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- /*************************************************************************/
- /* shader_editor_plugin.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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 "core/io/resource_loader.h"
- #include "core/io/resource_saver.h"
- #include "core/os/keyboard.h"
- #include "core/os/os.h"
- #include "editor/editor_node.h"
- #include "editor/editor_settings.h"
- #include "editor/property_editor.h"
- #include "servers/visual/shader_types.h"
- /*** SHADER SCRIPT EDITOR ****/
- Ref<Shader> ShaderTextEditor::get_edited_shader() const {
- return shader;
- }
- void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader) {
- shader = p_shader;
- _load_theme_settings();
- get_text_edit()->set_text(p_shader->get_code());
- _line_col_changed();
- }
- void ShaderTextEditor::_load_theme_settings() {
- get_text_edit()->clear_colors();
- Color background_color = EDITOR_GET("text_editor/highlighting/background_color");
- Color completion_background_color = EDITOR_GET("text_editor/highlighting/completion_background_color");
- Color completion_selected_color = EDITOR_GET("text_editor/highlighting/completion_selected_color");
- Color completion_existing_color = EDITOR_GET("text_editor/highlighting/completion_existing_color");
- Color completion_scroll_color = EDITOR_GET("text_editor/highlighting/completion_scroll_color");
- Color completion_font_color = EDITOR_GET("text_editor/highlighting/completion_font_color");
- Color text_color = EDITOR_GET("text_editor/highlighting/text_color");
- Color line_number_color = EDITOR_GET("text_editor/highlighting/line_number_color");
- Color caret_color = EDITOR_GET("text_editor/highlighting/caret_color");
- Color caret_background_color = EDITOR_GET("text_editor/highlighting/caret_background_color");
- Color text_selected_color = EDITOR_GET("text_editor/highlighting/text_selected_color");
- Color selection_color = EDITOR_GET("text_editor/highlighting/selection_color");
- Color brace_mismatch_color = EDITOR_GET("text_editor/highlighting/brace_mismatch_color");
- Color current_line_color = EDITOR_GET("text_editor/highlighting/current_line_color");
- Color line_length_guideline_color = EDITOR_GET("text_editor/highlighting/line_length_guideline_color");
- Color word_highlighted_color = EDITOR_GET("text_editor/highlighting/word_highlighted_color");
- Color number_color = EDITOR_GET("text_editor/highlighting/number_color");
- Color function_color = EDITOR_GET("text_editor/highlighting/function_color");
- Color member_variable_color = EDITOR_GET("text_editor/highlighting/member_variable_color");
- Color mark_color = EDITOR_GET("text_editor/highlighting/mark_color");
- Color breakpoint_color = EDITOR_GET("text_editor/highlighting/breakpoint_color");
- Color code_folding_color = EDITOR_GET("text_editor/highlighting/code_folding_color");
- Color search_result_color = EDITOR_GET("text_editor/highlighting/search_result_color");
- Color search_result_border_color = EDITOR_GET("text_editor/highlighting/search_result_border_color");
- Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");
- Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");
- Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");
- get_text_edit()->add_color_override("background_color", background_color);
- get_text_edit()->add_color_override("completion_background_color", completion_background_color);
- get_text_edit()->add_color_override("completion_selected_color", completion_selected_color);
- get_text_edit()->add_color_override("completion_existing_color", completion_existing_color);
- get_text_edit()->add_color_override("completion_scroll_color", completion_scroll_color);
- get_text_edit()->add_color_override("completion_font_color", completion_font_color);
- get_text_edit()->add_color_override("font_color", text_color);
- get_text_edit()->add_color_override("line_number_color", line_number_color);
- get_text_edit()->add_color_override("caret_color", caret_color);
- get_text_edit()->add_color_override("caret_background_color", caret_background_color);
- get_text_edit()->add_color_override("font_selected_color", text_selected_color);
- get_text_edit()->add_color_override("selection_color", selection_color);
- get_text_edit()->add_color_override("brace_mismatch_color", brace_mismatch_color);
- get_text_edit()->add_color_override("current_line_color", current_line_color);
- get_text_edit()->add_color_override("line_length_guideline_color", line_length_guideline_color);
- get_text_edit()->add_color_override("word_highlighted_color", word_highlighted_color);
- get_text_edit()->add_color_override("number_color", number_color);
- get_text_edit()->add_color_override("function_color", function_color);
- get_text_edit()->add_color_override("member_variable_color", member_variable_color);
- get_text_edit()->add_color_override("mark_color", mark_color);
- get_text_edit()->add_color_override("breakpoint_color", breakpoint_color);
- get_text_edit()->add_color_override("code_folding_color", code_folding_color);
- get_text_edit()->add_color_override("search_result_color", search_result_color);
- get_text_edit()->add_color_override("search_result_border_color", search_result_border_color);
- get_text_edit()->add_color_override("symbol_color", symbol_color);
- List<String> keywords;
- ShaderLanguage::get_keyword_list(&keywords);
- if (shader.is_valid()) {
- for (const Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
- for (const Map<StringName, ShaderLanguage::BuiltInInfo>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
- keywords.push_back(F->key());
- }
- }
- for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).size(); i++) {
- keywords.push_back(ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode()))[i]);
- }
- }
- for (List<String>::Element *E = keywords.front(); E; E = E->next()) {
- get_text_edit()->add_keyword_color(E->get(), keyword_color);
- }
- //colorize comments
- get_text_edit()->add_color_region("/*", "*/", comment_color, false);
- get_text_edit()->add_color_region("//", "", comment_color, false);
- }
- void ShaderTextEditor::_check_shader_mode() {
- String type = ShaderLanguage::get_shader_type(get_text_edit()->get_text());
- Shader::Mode mode;
- if (type == "canvas_item") {
- mode = Shader::MODE_CANVAS_ITEM;
- } else if (type == "particles") {
- mode = Shader::MODE_PARTICLES;
- } else {
- mode = Shader::MODE_SPATIAL;
- }
- if (shader->get_mode() != mode) {
- shader->set_code(get_text_edit()->get_text());
- _load_theme_settings();
- }
- }
- void ShaderTextEditor::_code_complete_script(const String &p_code, List<String> *r_options) {
- _check_shader_mode();
- ShaderLanguage sl;
- String calltip;
- Error err = sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);
- if (err != OK)
- ERR_PRINT("Shaderlang complete failed");
- if (calltip != "") {
- get_text_edit()->set_code_hint(calltip);
- }
- }
- void ShaderTextEditor::_validate_script() {
- _check_shader_mode();
- String code = get_text_edit()->get_text();
- //List<StringName> params;
- //shader->get_param_list(¶ms);
- ShaderLanguage sl;
- Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types());
- if (err != OK) {
- String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
- set_error(error_text);
- set_error_pos(sl.get_error_line() - 1, 0);
- for (int i = 0; i < get_text_edit()->get_line_count(); i++)
- get_text_edit()->set_line_as_marked(i, false);
- get_text_edit()->set_line_as_marked(sl.get_error_line() - 1, 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() {
- }
- ShaderTextEditor::ShaderTextEditor() {
- }
- /*** SCRIPT EDITOR ******/
- void ShaderEditor::_menu_option(int p_option) {
- switch (p_option) {
- case EDIT_UNDO: {
- shader_editor->get_text_edit()->undo();
- } break;
- case EDIT_REDO: {
- shader_editor->get_text_edit()->redo();
- } break;
- case EDIT_CUT: {
- shader_editor->get_text_edit()->cut();
- } break;
- case EDIT_COPY: {
- shader_editor->get_text_edit()->copy();
- } break;
- case EDIT_PASTE: {
- shader_editor->get_text_edit()->paste();
- } break;
- case EDIT_SELECT_ALL: {
- shader_editor->get_text_edit()->select_all();
- } break;
- case EDIT_MOVE_LINE_UP: {
- shader_editor->move_lines_up();
- } break;
- case EDIT_MOVE_LINE_DOWN: {
- shader_editor->move_lines_down();
- } break;
- case EDIT_INDENT_LEFT: {
- TextEdit *tx = shader_editor->get_text_edit();
- if (shader.is_null())
- return;
- tx->indent_left();
- } break;
- case EDIT_INDENT_RIGHT: {
- TextEdit *tx = shader_editor->get_text_edit();
- if (shader.is_null())
- return;
- tx->indent_right();
- } break;
- case EDIT_DELETE_LINE: {
- shader_editor->delete_lines();
- } break;
- case EDIT_CLONE_DOWN: {
- shader_editor->clone_lines_down();
- } break;
- case EDIT_TOGGLE_COMMENT: {
- TextEdit *tx = shader_editor->get_text_edit();
- if (shader.is_null())
- return;
- tx->begin_complex_operation();
- if (tx->is_selection_active()) {
- int begin = tx->get_selection_from_line();
- int end = tx->get_selection_to_line();
- // End of selection ends on the first column of the last line, ignore it.
- if (tx->get_selection_to_column() == 0)
- end -= 1;
- // Check if all lines in the selected block are commented
- bool is_commented = true;
- for (int i = begin; i <= end; i++) {
- if (!tx->get_line(i).begins_with("//")) {
- is_commented = false;
- break;
- }
- }
- for (int i = begin; i <= end; i++) {
- String line_text = tx->get_line(i);
- if (line_text.strip_edges().empty()) {
- line_text = "//";
- } else {
- if (is_commented) {
- line_text = line_text.substr(2, line_text.length());
- } else {
- line_text = "//" + line_text;
- }
- }
- tx->set_line(i, line_text);
- }
- } else {
- int begin = tx->cursor_get_line();
- String line_text = tx->get_line(begin);
- if (line_text.begins_with("//"))
- line_text = line_text.substr(2, line_text.length());
- else
- line_text = "//" + line_text;
- tx->set_line(begin, line_text);
- }
- tx->end_complex_operation();
- tx->update();
- //tx->deselect();
- } break;
- case EDIT_COMPLETE: {
- shader_editor->get_text_edit()->query_code_comple();
- } break;
- case SEARCH_FIND: {
- shader_editor->get_find_replace_bar()->popup_search();
- } break;
- case SEARCH_FIND_NEXT: {
- shader_editor->get_find_replace_bar()->search_next();
- } break;
- case SEARCH_FIND_PREV: {
- shader_editor->get_find_replace_bar()->search_prev();
- } break;
- case SEARCH_REPLACE: {
- shader_editor->get_find_replace_bar()->popup_replace();
- } break;
- case SEARCH_GOTO_LINE: {
- goto_line_dialog->popup_find_line(shader_editor->get_text_edit());
- } break;
- }
- if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) {
- shader_editor->get_text_edit()->call_deferred("grab_focus");
- }
- }
- void ShaderEditor::_notification(int p_what) {
- if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
- if (is_visible_in_tree())
- shader_editor->get_text_edit()->grab_focus();
- }
- }
- void ShaderEditor::_params_changed() {
- shader_editor->_validate_script();
- }
- void ShaderEditor::_editor_settings_changed() {
- shader_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/completion/auto_brace_complete"));
- shader_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/cursor/scroll_past_end_of_file"));
- shader_editor->get_text_edit()->set_indent_size(EditorSettings::get_singleton()->get("text_editor/indent/size"));
- shader_editor->get_text_edit()->set_indent_using_spaces(EditorSettings::get_singleton()->get("text_editor/indent/type"));
- shader_editor->get_text_edit()->set_auto_indent(EditorSettings::get_singleton()->get("text_editor/indent/auto_indent"));
- shader_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/indent/draw_tabs"));
- shader_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/line_numbers/show_line_numbers"));
- shader_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/highlighting/syntax_highlighting"));
- shader_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_all_occurrences"));
- shader_editor->get_text_edit()->set_highlight_current_line(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_current_line"));
- shader_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink"));
- shader_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink_speed"));
- shader_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/theme/line_spacing"));
- shader_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/cursor/block_caret"));
- shader_editor->get_text_edit()->set_smooth_scroll_enabled(EditorSettings::get_singleton()->get("text_editor/open_scripts/smooth_scrolling"));
- shader_editor->get_text_edit()->set_v_scroll_speed(EditorSettings::get_singleton()->get("text_editor/open_scripts/v_scroll_speed"));
- }
- void ShaderEditor::_bind_methods() {
- ClassDB::bind_method("_editor_settings_changed", &ShaderEditor::_editor_settings_changed);
- ClassDB::bind_method("_text_edit_gui_input", &ShaderEditor::_text_edit_gui_input);
- ClassDB::bind_method("_menu_option", &ShaderEditor::_menu_option);
- ClassDB::bind_method("_params_changed", &ShaderEditor::_params_changed);
- ClassDB::bind_method("apply_shaders", &ShaderEditor::apply_shaders);
- }
- void ShaderEditor::ensure_select_current() {
- /*
- if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
- ShaderTextEditor *ste = Object::cast_to<ShaderTextEditor>(tab_container->get_child(tab_container->get_current_tab()));
- if (!ste)
- return;
- Ref<Shader> shader = ste->get_edited_shader();
- get_scene()->get_root_node()->call("_resource_selected",shader);
- }*/
- }
- void ShaderEditor::goto_line_selection(int p_line, int p_begin, int p_end) {
- shader_editor->goto_line_selection(p_line, p_begin, p_end);
- }
- void ShaderEditor::edit(const Ref<Shader> &p_shader) {
- if (p_shader.is_null() || !p_shader->is_text_shader())
- return;
- shader = p_shader;
- shader_editor->set_edited_shader(p_shader);
- //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(shader_editor->get_text_edit()->get_text());
- shader->set_edited(true);
- }
- }
- void ShaderEditor::_text_edit_gui_input(const Ref<InputEvent> &ev) {
- Ref<InputEventMouseButton> mb = ev;
- if (mb.is_valid()) {
- if (mb->get_button_index() == BUTTON_RIGHT && mb->is_pressed()) {
- int col, row;
- TextEdit *tx = shader_editor->get_text_edit();
- tx->_get_mouse_pos(mb->get_global_position() - tx->get_global_position(), row, col);
- tx->set_right_click_moves_caret(EditorSettings::get_singleton()->get("text_editor/cursor/right_click_moves_caret"));
- if (tx->is_right_click_moving_caret()) {
- if (tx->is_selection_active()) {
- int from_line = tx->get_selection_from_line();
- int to_line = tx->get_selection_to_line();
- int from_column = tx->get_selection_from_column();
- int to_column = tx->get_selection_to_column();
- if (row < from_line || row > to_line || (row == from_line && col < from_column) || (row == to_line && col > to_column)) {
- // Right click is outside the selected text
- tx->deselect();
- }
- }
- if (!tx->is_selection_active()) {
- tx->cursor_set_line(row, true, false);
- tx->cursor_set_column(col);
- }
- }
- _make_context_menu(tx->is_selection_active());
- }
- }
- }
- void ShaderEditor::_make_context_menu(bool p_selection) {
- context_menu->clear();
- if (p_selection) {
- context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT);
- context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY);
- }
- context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE);
- context_menu->add_separator();
- context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL);
- context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO);
- context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO);
- context_menu->add_separator();
- context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT);
- context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT);
- context_menu->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT);
- context_menu->set_position(get_global_transform().xform(get_local_mouse_position()));
- context_menu->set_size(Vector2(1, 1));
- context_menu->popup();
- }
- ShaderEditor::ShaderEditor(EditorNode *p_node) {
- shader_editor = memnew(ShaderTextEditor);
- shader_editor->set_v_size_flags(SIZE_EXPAND_FILL);
- shader_editor->add_constant_override("separation", 0);
- shader_editor->set_anchors_and_margins_preset(Control::PRESET_WIDE);
- shader_editor->connect("script_changed", this, "apply_shaders");
- EditorSettings::get_singleton()->connect("settings_changed", this, "_editor_settings_changed");
- shader_editor->get_text_edit()->set_callhint_settings(
- EditorSettings::get_singleton()->get("text_editor/completion/put_callhint_tooltip_below_current_line"),
- EditorSettings::get_singleton()->get("text_editor/completion/callhint_tooltip_offset"));
- shader_editor->get_text_edit()->set_select_identifiers_on_hover(true);
- shader_editor->get_text_edit()->set_context_menu_enabled(false);
- shader_editor->get_text_edit()->connect("gui_input", this, "_text_edit_gui_input");
- shader_editor->update_editor_settings();
- context_menu = memnew(PopupMenu);
- add_child(context_menu);
- context_menu->connect("id_pressed", this, "_menu_option");
- context_menu->set_hide_on_window_lose_focus(true);
- VBoxContainer *main_container = memnew(VBoxContainer);
- HBoxContainer *hbc = memnew(HBoxContainer);
- edit_menu = memnew(MenuButton);
- edit_menu->set_text(TTR("Edit"));
- edit_menu->set_switch_on_hover(true);
- edit_menu->get_popup()->set_hide_on_window_lose_focus(true);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/undo"), EDIT_UNDO);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/redo"), EDIT_REDO);
- edit_menu->get_popup()->add_separator();
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/cut"), EDIT_CUT);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/copy"), EDIT_COPY);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/paste"), EDIT_PASTE);
- edit_menu->get_popup()->add_separator();
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/select_all"), EDIT_SELECT_ALL);
- edit_menu->get_popup()->add_separator();
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_up"), EDIT_MOVE_LINE_UP);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/move_down"), EDIT_MOVE_LINE_DOWN);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_left"), EDIT_INDENT_LEFT);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/indent_right"), EDIT_INDENT_RIGHT);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/delete_line"), EDIT_DELETE_LINE);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/toggle_comment"), EDIT_TOGGLE_COMMENT);
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/clone_down"), EDIT_CLONE_DOWN);
- edit_menu->get_popup()->add_separator();
- edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/complete_symbol"), EDIT_COMPLETE);
- edit_menu->get_popup()->connect("id_pressed", this, "_menu_option");
- search_menu = memnew(MenuButton);
- search_menu->set_text(TTR("Search"));
- search_menu->set_switch_on_hover(true);
- search_menu->get_popup()->set_hide_on_window_lose_focus(true);
- search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find"), SEARCH_FIND);
- search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_next"), SEARCH_FIND_NEXT);
- search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/find_previous"), SEARCH_FIND_PREV);
- search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/replace"), SEARCH_REPLACE);
- search_menu->get_popup()->add_separator();
- search_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("script_text_editor/goto_line"), SEARCH_GOTO_LINE);
- search_menu->get_popup()->connect("id_pressed", this, "_menu_option");
- add_child(main_container);
- main_container->add_child(hbc);
- hbc->add_child(search_menu);
- hbc->add_child(edit_menu);
- hbc->add_style_override("panel", p_node->get_gui_base()->get_stylebox("ScriptEditorPanel", "EditorStyles"));
- main_container->add_child(shader_editor);
- goto_line_dialog = memnew(GotoLineDialog);
- add_child(goto_line_dialog);
- _editor_settings_changed();
- }
- void ShaderEditorPlugin::edit(Object *p_object) {
- Shader *s = Object::cast_to<Shader>(p_object);
- shader_editor->edit(s);
- }
- bool ShaderEditorPlugin::handles(Object *p_object) const {
- Shader *shader = Object::cast_to<Shader>(p_object);
- return shader != NULL && shader->is_text_shader();
- }
- void ShaderEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- button->show();
- editor->make_bottom_panel_item_visible(shader_editor);
- } else {
- button->hide();
- if (shader_editor->is_visible_in_tree())
- editor->hide_bottom_panel();
- shader_editor->apply_shaders();
- }
- }
- void ShaderEditorPlugin::selected_notify() {
- shader_editor->ensure_select_current();
- }
- void ShaderEditorPlugin::save_external_data() {
- shader_editor->save_external_data();
- }
- void ShaderEditorPlugin::apply_changes() {
- shader_editor->apply_shaders();
- }
- ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {
- editor = p_node;
- shader_editor = memnew(ShaderEditor(p_node));
- shader_editor->set_custom_minimum_size(Size2(0, 300));
- button = editor->add_bottom_panel_item(TTR("Shader"), shader_editor);
- button->hide();
- }
- ShaderEditorPlugin::~ShaderEditorPlugin() {
- }
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