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			168 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			168 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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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#ifndef SHADER_EDITOR_PLUGIN_H
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#define SHADER_EDITOR_PLUGIN_H
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#include "editor/code_editor.h"
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#include "editor/editor_plugin.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/text_edit.h"
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#include "scene/main/timer.h"
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#include "scene/resources/shader.h"
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#include "servers/visual/shader_language.h"
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class ShaderTextEditor : public CodeTextEditor {
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	GDCLASS(ShaderTextEditor, CodeTextEditor);
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	Ref<Shader> shader;
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	void _check_shader_mode();
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protected:
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	static void _bind_methods();
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	virtual void _load_theme_settings();
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	virtual void _code_complete_script(const String &p_code, List<ScriptCodeCompletionOption> *r_options);
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public:
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	virtual void _validate_script();
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	void reload_text();
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	Ref<Shader> get_edited_shader() const;
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	void set_edited_shader(const Ref<Shader> &p_shader);
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	ShaderTextEditor();
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};
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class ShaderEditor : public PanelContainer {
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	GDCLASS(ShaderEditor, PanelContainer);
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	enum {
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		EDIT_UNDO,
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		EDIT_REDO,
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		EDIT_CUT,
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		EDIT_COPY,
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		EDIT_PASTE,
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		EDIT_SELECT_ALL,
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		EDIT_MOVE_LINE_UP,
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		EDIT_MOVE_LINE_DOWN,
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		EDIT_INDENT_LEFT,
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		EDIT_INDENT_RIGHT,
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		EDIT_DELETE_LINE,
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		EDIT_CLONE_DOWN,
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		EDIT_TOGGLE_COMMENT,
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		EDIT_COMPLETE,
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		SEARCH_FIND,
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		SEARCH_FIND_NEXT,
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		SEARCH_FIND_PREV,
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		SEARCH_REPLACE,
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		SEARCH_GOTO_LINE,
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		BOOKMARK_TOGGLE,
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		BOOKMARK_GOTO_NEXT,
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		BOOKMARK_GOTO_PREV,
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		BOOKMARK_REMOVE_ALL,
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		HELP_DOCS,
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	};
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	MenuButton *edit_menu;
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	MenuButton *search_menu;
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	PopupMenu *bookmarks_menu;
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	MenuButton *help_menu;
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	PopupMenu *context_menu;
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	uint64_t idle;
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	GotoLineDialog *goto_line_dialog;
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	ConfirmationDialog *erase_tab_confirm;
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	ConfirmationDialog *disk_changed;
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	ShaderTextEditor *shader_editor;
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	void _menu_option(int p_option);
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	void _params_changed();
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	mutable Ref<Shader> shader;
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	void _editor_settings_changed();
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	void _check_for_external_edit();
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	void _reload_shader_from_disk();
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protected:
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	void _notification(int p_what);
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	static void _bind_methods();
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	void _make_context_menu(bool p_selection, Vector2 p_position);
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	void _text_edit_gui_input(const Ref<InputEvent> &ev);
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	void _update_bookmark_list();
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	void _bookmark_item_pressed(int p_idx);
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public:
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	void apply_shaders();
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	void ensure_select_current();
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	void edit(const Ref<Shader> &p_shader);
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	void goto_line_selection(int p_line, int p_begin, int p_end);
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	virtual Size2 get_minimum_size() const { return Size2(0, 200); }
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	void save_external_data(const String &p_str = "");
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	ShaderEditor(EditorNode *p_node);
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};
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class ShaderEditorPlugin : public EditorPlugin {
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	GDCLASS(ShaderEditorPlugin, EditorPlugin);
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	bool _2d;
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	ShaderEditor *shader_editor;
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	EditorNode *editor;
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	Button *button;
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public:
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	virtual String get_name() const { return "Shader"; }
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	bool has_main_screen() const { return false; }
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	virtual void edit(Object *p_object);
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	virtual bool handles(Object *p_object) const;
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	virtual void make_visible(bool p_visible);
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	virtual void selected_notify();
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	ShaderEditor *get_shader_editor() const { return shader_editor; }
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	virtual void save_external_data();
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	virtual void apply_changes();
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	ShaderEditorPlugin(EditorNode *p_node);
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	~ShaderEditorPlugin();
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};
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#endif
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