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			126 lines
		
	
	
	
		
			5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
	
		
			5 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) 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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#ifndef SHADER_EDITOR_PLUGIN_H
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#define SHADER_EDITOR_PLUGIN_H
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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 String get_unsaved_status(const String &p_for_scene) const 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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#endif // SHADER_EDITOR_PLUGIN_H
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