/*************************************************************************/ /* shader_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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_editor_plugin.h" #include "editor/editor_settings.h" #include "editor/editor_node.h" #include "editor/property_editor.h" #include "io/resource_loader.h" #include "io/resource_saver.h" #include "os/keyboard.h" #include "os/os.h" #include "scene/resources/shader_graph.h" #include "spatial_editor_plugin.h" /*** SETTINGS EDITOR ****/ /*** SCRIPT EDITOR ****/ Ref ShaderTextEditor::get_edited_shader() const { return shader; } void ShaderTextEditor::set_edited_shader(const Ref &p_shader, ShaderLanguage::ShaderType p_type) { shader = p_shader; type = p_type; _load_theme_settings(); if (p_type == ShaderLanguage::SHADER_MATERIAL_LIGHT || p_type == ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT) get_text_edit()->set_text(shader->get_light_code()); else if (p_type == ShaderLanguage::SHADER_MATERIAL_VERTEX || p_type == ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) get_text_edit()->set_text(shader->get_vertex_code()); else get_text_edit()->set_text(shader->get_fragment_code()); _line_col_changed(); } void ShaderTextEditor::_load_theme_settings() { get_text_edit()->clear_colors(); /* keyword color */ get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color", Color(0, 0, 0, 0))); get_text_edit()->add_color_override("completion_background_color", EDITOR_DEF("text_editor/completion_background_color", Color(0, 0, 0, 0))); get_text_edit()->add_color_override("completion_selected_color", EDITOR_DEF("text_editor/completion_selected_color", Color::html("434244"))); get_text_edit()->add_color_override("completion_existing_color", EDITOR_DEF("text_editor/completion_existing_color", Color::html("21dfdfdf"))); get_text_edit()->add_color_override("completion_scroll_color", EDITOR_DEF("text_editor/completion_scroll_color", Color::html("ffffff"))); get_text_edit()->add_color_override("completion_font_color", EDITOR_DEF("text_editor/completion_font_color", Color::html("aaaaaa"))); get_text_edit()->add_color_override("font_color", EDITOR_DEF("text_editor/text_color", Color(0, 0, 0))); get_text_edit()->add_color_override("line_number_color", EDITOR_DEF("text_editor/line_number_color", Color(0, 0, 0))); get_text_edit()->add_color_override("caret_color", EDITOR_DEF("text_editor/caret_color", Color(0, 0, 0))); get_text_edit()->add_color_override("caret_background_color", EDITOR_DEF("text_editor/caret_background_color", Color(0, 0, 0))); get_text_edit()->add_color_override("font_selected_color", EDITOR_DEF("text_editor/text_selected_color", Color(1, 1, 1))); get_text_edit()->add_color_override("selection_color", EDITOR_DEF("text_editor/selection_color", Color(0.2, 0.2, 1))); get_text_edit()->add_color_override("brace_mismatch_color", EDITOR_DEF("text_editor/brace_mismatch_color", Color(1, 0.2, 0.2))); get_text_edit()->add_color_override("current_line_color", EDITOR_DEF("text_editor/current_line_color", Color(0.3, 0.5, 0.8, 0.15))); get_text_edit()->add_color_override("word_highlighted_color", EDITOR_DEF("text_editor/word_highlighted_color", Color(0.8, 0.9, 0.9, 0.15))); get_text_edit()->add_color_override("number_color", EDITOR_DEF("text_editor/number_color", Color(0.9, 0.6, 0.0, 2))); get_text_edit()->add_color_override("function_color", EDITOR_DEF("text_editor/function_color", Color(0.4, 0.6, 0.8))); get_text_edit()->add_color_override("member_variable_color", EDITOR_DEF("text_editor/member_variable_color", Color(0.9, 0.3, 0.3))); get_text_edit()->add_color_override("mark_color", EDITOR_DEF("text_editor/mark_color", Color(1.0, 0.4, 0.4, 0.4))); get_text_edit()->add_color_override("breakpoint_color", EDITOR_DEF("text_editor/breakpoint_color", Color(0.8, 0.8, 0.4, 0.2))); get_text_edit()->add_color_override("search_result_color", EDITOR_DEF("text_editor/search_result_color", Color(0.05, 0.25, 0.05, 1))); get_text_edit()->add_color_override("search_result_border_color", EDITOR_DEF("text_editor/search_result_border_color", Color(0.1, 0.45, 0.1, 1))); Color keyword_color = EDITOR_DEF("text_editor/keyword_color", Color(0.5, 0.0, 0.2)); List keywords; ShaderLanguage::get_keyword_list(type, &keywords); for (List::Element *E = keywords.front(); E; E = E->next()) { get_text_edit()->add_keyword_color(E->get(), keyword_color); } //colorize core types // Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0)); //colorize comments Color comment_color = EDITOR_DEF("text_editor/comment_color", Color::hex(0x797e7eff)); get_text_edit()->add_color_region("/*", "*/", comment_color, false); get_text_edit()->add_color_region("//", "", comment_color, false); /*//colorize strings Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff)); List strings; shader->get_shader_mode()->get_string_delimiters(&strings); for (List::Element *E=strings.front();E;E=E->next()) { String string = E->get(); String beg = string.get_slice(" ",0); String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String(); get_text_edit()->add_color_region(beg,end,string_color,end==""); }*/ //colorize symbols Color symbol_color = EDITOR_DEF("text_editor/symbol_color", Color::hex(0x005291ff)); get_text_edit()->set_symbol_color(symbol_color); } void ShaderTextEditor::_validate_script() { String errortxt; int line, col; String code = get_text_edit()->get_text(); //List params; //shader->get_param_list(¶ms); Error err = ShaderLanguage::compile(code, type, NULL, NULL, &errortxt, &line, &col); if (err != OK) { String error_text = "error(" + itos(line + 1) + "," + itos(col + 1) + "): " + errortxt; set_error(error_text); get_text_edit()->set_line_as_marked(line, true); } else { for (int i = 0; i < get_text_edit()->get_line_count(); i++) get_text_edit()->set_line_as_marked(i, false); set_error(""); } emit_signal("script_changed"); } void ShaderTextEditor::_bind_methods() { //ADD_SIGNAL( MethodInfo("script_changed") ); } ShaderTextEditor::ShaderTextEditor() { } /*** SCRIPT EDITOR ******/ void ShaderEditor::_menu_option(int p_option) { ShaderTextEditor *current = tab_container->get_current_tab_control()->cast_to(); if (!current) return; switch (p_option) { case EDIT_UNDO: { current->get_text_edit()->undo(); } break; case EDIT_REDO: { current->get_text_edit()->redo(); } break; case EDIT_CUT: { current->get_text_edit()->cut(); } break; case EDIT_COPY: { current->get_text_edit()->copy(); } break; case EDIT_PASTE: { current->get_text_edit()->paste(); } break; case EDIT_SELECT_ALL: { current->get_text_edit()->select_all(); } break; case SEARCH_FIND: { current->get_find_replace_bar()->popup_search(); } break; case SEARCH_FIND_NEXT: { current->get_find_replace_bar()->search_next(); } break; case SEARCH_FIND_PREV: { current->get_find_replace_bar()->search_prev(); } break; case SEARCH_REPLACE: { current->get_find_replace_bar()->popup_replace(); } break; // case SEARCH_LOCATE_SYMBOL: { // } break; case SEARCH_GOTO_LINE: { goto_line_dialog->popup_find_line(current->get_text_edit()); } break; } } void ShaderEditor::_tab_changed(int p_which) { ShaderTextEditor *shader_editor = tab_container->get_tab_control(p_which)->cast_to(); if (shader_editor && is_inside_tree()) shader_editor->get_text_edit()->grab_focus(); ensure_select_current(); } void ShaderEditor::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { close->set_normal_texture(get_icon("Close", "EditorIcons")); close->set_hover_texture(get_icon("CloseHover", "EditorIcons")); close->set_pressed_texture(get_icon("Close", "EditorIcons")); close->connect("pressed", this, "_close_callback"); } if (p_what == NOTIFICATION_DRAW) { RID ci = get_canvas_item(); Ref style = get_stylebox("panel", "Panel"); style->draw(ci, Rect2(Point2(), get_size())); } } Dictionary ShaderEditor::get_state() const { #if 0 apply_shaders(); Dictionary state; Array paths; int open=-1; for(int i=0;iget_child_count();i++) { ShaderTextEditor *ste = tab_container->get_child(i)->cast_to(); if (!ste) continue; Ref shader = ste->get_edited_shader(); if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) { paths.push_back(shader->get_path()); } else { const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr()); if (owner) paths.push_back(owner->get_path()); } if (i==tab_container->get_current_tab()) open=i; } if (paths.size()) state["sources"]=paths; if (open!=-1) state["current"]=open; return state; #endif return Dictionary(); } void ShaderEditor::set_state(const Dictionary &p_state) { #if 0 print_line("setting state.."); if (!p_state.has("sources")) return; //bleh Array sources = p_state["sources"]; for(int i=0;i shader; if (source.get_type()==Variant::NODE_PATH) { print_line("cain find owner at path "+String(source)); Node *owner=get_root_node()->get_node(source); if (!owner) continue; shader = owner->get_shader(); } else if (source.get_type()==Variant::STRING) { print_line("loading at path "+String(source)); shader = ResourceLoader::load(source,"Shader"); } print_line("found shader at "+String(source)+"? - "+itos(shader.is_null())); if (shader.is_null()) //ah well.. continue; get_scene()->get_root_node()->call("_resource_selected",shader); } if (p_state.has("current")) tab_container->set_current_tab(p_state["current"]); #endif } void ShaderEditor::clear() { } void ShaderEditor::_params_changed() { fragment_editor->_validate_script(); vertex_editor->_validate_script(); light_editor->_validate_script(); } void ShaderEditor::_editor_settings_changed() { vertex_editor->update_editor_settings(); fragment_editor->update_editor_settings(); light_editor->update_editor_settings(); } void ShaderEditor::_bind_methods() { ObjectTypeDB::bind_method("_editor_settings_changed", &ShaderEditor::_editor_settings_changed); ObjectTypeDB::bind_method("_tab_changed", &ShaderEditor::_tab_changed); ObjectTypeDB::bind_method("_menu_option", &ShaderEditor::_menu_option); ObjectTypeDB::bind_method("_params_changed", &ShaderEditor::_params_changed); ObjectTypeDB::bind_method("_close_callback", &ShaderEditor::_close_callback); ObjectTypeDB::bind_method("apply_shaders", &ShaderEditor::apply_shaders); // ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab); } void ShaderEditor::ensure_select_current() { /* if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) { ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to(); if (!ste) return; Ref shader = ste->get_edited_shader(); get_scene()->get_root_node()->call("_resource_selected",shader); }*/ } void ShaderEditor::edit(const Ref &p_shader) { if (p_shader.is_null()) return; shader = p_shader; if (shader->get_mode() == Shader::MODE_MATERIAL) { vertex_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_MATERIAL_VERTEX); fragment_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_MATERIAL_FRAGMENT); light_editor->set_edited_shader(shader, ShaderLanguage::SHADER_MATERIAL_LIGHT); } else if (shader->get_mode() == Shader::MODE_CANVAS_ITEM) { vertex_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX); fragment_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT); light_editor->set_edited_shader(shader, ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT); } //vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX); // see if already has it } void ShaderEditor::save_external_data() { if (shader.is_null()) return; apply_shaders(); if (shader->get_path() != "" && shader->get_path().find("local://") == -1 && shader->get_path().find("::") == -1) { //external shader, save it ResourceSaver::save(shader->get_path(), shader); } } void ShaderEditor::apply_shaders() { if (shader.is_valid()) { shader->set_code(vertex_editor->get_text_edit()->get_text(), fragment_editor->get_text_edit()->get_text(), light_editor->get_text_edit()->get_text(), 0, 0); shader->set_edited(true); } } void ShaderEditor::_close_callback() { hide(); } ShaderEditor::ShaderEditor() { tab_container = memnew(TabContainer); add_child(tab_container); tab_container->set_area_as_parent_rect(); tab_container->set_begin(Point2(0, 0)); //tab_container->set_begin(Point2(0,0)); close = memnew(TextureButton); close->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_END, 20); close->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, 4); close->set_anchor_and_margin(MARGIN_TOP, ANCHOR_BEGIN, 2); add_child(close); edit_menu = memnew(MenuButton); add_child(edit_menu); edit_menu->set_pos(Point2(5, -1)); edit_menu->set_text(TTR("Edit")); edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/undo", TTR("Undo"), KEY_MASK_CMD | KEY_Z), EDIT_UNDO); edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/redo", TTR("Redo"), KEY_MASK_CMD | KEY_Y), EDIT_REDO); edit_menu->get_popup()->add_separator(); edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/cut", TTR("Cut"), KEY_MASK_CMD | KEY_X), EDIT_CUT); edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/copy", TTR("Copy"), KEY_MASK_CMD | KEY_C), EDIT_COPY); edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/paste", TTR("Paste"), KEY_MASK_CMD | KEY_V), EDIT_PASTE); edit_menu->get_popup()->add_separator(); edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/select_all", TTR("Select All"), KEY_MASK_CMD | KEY_A), EDIT_SELECT_ALL); edit_menu->get_popup()->connect("item_pressed", this, "_menu_option"); search_menu = memnew(MenuButton); add_child(search_menu); search_menu->set_pos(Point2(38, -1)); search_menu->set_text(TTR("Search")); search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find.."), KEY_MASK_CMD | KEY_F), SEARCH_FIND); search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), SEARCH_FIND_NEXT); search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_previous", TTR("Find Previous"), KEY_MASK_SHIFT | KEY_F3), SEARCH_FIND_PREV); search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/replace", TTR("Replace.."), KEY_MASK_CMD | KEY_R), SEARCH_REPLACE); search_menu->get_popup()->add_separator(); // search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K); search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/goto_line", TTR("Goto Line.."), KEY_MASK_CMD | KEY_L), SEARCH_GOTO_LINE); search_menu->get_popup()->connect("item_pressed", this, "_menu_option"); tab_container->connect("tab_changed", this, "_tab_changed"); erase_tab_confirm = memnew(ConfirmationDialog); add_child(erase_tab_confirm); erase_tab_confirm->connect("confirmed", this, "_close_current_tab"); goto_line_dialog = memnew(GotoLineDialog); add_child(goto_line_dialog); vertex_editor = memnew(ShaderTextEditor); tab_container->add_child(vertex_editor); vertex_editor->set_name(TTR("Vertex")); fragment_editor = memnew(ShaderTextEditor); tab_container->add_child(fragment_editor); fragment_editor->set_name(TTR("Fragment")); light_editor = memnew(ShaderTextEditor); tab_container->add_child(light_editor); light_editor->set_name(TTR("Lighting")); tab_container->set_current_tab(1); vertex_editor->connect("script_changed", this, "apply_shaders"); fragment_editor->connect("script_changed", this, "apply_shaders"); light_editor->connect("script_changed", this, "apply_shaders"); EditorSettings::get_singleton()->connect("settings_changed", this, "_editor_settings_changed"); _editor_settings_changed(); } void ShaderEditorPlugin::edit(Object *p_object) { Shader *s = p_object->cast_to(); if (!s || s->cast_to()) { shader_editor->hide(); //Dont edit ShaderGraph return; } if (_2d && s->get_mode() == Shader::MODE_CANVAS_ITEM) shader_editor->edit(s); else if (!_2d && s->get_mode() == Shader::MODE_MATERIAL) shader_editor->edit(s); } bool ShaderEditorPlugin::handles(Object *p_object) const { bool handles = true; Shader *shader = p_object->cast_to(); if (!shader || shader->cast_to()) // Dont handle ShaderGraph's handles = false; if (handles && _2d) handles = shader->get_mode() == Shader::MODE_CANVAS_ITEM; else if (handles && !_2d) return shader->get_mode() == Shader::MODE_MATERIAL; if (!handles) shader_editor->hide(); return handles; } void ShaderEditorPlugin::make_visible(bool p_visible) { if (p_visible) { shader_editor->show(); } else { shader_editor->apply_shaders(); } } void ShaderEditorPlugin::selected_notify() { shader_editor->ensure_select_current(); } Dictionary ShaderEditorPlugin::get_state() const { return shader_editor->get_state(); } void ShaderEditorPlugin::set_state(const Dictionary &p_state) { shader_editor->set_state(p_state); } void ShaderEditorPlugin::clear() { shader_editor->clear(); } void ShaderEditorPlugin::save_external_data() { shader_editor->save_external_data(); } void ShaderEditorPlugin::apply_changes() { shader_editor->apply_shaders(); } ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node, bool p_2d) { editor = p_node; shader_editor = memnew(ShaderEditor); _2d = p_2d; if (p_2d) add_control_to_container(CONTAINER_CANVAS_EDITOR_BOTTOM, shader_editor); else add_control_to_container(CONTAINER_SPATIAL_EDITOR_BOTTOM, shader_editor); // editor->get_viewport()->add_child(shader_editor); // shader_editor->set_area_as_parent_rect(); shader_editor->hide(); } ShaderEditorPlugin::~ShaderEditorPlugin() { }