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Merge pull request #63582 from KoBeWi/power_shader
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Improvements to shader editor
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clayjohn authored Aug 11, 2022
2 parents ad24789 + beabbad commit 368446d
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Showing 2 changed files with 41 additions and 29 deletions.
66 changes: 39 additions & 27 deletions editor/plugins/shader_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -134,6 +134,7 @@ void ShaderTextEditor::set_edited_code(const String &p_code) {
get_text_editor()->clear_undo_history();
get_text_editor()->call_deferred(SNAME("set_h_scroll"), 0);
get_text_editor()->call_deferred(SNAME("set_v_scroll"), 0);
get_text_editor()->tag_saved_version();

_validate_script();
_line_col_changed();
Expand Down Expand Up @@ -843,6 +844,7 @@ void ShaderEditor::save_external_data(const String &p_str) {
if (shader_inc.is_valid() && shader_inc != edited_shader_inc) {
ResourceSaver::save(shader_inc);
}
shader_editor->get_text_editor()->tag_saved_version();

disk_changed->hide();
}
Expand All @@ -851,6 +853,10 @@ void ShaderEditor::validate_script() {
shader_editor->_validate_script();
}

bool ShaderEditor::is_unsaved() const {
return shader_editor->get_text_editor()->get_saved_version() != shader_editor->get_text_editor()->get_version();
}

void ShaderEditor::apply_shaders() {
String editor_code = shader_editor->get_text_editor()->get_text();
if (shader.is_valid()) {
Expand Down Expand Up @@ -1127,36 +1133,34 @@ ShaderEditor::ShaderEditor() {
void ShaderEditorPlugin::_update_shader_list() {
shader_list->clear();
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
String text;
String path;
String _class;
String shader_name;
if (edited_shaders[i].shader.is_valid()) {
Ref<Shader> shader = edited_shaders[i].shader;

path = shader->get_path();
_class = shader->get_class();
shader_name = shader->get_name();
} else {
Ref<ShaderInclude> shader_inc = edited_shaders[i].shader_inc;

path = shader_inc->get_path();
_class = shader_inc->get_class();
shader_name = shader_inc->get_name();
Ref<Resource> shader = edited_shaders[i].shader;
if (shader.is_null()) {
shader = edited_shaders[i].shader_inc;
}

if (path.is_resource_file()) {
text = path.get_file();
} else if (shader_name != "") {
text = shader_name;
} else {
if (edited_shaders[i].shader.is_valid()) {
text = _class + ":" + itos(edited_shaders[i].shader->get_instance_id());
} else {
text = _class + ":" + itos(edited_shaders[i].shader_inc->get_instance_id());
String path = shader->get_path();
String text = path.get_file();
if (text.is_empty()) {
// This appears for newly created built-in shaders before saving the scene.
text = TTR("[unsaved]");
} else if (shader->is_built_in()) {
const String &shader_name = shader->get_name();
if (!shader_name.is_empty()) {
text = vformat("%s (%s)", shader_name, text.get_slice("::", 0));
}
}

bool unsaved = false;
if (edited_shaders[i].shader_editor) {
unsaved = edited_shaders[i].shader_editor->is_unsaved();
}
// TODO: Handle visual shaders too.

if (unsaved) {
text += "(*)";
}

String _class = shader->get_class();
if (!shader_list->has_theme_icon(_class, SNAME("EditorIcons"))) {
_class = "TextFile";
}
Expand Down Expand Up @@ -1206,7 +1210,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
es.shader_editor = memnew(ShaderEditor);
es.shader_editor->edit(si);
shader_tabs->add_child(es.shader_editor);
es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list_status));
es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
} else {
Shader *s = Object::cast_to<Shader>(p_object);
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
Expand All @@ -1226,7 +1230,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
es.shader_editor = memnew(ShaderEditor);
shader_tabs->add_child(es.shader_editor);
es.shader_editor->edit(s);
es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list_status));
es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
}
}

Expand Down Expand Up @@ -1272,6 +1276,7 @@ void ShaderEditorPlugin::save_external_data() {
edited_shaders[i].shader_editor->save_external_data();
}
}
_update_shader_list();
}

void ShaderEditorPlugin::apply_changes() {
Expand All @@ -1289,6 +1294,12 @@ void ShaderEditorPlugin::_shader_selected(int p_index) {
shader_tabs->set_current_tab(p_index);
}

void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) {
if (p_mouse_button_index == MouseButton::MIDDLE) {
_close_shader(p_item);
}
}

void ShaderEditorPlugin::_close_shader(int p_index) {
int index = shader_tabs->get_current_tab();
ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
Expand Down Expand Up @@ -1408,6 +1419,7 @@ ShaderEditorPlugin::ShaderEditorPlugin() {
shader_list->set_v_size_flags(Control::SIZE_EXPAND_FILL);
vb->add_child(shader_list);
shader_list->connect("item_selected", callable_mp(this, &ShaderEditorPlugin::_shader_selected));
shader_list->connect("item_clicked", callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked));

main_split->add_child(vb);
vb->set_custom_minimum_size(Size2(200, 300) * EDSCALE);
Expand Down
4 changes: 2 additions & 2 deletions editor/plugins/shader_editor_plugin.h
Original file line number Diff line number Diff line change
Expand Up @@ -185,6 +185,7 @@ class ShaderEditor : public PanelContainer {
void goto_line_selection(int p_line, int p_begin, int p_end);
void save_external_data(const String &p_str = "");
void validate_script();
bool is_unsaved() const;

virtual Size2 get_minimum_size() const override { return Size2(0, 200); }

Expand Down Expand Up @@ -226,6 +227,7 @@ class ShaderEditorPlugin : public EditorPlugin {

void _update_shader_list();
void _shader_selected(int p_index);
void _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index);
void _menu_item_pressed(int p_index);
void _resource_saved(Object *obj);
void _close_shader(int p_index);
Expand All @@ -235,8 +237,6 @@ class ShaderEditorPlugin : public EditorPlugin {
void _update_shader_list_status();

public:
virtual String get_name() const override { return "Shader"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
Expand Down

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