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			670 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			670 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  shader_create_dialog.cpp                                              */
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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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#include "shader_create_dialog.h"
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#include "core/config/project_settings.h"
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#include "editor/gui/editor_file_dialog.h"
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#include "editor/gui/editor_validation_panel.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/resources/shader_include.h"
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#include "scene/resources/visual_shader.h"
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#include "servers/rendering/shader_types.h"
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enum ShaderType {
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	SHADER_TYPE_TEXT,
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	SHADER_TYPE_VISUAL,
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	SHADER_TYPE_INC,
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	SHADER_TYPE_MAX,
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};
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void ShaderCreateDialog::_notification(int p_what) {
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	switch (p_what) {
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		case NOTIFICATION_ENTER_TREE: {
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			String last_lang = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_language", "");
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			if (!last_lang.is_empty()) {
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				for (int i = 0; i < type_menu->get_item_count(); i++) {
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					if (type_menu->get_item_text(i) == last_lang) {
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						type_menu->select(i);
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						current_type = i;
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						break;
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					}
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				}
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			} else {
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				type_menu->select(default_type);
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			}
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			current_mode = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_mode", 0);
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			mode_menu->select(current_mode);
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		} break;
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		case NOTIFICATION_THEME_CHANGED: {
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			static const char *shader_types[3] = { "Shader", "VisualShader", "TextFile" };
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			for (int i = 0; i < 3; i++) {
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				Ref<Texture2D> icon = get_editor_theme_icon(shader_types[i]);
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				if (icon.is_valid()) {
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					type_menu->set_item_icon(i, icon);
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				}
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			}
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			path_button->set_icon(get_editor_theme_icon(SNAME("Folder")));
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		} break;
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	}
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}
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void ShaderCreateDialog::_update_language_info() {
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	type_data.clear();
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	for (int i = 0; i < SHADER_TYPE_MAX; i++) {
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		ShaderTypeData shader_type_data;
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		if (i == int(SHADER_TYPE_TEXT)) {
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			shader_type_data.use_templates = true;
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			shader_type_data.extensions.push_back("gdshader");
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			shader_type_data.default_extension = "gdshader";
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		} else if (i == int(SHADER_TYPE_INC)) {
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			shader_type_data.extensions.push_back("gdshaderinc");
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			shader_type_data.default_extension = "gdshaderinc";
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		} else {
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			shader_type_data.default_extension = "tres";
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		}
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		shader_type_data.extensions.push_back("res");
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		shader_type_data.extensions.push_back("tres");
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		type_data.push_back(shader_type_data);
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	}
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}
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void ShaderCreateDialog::_path_hbox_sorted() {
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	if (is_visible()) {
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		int filename_start_pos = initial_base_path.rfind("/") + 1;
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		int filename_end_pos = initial_base_path.length();
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		if (!is_built_in) {
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			file_path->select(filename_start_pos, filename_end_pos);
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		}
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		file_path->set_caret_column(file_path->get_text().length());
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		file_path->set_caret_column(filename_start_pos);
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		file_path->grab_focus();
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	}
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}
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void ShaderCreateDialog::_mode_changed(int p_mode) {
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	current_mode = p_mode;
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	EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_mode", p_mode);
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}
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void ShaderCreateDialog::_template_changed(int p_template) {
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	current_template = p_template;
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	EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_template", p_template);
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}
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void ShaderCreateDialog::ok_pressed() {
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	if (is_new_shader_created) {
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		_create_new();
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	} else {
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		_load_exist();
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	}
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	is_new_shader_created = true;
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	validation_panel->update();
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}
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void ShaderCreateDialog::_create_new() {
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	Ref<Resource> shader;
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	Ref<Resource> shader_inc;
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	switch (type_menu->get_selected()) {
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		case SHADER_TYPE_TEXT: {
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			Ref<Shader> text_shader;
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			text_shader.instantiate();
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			shader = text_shader;
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			StringBuilder code;
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			code += vformat("shader_type %s;\n", mode_menu->get_text().to_snake_case());
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			if (current_template == 0) { // Default template.
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				switch (current_mode) {
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					case Shader::MODE_SPATIAL:
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						code += R"(
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void vertex() {
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	// Called for every vertex the material is visible on.
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}
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void fragment() {
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	// Called for every pixel the material is visible on.
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}
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//void light() {
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	// Called for every pixel for every light affecting the material.
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	// Uncomment to replace the default light processing function with this one.
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//}
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)";
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						break;
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					case Shader::MODE_CANVAS_ITEM:
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						code += R"(
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void vertex() {
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	// Called for every vertex the material is visible on.
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}
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void fragment() {
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	// Called for every pixel the material is visible on.
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}
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//void light() {
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	// Called for every pixel for every light affecting the CanvasItem.
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	// Uncomment to replace the default light processing function with this one.
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//}
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)";
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						break;
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					case Shader::MODE_PARTICLES:
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						code += R"(
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void start() {
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	// Called when a particle is spawned.
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}
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void process() {
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	// Called every frame on existing particles (according to the Fixed FPS property).
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}
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)";
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						break;
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					case Shader::MODE_SKY:
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						code += R"(
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void sky() {
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	// Called for every visible pixel in the sky background, as well as all pixels
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	// in the radiance cubemap.
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}
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)";
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						break;
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					case Shader::MODE_FOG:
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						code += R"(
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void fog() {
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	// Called once for every froxel that is touched by an axis-aligned bounding box
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	// of the associated FogVolume. This means that froxels that just barely touch
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	// a given FogVolume will still be used.
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}
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)";
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				}
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			}
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			text_shader->set_code(code.as_string());
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		} break;
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		case SHADER_TYPE_VISUAL: {
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			Ref<VisualShader> visual_shader;
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			visual_shader.instantiate();
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			shader = visual_shader;
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			visual_shader->set_mode(Shader::Mode(current_mode));
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		} break;
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		case SHADER_TYPE_INC: {
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			Ref<ShaderInclude> include;
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			include.instantiate();
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			shader_inc = include;
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		} break;
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		default: {
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		} break;
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	}
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	if (shader.is_null()) {
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		String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
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		shader_inc->set_path(lpath);
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		Error error = ResourceSaver::save(shader_inc, lpath, ResourceSaver::FLAG_CHANGE_PATH);
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		if (error != OK) {
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			alert->set_text(TTR("Error - Could not create shader include in filesystem."));
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			alert->popup_centered();
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			return;
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		}
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		emit_signal(SNAME("shader_include_created"), shader_inc);
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	} else {
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		if (is_built_in) {
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			Node *edited_scene = get_tree()->get_edited_scene_root();
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			if (likely(edited_scene)) {
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				shader->set_path(edited_scene->get_scene_file_path() + "::");
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			}
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		} else {
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			String lpath = ProjectSettings::get_singleton()->localize_path(file_path->get_text());
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			shader->set_path(lpath);
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			Error error = ResourceSaver::save(shader, lpath, ResourceSaver::FLAG_CHANGE_PATH);
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			if (error != OK) {
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				alert->set_text(TTR("Error - Could not create shader in filesystem."));
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				alert->popup_centered();
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				return;
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			}
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		}
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		emit_signal(SNAME("shader_created"), shader);
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	}
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	file_path->set_text(file_path->get_text().get_base_dir());
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	hide();
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}
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void ShaderCreateDialog::_load_exist() {
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	String path = file_path->get_text();
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	Ref<Resource> p_shader = ResourceLoader::load(path, "Shader");
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	if (p_shader.is_null()) {
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		alert->set_text(vformat(TTR("Error loading shader from %s"), path));
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		alert->popup_centered();
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		return;
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	}
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	emit_signal(SNAME("shader_created"), p_shader);
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	hide();
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}
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void ShaderCreateDialog::_type_changed(int p_language) {
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	current_type = p_language;
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	ShaderTypeData shader_type_data = type_data.get(p_language);
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	String selected_ext = "." + shader_type_data.default_extension;
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	String path = file_path->get_text();
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	String extension = "";
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	if (!path.is_empty()) {
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		if (path.contains(".")) {
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			extension = path.get_extension();
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		}
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		if (extension.length() == 0) {
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			path += selected_ext;
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		} else {
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			path = path.get_basename() + selected_ext;
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		}
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	} else {
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		path = "shader" + selected_ext;
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	}
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	_path_changed(path);
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	file_path->set_text(path);
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	type_menu->set_item_disabled(int(SHADER_TYPE_INC), load_enabled);
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	mode_menu->set_disabled(p_language == SHADER_TYPE_INC);
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	template_menu->set_disabled(!shader_type_data.use_templates);
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	template_menu->clear();
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	if (shader_type_data.use_templates) {
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		int last_template = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_template", 0);
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		template_menu->add_item(TTR("Default"));
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		template_menu->add_item(TTR("Empty"));
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		template_menu->select(last_template);
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		current_template = last_template;
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	} else {
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		template_menu->add_item(TTR("N/A"));
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	}
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	EditorSettings::get_singleton()->set_project_metadata("shader_setup", "last_selected_language", type_menu->get_item_text(type_menu->get_selected()));
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	validation_panel->update();
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}
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void ShaderCreateDialog::_built_in_toggled(bool p_enabled) {
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	is_built_in = p_enabled;
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	if (p_enabled) {
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		is_new_shader_created = true;
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	} else {
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		_path_changed(file_path->get_text());
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	}
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	validation_panel->update();
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}
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void ShaderCreateDialog::_browse_path() {
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	file_browse->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
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	file_browse->set_title(TTR("Open Shader / Choose Location"));
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	file_browse->set_ok_button_text(TTR("Open"));
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	file_browse->set_disable_overwrite_warning(true);
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	file_browse->clear_filters();
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	List<String> extensions = type_data.get(type_menu->get_selected()).extensions;
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	for (const String &E : extensions) {
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		file_browse->add_filter("*." + E);
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	}
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	file_browse->set_current_path(file_path->get_text());
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	file_browse->popup_file_dialog();
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}
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void ShaderCreateDialog::_file_selected(const String &p_file) {
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	String p = ProjectSettings::get_singleton()->localize_path(p_file);
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	file_path->set_text(p);
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	_path_changed(p);
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	String filename = p.get_file().get_basename();
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	int select_start = p.rfind(filename);
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	file_path->select(select_start, select_start + filename.length());
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	file_path->set_caret_column(select_start + filename.length());
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	file_path->grab_focus();
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}
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void ShaderCreateDialog::_path_changed(const String &p_path) {
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	if (is_built_in) {
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		return;
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	}
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	is_path_valid = false;
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	is_new_shader_created = true;
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	path_error = _validate_path(p_path);
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	if (!path_error.is_empty()) {
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		validation_panel->update();
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		return;
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	}
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	Ref<DirAccess> f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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	String p = ProjectSettings::get_singleton()->localize_path(p_path.strip_edges());
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	if (f->file_exists(p)) {
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		is_new_shader_created = false;
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	}
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	is_path_valid = true;
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	validation_panel->update();
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}
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void ShaderCreateDialog::_path_submitted(const String &p_path) {
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	if (!get_ok_button()->is_disabled()) {
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		ok_pressed();
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	}
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}
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void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled, int p_preferred_type, int p_preferred_mode) {
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	if (!p_base_path.is_empty()) {
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		initial_base_path = p_base_path.get_basename();
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		file_path->set_text(initial_base_path + "." + type_data.get(type_menu->get_selected()).default_extension);
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		current_type = type_menu->get_selected();
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	} else {
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		initial_base_path = "";
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		file_path->set_text("");
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	}
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	file_path->deselect();
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	built_in_enabled = p_built_in_enabled;
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	load_enabled = p_load_enabled;
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	if (p_preferred_type > -1) {
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		type_menu->select(p_preferred_type);
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		_type_changed(p_preferred_type);
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	}
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	if (p_preferred_mode > -1) {
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		mode_menu->select(p_preferred_mode);
 | 
						|
		_mode_changed(p_preferred_mode);
 | 
						|
	}
 | 
						|
 | 
						|
	_type_changed(current_type);
 | 
						|
	_path_changed(file_path->get_text());
 | 
						|
}
 | 
						|
 | 
						|
String ShaderCreateDialog::_validate_path(const String &p_path) {
 | 
						|
	String p = p_path.strip_edges();
 | 
						|
 | 
						|
	if (p.is_empty()) {
 | 
						|
		return TTR("Path is empty.");
 | 
						|
	}
 | 
						|
	if (p.get_file().get_basename().is_empty()) {
 | 
						|
		return TTR("Filename is empty.");
 | 
						|
	}
 | 
						|
 | 
						|
	p = ProjectSettings::get_singleton()->localize_path(p);
 | 
						|
	if (!p.begins_with("res://")) {
 | 
						|
		return TTR("Path is not local.");
 | 
						|
	}
 | 
						|
 | 
						|
	Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
 | 
						|
	if (d->change_dir(p.get_base_dir()) != OK) {
 | 
						|
		return TTR("Invalid base path.");
 | 
						|
	}
 | 
						|
 | 
						|
	Ref<DirAccess> f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
 | 
						|
	if (f->dir_exists(p)) {
 | 
						|
		return TTR("A directory with the same name exists.");
 | 
						|
	}
 | 
						|
 | 
						|
	String extension = p.get_extension();
 | 
						|
	HashSet<String> extensions;
 | 
						|
 | 
						|
	List<ShaderCreateDialog::ShaderTypeData>::ConstIterator itr = type_data.begin();
 | 
						|
	for (int i = 0; i < SHADER_TYPE_MAX; ++itr, ++i) {
 | 
						|
		for (const String &ext : itr->extensions) {
 | 
						|
			if (!extensions.has(ext)) {
 | 
						|
				extensions.insert(ext);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	bool found = false;
 | 
						|
	bool match = false;
 | 
						|
 | 
						|
	for (const String &ext : extensions) {
 | 
						|
		if (ext.nocasecmp_to(extension) == 0) {
 | 
						|
			found = true;
 | 
						|
			for (const String &type_ext : type_data.get(current_type).extensions) {
 | 
						|
				if (type_ext.nocasecmp_to(extension) == 0) {
 | 
						|
					match = true;
 | 
						|
					break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (!found) {
 | 
						|
		return TTR("Invalid extension.");
 | 
						|
	}
 | 
						|
	if (!match) {
 | 
						|
		return TTR("Wrong extension chosen.");
 | 
						|
	}
 | 
						|
 | 
						|
	return "";
 | 
						|
}
 | 
						|
 | 
						|
void ShaderCreateDialog::_update_dialog() {
 | 
						|
	if (!is_built_in && !is_path_valid) {
 | 
						|
		validation_panel->set_message(MSG_ID_SHADER, TTR("Invalid path."), EditorValidationPanel::MSG_ERROR);
 | 
						|
	}
 | 
						|
	if (!is_built_in && !path_error.is_empty()) {
 | 
						|
		validation_panel->set_message(MSG_ID_PATH, path_error, EditorValidationPanel::MSG_ERROR);
 | 
						|
	} else if (validation_panel->is_valid() && !is_new_shader_created) {
 | 
						|
		validation_panel->set_message(MSG_ID_SHADER, TTR("File exists, it will be reused."), EditorValidationPanel::MSG_OK);
 | 
						|
	}
 | 
						|
	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);
 | 
						|
 | 
						|
	if (is_built_in) {
 | 
						|
		validation_panel->set_message(MSG_ID_BUILT_IN, TTR("Note: Built-in shaders can't be edited using an external editor."), EditorValidationPanel::MSG_INFO, false);
 | 
						|
	}
 | 
						|
 | 
						|
	if (is_built_in) {
 | 
						|
		set_ok_button_text(TTR("Create"));
 | 
						|
		validation_panel->set_message(MSG_ID_PATH, TTR("Built-in shader (into scene file)."), EditorValidationPanel::MSG_OK);
 | 
						|
	} else if (is_new_shader_created) {
 | 
						|
		set_ok_button_text(TTR("Create"));
 | 
						|
	} else if (load_enabled) {
 | 
						|
		set_ok_button_text(TTR("Load"));
 | 
						|
		if (is_path_valid) {
 | 
						|
			validation_panel->set_message(MSG_ID_PATH, TTR("Will load an existing shader file."), EditorValidationPanel::MSG_OK);
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		set_ok_button_text(TTR("Create"));
 | 
						|
		validation_panel->set_message(MSG_ID_PATH, TTR("Shader file already exists."), EditorValidationPanel::MSG_ERROR);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
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")));
 | 
						|
	ADD_SIGNAL(MethodInfo("shader_include_created", PropertyInfo(Variant::OBJECT, "shader_include", PROPERTY_HINT_RESOURCE_TYPE, "ShaderInclude")));
 | 
						|
}
 | 
						|
 | 
						|
ShaderCreateDialog::ShaderCreateDialog() {
 | 
						|
	_update_language_info();
 | 
						|
 | 
						|
	// Main Controls.
 | 
						|
 | 
						|
	gc = memnew(GridContainer);
 | 
						|
	gc->set_columns(2);
 | 
						|
 | 
						|
	// Error Fields.
 | 
						|
 | 
						|
	validation_panel = memnew(EditorValidationPanel);
 | 
						|
	validation_panel->add_line(MSG_ID_SHADER, TTR("Shader path/name is valid."));
 | 
						|
	validation_panel->add_line(MSG_ID_PATH, TTR("Will create a new shader file."));
 | 
						|
	validation_panel->add_line(MSG_ID_BUILT_IN);
 | 
						|
	validation_panel->set_update_callback(callable_mp(this, &ShaderCreateDialog::_update_dialog));
 | 
						|
	validation_panel->set_accept_button(get_ok_button());
 | 
						|
 | 
						|
	// Spacing.
 | 
						|
 | 
						|
	Control *spacing = memnew(Control);
 | 
						|
	spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
 | 
						|
 | 
						|
	VBoxContainer *vb = memnew(VBoxContainer);
 | 
						|
	vb->add_child(gc);
 | 
						|
	vb->add_child(spacing);
 | 
						|
	vb->add_child(validation_panel);
 | 
						|
	add_child(vb);
 | 
						|
 | 
						|
	// Type.
 | 
						|
 | 
						|
	type_menu = memnew(OptionButton);
 | 
						|
	type_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
 | 
						|
	type_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | 
						|
	gc->add_child(memnew(Label(TTR("Type:"))));
 | 
						|
	gc->add_child(type_menu);
 | 
						|
 | 
						|
	for (int i = 0; i < SHADER_TYPE_MAX; i++) {
 | 
						|
		String type;
 | 
						|
		bool invalid = false;
 | 
						|
		switch (i) {
 | 
						|
			case SHADER_TYPE_TEXT:
 | 
						|
				type = "Shader";
 | 
						|
				default_type = i;
 | 
						|
				break;
 | 
						|
			case SHADER_TYPE_VISUAL:
 | 
						|
				type = "VisualShader";
 | 
						|
				break;
 | 
						|
			case SHADER_TYPE_INC:
 | 
						|
				type = "ShaderInclude";
 | 
						|
				break;
 | 
						|
			case SHADER_TYPE_MAX:
 | 
						|
				invalid = true;
 | 
						|
				break;
 | 
						|
			default:
 | 
						|
				invalid = true;
 | 
						|
				break;
 | 
						|
		}
 | 
						|
		if (invalid) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
		type_menu->add_item(type);
 | 
						|
	}
 | 
						|
	if (default_type >= 0) {
 | 
						|
		type_menu->select(default_type);
 | 
						|
	}
 | 
						|
	current_type = default_type;
 | 
						|
	type_menu->connect(SceneStringName(item_selected), callable_mp(this, &ShaderCreateDialog::_type_changed));
 | 
						|
 | 
						|
	// Modes.
 | 
						|
 | 
						|
	mode_menu = memnew(OptionButton);
 | 
						|
	for (const String &type_name : ShaderTypes::get_singleton()->get_types_list()) {
 | 
						|
		mode_menu->add_item(type_name.capitalize());
 | 
						|
	}
 | 
						|
	gc->add_child(memnew(Label(TTR("Mode:"))));
 | 
						|
	gc->add_child(mode_menu);
 | 
						|
	mode_menu->connect(SceneStringName(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(SceneStringName(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(SceneStringName(sort_children), callable_mp(this, &ShaderCreateDialog::_path_hbox_sorted));
 | 
						|
	file_path = memnew(LineEdit);
 | 
						|
	file_path->connect(SceneStringName(text_changed), callable_mp(this, &ShaderCreateDialog::_path_changed));
 | 
						|
	file_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | 
						|
	hb->add_child(file_path);
 | 
						|
	register_text_enter(file_path);
 | 
						|
	path_button = memnew(Button);
 | 
						|
	path_button->connect(SceneStringName(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(TextServer::AUTOWRAP_WORD_SMART);
 | 
						|
	alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
 | 
						|
	alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
 | 
						|
	alert->get_label()->set_custom_minimum_size(Size2(325, 60) * EDSCALE);
 | 
						|
	add_child(alert);
 | 
						|
 | 
						|
	set_ok_button_text(TTR("Create"));
 | 
						|
	set_hide_on_ok(false);
 | 
						|
 | 
						|
	set_title(TTR("Create Shader"));
 | 
						|
}
 |