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-rw-r--r--editor/plugins/shader_editor_plugin.cpp131
1 files changed, 13 insertions, 118 deletions
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index bad88979ac..13b0391a87 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -3,7 +3,7 @@
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
-/* http://www.godotengine.org */
+/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
@@ -29,20 +29,17 @@
/*************************************************************************/
#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 "io/resource_loader.h"
-#include "io/resource_saver.h"
-#include "os/keyboard.h"
-#include "os/os.h"
#include "scene/resources/shader_graph.h"
#include "servers/visual/shader_types.h"
-#include "spatial_editor_plugin.h"
-/*** SETTINGS EDITOR ****/
-
-/*** SCRIPT EDITOR ****/
+/*** SHADER SCRIPT EDITOR ****/
Ref<Shader> ShaderTextEditor::get_edited_shader() const {
@@ -96,9 +93,9 @@ void ShaderTextEditor::_load_theme_settings() {
if (shader.is_valid()) {
- for (const Map<StringName, Map<StringName, ShaderLanguage::DataType> >::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
+ 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::DataType>::Element *F = E->get().front(); F; F = F->next()) {
+ for (const Map<StringName, ShaderLanguage::DataType>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
keywords.push_back(F->key());
}
}
@@ -200,8 +197,6 @@ void ShaderTextEditor::_validate_script() {
}
void ShaderTextEditor::_bind_methods() {
-
- //ADD_SIGNAL( MethodInfo("script_changed") );
}
ShaderTextEditor::ShaderTextEditor() {
@@ -255,9 +250,6 @@ void ShaderEditor::_menu_option(int p_option) {
current->get_find_replace_bar()->popup_replace();
} break;
- //case SEARCH_LOCATE_SYMBOL: {
-
- //} break;
case SEARCH_GOTO_LINE: {
goto_line_dialog->popup_find_line(current->get_text_edit());
@@ -277,90 +269,6 @@ void ShaderEditor::_notification(int p_what) {
}
}
-Dictionary ShaderEditor::get_state() const {
-#if 0
- apply_shaders();
-
- Dictionary state;
-
- Array paths;
- int open=-1;
-
- for(int i=0;i<tab_container->get_child_count();i++) {
-
- ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
- if (!ste)
- continue;
-
-
- Ref<Shader> shader = ste->get_edited_shader();
- if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
-
- paths.push_back(shader->get_path());
- } else {
-
-
- const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
- if (owner)
- paths.push_back(owner->get_path());
-
- }
-
- if (i==tab_container->get_current_tab())
- open=i;
- }
-
- if (paths.size())
- state["sources"]=paths;
- if (open!=-1)
- state["current"]=open;
-
-
- return state;
-#endif
- return Dictionary();
-}
-void ShaderEditor::set_state(const Dictionary &p_state) {
-#if 0
- print_line("setting state..");
- if (!p_state.has("sources"))
- return; //bleh
-
- Array sources = p_state["sources"];
- for(int i=0;i<sources.size();i++) {
-
- Variant source=sources[i];
-
- Ref<Shader> shader;
-
- if (source.get_type()==Variant::NODE_PATH) {
-
- print_line("cain find owner at path "+String(source));
- Node *owner=get_root_node()->get_node(source);
- if (!owner)
- continue;
-
- shader = owner->get_shader();
- } else if (source.get_type()==Variant::STRING) {
-
- print_line("loading at path "+String(source));
- shader = ResourceLoader::load(source,"Shader");
- }
-
- print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
- if (shader.is_null()) //ah well..
- continue;
-
- get_scene()->get_root_node()->call("_resource_selected",shader);
- }
-
- if (p_state.has("current"))
- tab_container->set_current_tab(p_state["current"]);
-#endif
-}
-void ShaderEditor::clear() {
-}
-
void ShaderEditor::_params_changed() {
shader_editor->_validate_script();
@@ -372,6 +280,7 @@ void ShaderEditor::_editor_settings_changed() {
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"));
@@ -397,7 +306,7 @@ void ShaderEditor::ensure_select_current() {
/*
if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
- ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
+ 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();
@@ -486,16 +395,16 @@ ShaderEditor::ShaderEditor() {
void ShaderEditorPlugin::edit(Object *p_object) {
- Shader *s = p_object->cast_to<Shader>();
+ Shader *s = Object::cast_to<Shader>(p_object);
shader_editor->edit(s);
}
bool ShaderEditorPlugin::handles(Object *p_object) const {
bool handles = true;
- Shader *shader = p_object->cast_to<Shader>();
+ Shader *shader = Object::cast_to<Shader>(p_object);
/*
- if (!shader || shader->cast_to<ShaderGraph>()) // Don't handle ShaderGraph's
+ if (Object::cast_to<ShaderGraph>(shader)) // Don't handle ShaderGraph's
handles = false;
*/
@@ -522,20 +431,6 @@ void ShaderEditorPlugin::selected_notify() {
shader_editor->ensure_select_current();
}
-Dictionary ShaderEditorPlugin::get_state() const {
-
- return shader_editor->get_state();
-}
-
-void ShaderEditorPlugin::set_state(const Dictionary &p_state) {
-
- shader_editor->set_state(p_state);
-}
-void ShaderEditorPlugin::clear() {
-
- shader_editor->clear();
-}
-
void ShaderEditorPlugin::save_external_data() {
shader_editor->save_external_data();