2023-01-05 13:25:55 +01:00
										 
									 
								 
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								/**************************************************************************/
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								/*  shader_editor_plugin.h                                                */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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								#ifndef SHADER_EDITOR_PLUGIN_H
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								#define SHADER_EDITOR_PLUGIN_H
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											2017-03-05 14:21:25 +01:00
										 
									 
								 
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								#include "editor/editor_plugin.h"
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								class HSplitContainer;
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								class ItemList;
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								class MenuButton;
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								class ShaderCreateDialog;
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								class TabContainer;
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								class TextShaderEditor;
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								class VisualShaderEditor;
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								class WindowWrapper;
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								class ShaderEditorPlugin : public EditorPlugin {
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									GDCLASS(ShaderEditorPlugin, EditorPlugin);
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									struct EditedShader {
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										Ref<Shader> shader;
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										Ref<ShaderInclude> shader_inc;
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										TextShaderEditor *shader_editor = nullptr;
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										VisualShaderEditor *visual_shader_editor = nullptr;
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									};
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									LocalVector<EditedShader> edited_shaders;
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									// Always valid operations come first in the enum, file-specific ones
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									// should go after FILE_SAVE which is used to build the menu accordingly.
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									enum {
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										FILE_NEW,
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										FILE_NEW_INCLUDE,
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										FILE_OPEN,
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										FILE_OPEN_INCLUDE,
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										FILE_SAVE,
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										FILE_SAVE_AS,
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										FILE_INSPECT,
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										FILE_CLOSE,
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										FILE_MAX
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									};
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									HSplitContainer *main_split = nullptr;
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									ItemList *shader_list = nullptr;
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									TabContainer *shader_tabs = nullptr;
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									Button *button = nullptr;
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									MenuButton *file_menu = nullptr;
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									WindowWrapper *window_wrapper = nullptr;
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									Button *make_floating = nullptr;
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									ShaderCreateDialog *shader_create_dialog = nullptr;
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									void _update_shader_list();
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									void _shader_selected(int p_index);
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									void _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index);
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									void _menu_item_pressed(int p_index);
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									void _resource_saved(Object *obj);
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									void _close_shader(int p_index);
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									void _close_builtin_shaders_from_scene(const String &p_scene);
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									void _shader_created(Ref<Shader> p_shader);
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									void _shader_include_created(Ref<ShaderInclude> p_shader_inc);
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									void _update_shader_list_status();
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									void _move_shader_tab(int p_from, int p_to);
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									Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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									bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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									void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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									void _window_changed(bool p_visible);
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								protected:
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									void _notification(int p_what);
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								public:
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									virtual String get_name() const override { return "Shader"; }
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									virtual void edit(Object *p_object) override;
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									virtual bool handles(Object *p_object) const override;
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									virtual void make_visible(bool p_visible) override;
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									virtual void selected_notify() override;
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									TextShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader);
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									VisualShaderEditor *get_visual_shader_editor(const Ref<Shader> &p_for_shader);
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									virtual void set_window_layout(Ref<ConfigFile> p_layout) override;
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									virtual void get_window_layout(Ref<ConfigFile> p_layout) override;
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									virtual void save_external_data() override;
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									virtual void apply_changes() override;
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									ShaderEditorPlugin();
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									~ShaderEditorPlugin();
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								};
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											2022-07-23 23:41:51 +02:00
										 
									 
								 
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								#endif // SHADER_EDITOR_PLUGIN_H
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