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+/*************************************************************************/
+/* shader_editor_plugin.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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. */
+/*************************************************************************/
+#ifndef SHADER_EDITOR_PLUGIN_H
+#define SHADER_EDITOR_PLUGIN_H
+
+#include "tools/editor/code_editor.h"
+#include "tools/editor/editor_plugin.h"
+#include "scene/gui/tab_container.h"
+#include "scene/gui/text_edit.h"
+#include "scene/gui/menu_button.h"
+#include "scene/main/timer.h"
+#include "scene/resources/shader.h"
+#include "servers/visual/shader_language.h"
+
+
+class ShaderTextEditor : public CodeTextEditor {
+
+ OBJ_TYPE( ShaderTextEditor, CodeTextEditor );
+
+ Ref<Shader> shader;
+ ShaderLanguage::ShaderType type;
+
+protected:
+
+ static void _bind_methods();
+ virtual void _load_theme_settings();
+public:
+
+ virtual void _validate_script();
+
+
+ Ref<Shader> get_edited_shader() const;
+ void set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type);
+ ShaderTextEditor();
+
+};
+
+
+class ShaderEditor : public Control {
+
+ OBJ_TYPE(ShaderEditor, Control );
+
+ enum {
+
+ EDIT_UNDO,
+ EDIT_REDO,
+ EDIT_CUT,
+ EDIT_COPY,
+ EDIT_PASTE,
+ EDIT_SELECT_ALL,
+ SEARCH_FIND,
+ SEARCH_FIND_NEXT,
+ SEARCH_REPLACE,
+ //SEARCH_LOCATE_SYMBOL,
+ SEARCH_GOTO_LINE,
+ SHADER_MATERIAL_MODE,
+ SHADER_POST_PROCESS_MODE,
+ SHADER_SHADE_MODEL_MODE,
+
+ };
+
+ MenuButton *edit_menu;
+ MenuButton *search_menu;
+ MenuButton *settings_menu;
+ uint64_t idle;
+
+ TabContainer *tab_container;
+ FindReplaceDialog *find_replace_dialog;
+ GotoLineDialog *goto_line_dialog;
+ ConfirmationDialog *erase_tab_confirm;
+
+ TextureButton *close;
+
+ ShaderTextEditor *vertex_editor;
+ ShaderTextEditor *fragment_editor;
+
+ void _tab_changed(int p_which);
+ void _menu_option(int p_optin);
+ void _params_changed();
+ mutable Ref<Shader> shader;
+
+ void _close_callback();
+
+
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+public:
+
+ void apply_shaders();
+
+ void ensure_select_current();
+ void edit(const Ref<Shader>& p_shader);
+
+ Dictionary get_state() const;
+ void set_state(const Dictionary& p_state);
+ void clear();
+
+ virtual Size2 get_minimum_size() const { return Size2(0,200); }
+ void save_external_data();
+
+ ShaderEditor();
+};
+
+class ShaderEditorPlugin : public EditorPlugin {
+
+ OBJ_TYPE( ShaderEditorPlugin, EditorPlugin );
+
+ ShaderEditor *shader_editor;
+ EditorNode *editor;
+public:
+
+ virtual String get_name() const { return "Shader"; }
+ bool has_main_screen() const { return false; }
+ virtual void edit(Object *p_node);
+ virtual bool handles(Object *p_node) const;
+ virtual void make_visible(bool p_visible);
+ virtual void selected_notify();
+
+ Dictionary get_state() const;
+ virtual void set_state(const Dictionary& p_state);
+ virtual void clear();
+
+ virtual void save_external_data();
+ virtual void apply_changes();
+
+ ShaderEditorPlugin(EditorNode *p_node);
+ ~ShaderEditorPlugin();
+
+};
+#endif