
return TTR("File does not exist.");
}
memdelete(f);
String extension = p.get_extension();
List<String> extensions;
for (int l = 0; l < SHADER_TYPE_MAX; l++) {
for (List<String>::Element *E = language_data[l].extensions.front(); E; E = E->next()) {
extensions.push_back(E->get());
}
}
ShaderTypeData data = language_data[language_menu->get_selected()];
bool found = false;
bool match = false;
int index = 0;
for (List<String>::Element *E = extensions.front(); E; E = E->next()) {
if (E->get().nocasecmp_to(extension) == 0) {
found = true;
if (E->get() == data.default_extension) {
match = true;
}
break;
}
index++;
}
if (!found) {
return TTR("Invalid extension.");
}
if (!match) {
return TTR("Wrong extension chosen.");
}
String path_error = ScriptServer::get_language(language_menu->get_selected())->validate_path(p);
if (path_error != "") {
return path_error;
}
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("success_color", "Editor"));
} else {
error_label->add_theme_color_override("font_color", gc->get_theme_color("error_color", "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("success_color", "Editor"));
} else {
path_error_label->add_theme_color_override("font_color", gc->get_theme_color("error_color", "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 script (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 List<String>::Element *E = ShaderTypes::get_singleton()->get_types_list().front(); E; E = E->next()) {
mode_menu->add_item(E->get().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_align(Label::ALIGN_CENTER);
alert->get_label()->set_valign(Label::VALIGN_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"));
}

View file

@ -0,0 +1,115 @@
/*************************************************************************/
/* shader_create_dialog.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#ifndef SHADER_CREATE_DIALOG_H
#define SHADER_CREATE_DIALOG_H
#include "editor/editor_file_dialog.h"
#include "editor/editor_settings.h"
#include "scene/gui/check_box.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/grid_container.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/option_button.h"
#include "scene/gui/panel_container.h"
class ShaderCreateDialog : public ConfirmationDialog {
GDCLASS(ShaderCreateDialog, ConfirmationDialog);
enum ShaderType {
SHADER_TYPE_TEXT,
SHADER_TYPE_VISUAL,
SHADER_TYPE_MAX,
};
struct ShaderTypeData {
List<String> extensions;
String default_extension;
bool use_templates = false;
};
List<ShaderTypeData> language_data;
GridContainer *gc = nullptr;
Label *error_label = nullptr;
Label *path_error_label = nullptr;
Label *builtin_warning_label = nullptr;
PanelContainer *status_panel = nullptr;
OptionButton *language_menu = nullptr;
OptionButton *mode_menu = nullptr;
OptionButton *template_menu = nullptr;
CheckBox *internal = nullptr;
LineEdit *file_path = nullptr;
Button *path_button = nullptr;
EditorFileDialog *file_browse = nullptr;
AcceptDialog *alert = nullptr;
String initial_base_path;
bool is_new_shader_created = true;
bool is_path_valid = false;
bool is_built_in = false;
bool built_in_enabled = true;
bool load_enabled = false;
bool re_check_path = false;
int current_language = -1;
int default_language = -1;
int current_mode = 0;
int current_template = 0;
virtual void _update_language_info();
void _path_hbox_sorted();
void _path_changed(const String &p_path = String());
void _path_submitted(const String &p_path = String());
void _language_changed(int p_language = 0);
void _built_in_toggled(bool p_enabled);
void _template_changed(int p_template = 0);
void _mode_changed(int p_mode = 0);
void _browse_path();
void _file_selected(const String &p_file);
String _validate_path(const String &p_path, bool p_file_must_exist);
virtual void ok_pressed() override;
void _create_new();
void _load_exist();
void _msg_script_valid(bool valid, const String &p_msg = String());
void _msg_path_valid(bool valid, const String &p_msg = String());
void _update_dialog();
protected:
void _update_theme();
void _notification(int p_what);
static void _bind_methods();
public:
void config(const String &p_base_path, bool p_built_in_enabled = true, bool p_load_enabled = true);
ShaderCreateDialog();
};
#endif

View file

@ -31,18 +31,22 @@
#include "shader_types.h"
#include "core/math/math_defs.h"
const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) {
const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) const {
return shader_modes[p_mode].functions;
}
const Vector<StringName> &ShaderTypes::get_modes(RS::ShaderMode p_mode) {
const Vector<StringName> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const {
return shader_modes[p_mode].modes;
}
const Set<String> &ShaderTypes::get_types() {
const Set<String> &ShaderTypes::get_types() const {
return shader_types;
}
const List<String> &ShaderTypes::get_types_list() const {
return shader_types_list;
}
ShaderTypes *ShaderTypes::singleton = nullptr;
static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) {
@ -440,8 +444,12 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");
shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog");
shader_types.insert("spatial");
shader_types.insert("canvas_item");
shader_types.insert("particles");
shader_types.insert("sky");
shader_types_list.push_back("spatial");
shader_types_list.push_back("canvas_item");
shader_types_list.push_back("particles");
shader_types_list.push_back("sky");
for (int i = 0; i < shader_types_list.size(); i++) {
shader_types.insert(shader_types_list[i]);
}
}

View file

@ -46,13 +46,15 @@ class ShaderTypes {
static ShaderTypes *singleton;
Set<String> shader_types;
List<String> shader_types_list;
public:
static ShaderTypes *get_singleton() { return singleton; }
const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(RS::ShaderMode p_mode);
const Vector<StringName> &get_modes(RS::ShaderMode p_mode);
const Set<String> &get_types();
const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(RS::ShaderMode p_mode) const;
const Vector<StringName> &get_modes(RS::ShaderMode p_mode) const;
const Set<String> &get_types() const;
const List<String> &get_types_list() const;
ShaderTypes();
};