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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/shader/shader_create_dialog.cpp
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/**************************************************************************/
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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 "core/io/dir_access.h"
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#include "editor/editor_node.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/shader/editor_shader_language_plugin.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 "servers/rendering/shader_types.h"
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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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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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path_button->set_button_icon(get_editor_theme_icon(SNAME("Folder")));
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// Note that some of the theme logic happens in `config()` when opening the dialog.
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} break;
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}
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}
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void ShaderCreateDialog::_refresh_type_icons() {
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for (int i = 0; i < type_menu->get_item_count(); i++) {
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const String item_name = type_menu->get_item_text(i);
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Ref<Texture2D> icon = get_editor_theme_icon(item_name);
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if (icon.is_valid()) {
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type_menu->set_item_icon(i, icon);
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} else {
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icon = get_editor_theme_icon("TextFile");
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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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}
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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 < EditorShaderLanguagePlugin::get_shader_language_variation_count(); i++) {
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ShaderTypeData shader_type_data;
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if (i == 0) {
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// HACK: The ShaderCreateDialog class currently only shows templates for text shaders. Generalize this later.
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shader_type_data.use_templates = true;
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}
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shader_type_data.default_extension = EditorShaderLanguagePlugin::get_file_extension_for_index(i);
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shader_type_data.extensions.push_back(shader_type_data.default_extension);
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if (shader_type_data.default_extension != "tres") {
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shader_type_data.extensions.push_back("tres");
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}
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shader_type_data.extensions.push_back("res");
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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_char('/') + 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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if (built_in_enabled) {
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// Only save state of built-in checkbox if it's enabled.
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EditorSettings::get_singleton()->set_project_metadata("shader_setup", "create_built_in_shader", internal->is_pressed());
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}
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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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const int type_index = type_menu->get_selected();
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Ref<EditorShaderLanguagePlugin> shader_lang = EditorShaderLanguagePlugin::get_shader_language_for_index(type_index);
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// A bit of an unfortunate hack because Shader and ShaderInclude do not share a common base class.
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// We need duplicate code paths for includes vs non-includes, so just check for the string "Include".
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if (type_menu->get_item_text(type_index).contains("Include")) {
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shader_inc = shader_lang->create_new_shader_include();
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} else {
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shader = shader_lang->create_new_shader(0, Shader::Mode(current_mode), current_template);
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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() + "::" + shader->generate_scene_unique_id());
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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_char('.')) {
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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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mode_menu->set_disabled(false);
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for (int i = 0; i < type_menu->get_item_count(); i++) {
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const String item_name = type_menu->get_item_text(i);
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if (item_name.contains("Include")) {
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type_menu->set_item_disabled(i, load_enabled);
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if (i == p_language) {
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mode_menu->set_disabled(true);
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}
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} else {
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type_menu->set_item_disabled(i, false);
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}
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}
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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(TTRC("Default"));
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template_menu->add_item(TTRC("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(TTRC("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_customization_flag_enabled(FileDialog::CUSTOMIZATION_OVERWRITE_WARNING, false);
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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, const String &p_preferred_type, int p_preferred_mode) {
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_update_language_info();
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type_menu->clear();
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const Vector<Ref<EditorShaderLanguagePlugin>> shader_langs = EditorShaderLanguagePlugin::get_shader_languages_read_only();
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ERR_FAIL_COND_MSG(shader_langs.is_empty(), "ShaderCreateDialog: Unable to load any shader languages!");
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for (Ref<EditorShaderLanguagePlugin> shader_lang : shader_langs) {
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const PackedStringArray variations = shader_lang->get_language_variations();
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for (const String &variation : variations) {
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type_menu->add_item(variation);
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}
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}
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_refresh_type_icons();
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int preferred_type = -1;
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// Select preferred type if specified.
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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) == p_preferred_type) {
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preferred_type = i;
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break;
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}
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}
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if (preferred_type < 0 || preferred_type >= type_menu->get_item_count()) {
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preferred_type = 0;
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// Select the last selected language if possible, otherwise default to the first language.
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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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preferred_type = i;
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break;
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}
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}
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}
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}
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type_menu->select(preferred_type);
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current_type = 0;
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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;
369
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if (built_in_enabled) {
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internal->set_pressed(EditorSettings::get_singleton()->get_project_metadata("shader_setup", "create_built_in_shader", false));
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}
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if (p_preferred_mode > -1) {
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mode_menu->select(p_preferred_mode);
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_mode_changed(p_preferred_mode);
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}
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379
_type_changed(current_type);
380
_path_changed(file_path->get_text());
381
}
382
383
String ShaderCreateDialog::_validate_path(const String &p_path) {
384
ERR_FAIL_COND_V(current_type >= type_data.size(), TTR("Invalid shader type selected."));
385
String stripped_file_path = p_path.strip_edges();
386
387
if (stripped_file_path.is_empty()) {
388
return TTR("Path is empty.");
389
}
390
if (stripped_file_path.get_file().get_basename().is_empty()) {
391
return TTR("Filename is empty.");
392
}
393
394
stripped_file_path = ProjectSettings::get_singleton()->localize_path(stripped_file_path);
395
if (!stripped_file_path.begins_with("res://")) {
396
return TTR("Path is not local.");
397
}
398
399
Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
400
if (d->change_dir(stripped_file_path.get_base_dir()) != OK) {
401
return TTR("Invalid base path.");
402
}
403
404
Ref<DirAccess> f = DirAccess::create(DirAccess::ACCESS_RESOURCES);
405
if (f->dir_exists(stripped_file_path)) {
406
return TTR("A directory with the same name exists.");
407
}
408
409
const ShaderCreateDialog::ShaderTypeData &current_type_data = type_data.get(current_type);
410
const String file_extension = stripped_file_path.get_extension();
411
412
for (const String &type_ext : current_type_data.extensions) {
413
if (type_ext.nocasecmp_to(file_extension) == 0) {
414
return "";
415
}
416
}
417
418
return TTR("Invalid extension for selected shader type.");
419
}
420
421
void ShaderCreateDialog::_update_dialog() {
422
if (!is_built_in && !is_path_valid) {
423
validation_panel->set_message(MSG_ID_SHADER, TTR("Invalid path."), EditorValidationPanel::MSG_ERROR);
424
}
425
if (!is_built_in && !path_error.is_empty()) {
426
validation_panel->set_message(MSG_ID_PATH, path_error, EditorValidationPanel::MSG_ERROR);
427
} else if (validation_panel->is_valid() && !is_new_shader_created) {
428
validation_panel->set_message(MSG_ID_SHADER, TTR("File exists, it will be reused."), EditorValidationPanel::MSG_OK);
429
}
430
if (!built_in_enabled) {
431
internal->set_pressed(false);
432
}
433
434
if (is_built_in) {
435
file_path->set_editable(false);
436
path_button->set_disabled(true);
437
re_check_path = true;
438
} else {
439
file_path->set_editable(true);
440
path_button->set_disabled(false);
441
if (re_check_path) {
442
re_check_path = false;
443
_path_changed(file_path->get_text());
444
}
445
}
446
447
internal->set_disabled(!built_in_enabled);
448
449
if (is_built_in) {
450
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);
451
}
452
453
if (is_built_in) {
454
set_ok_button_text(TTR("Create"));
455
validation_panel->set_message(MSG_ID_PATH, TTR("Built-in shader (into scene file)."), EditorValidationPanel::MSG_OK);
456
} else if (is_new_shader_created) {
457
set_ok_button_text(TTR("Create"));
458
} else if (load_enabled) {
459
set_ok_button_text(TTR("Load"));
460
if (is_path_valid) {
461
validation_panel->set_message(MSG_ID_PATH, TTR("Will load an existing shader file."), EditorValidationPanel::MSG_OK);
462
}
463
} else {
464
set_ok_button_text(TTR("Create"));
465
validation_panel->set_message(MSG_ID_PATH, TTR("Shader file already exists."), EditorValidationPanel::MSG_ERROR);
466
}
467
}
468
469
void ShaderCreateDialog::_bind_methods() {
470
ClassDB::bind_method(D_METHOD("config", "path", "built_in_enabled", "load_enabled"), &ShaderCreateDialog::config, DEFVAL(true), DEFVAL(true));
471
472
ADD_SIGNAL(MethodInfo("shader_created", PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, Shader::get_class_static())));
473
ADD_SIGNAL(MethodInfo("shader_include_created", PropertyInfo(Variant::OBJECT, "shader_include", PROPERTY_HINT_RESOURCE_TYPE, ShaderInclude::get_class_static())));
474
}
475
476
ShaderCreateDialog::ShaderCreateDialog() {
477
_update_language_info();
478
479
// Main Controls.
480
481
gc = memnew(GridContainer);
482
gc->set_columns(2);
483
484
// Error Fields.
485
486
validation_panel = memnew(EditorValidationPanel);
487
validation_panel->add_line(MSG_ID_SHADER, TTR("Shader path/name is valid."));
488
validation_panel->add_line(MSG_ID_PATH, TTR("Will create a new shader file."));
489
validation_panel->add_line(MSG_ID_BUILT_IN);
490
validation_panel->set_update_callback(callable_mp(this, &ShaderCreateDialog::_update_dialog));
491
validation_panel->set_accept_button(get_ok_button());
492
493
// Spacing.
494
495
Control *spacing = memnew(Control);
496
spacing->set_custom_minimum_size(Size2(0, 10 * EDSCALE));
497
498
VBoxContainer *vb = memnew(VBoxContainer);
499
vb->add_child(gc);
500
vb->add_child(spacing);
501
vb->add_child(validation_panel);
502
add_child(vb);
503
504
// Type.
505
506
type_menu = memnew(OptionButton);
507
type_menu->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
508
type_menu->set_accessibility_name(TTRC("Type:"));
509
type_menu->set_custom_minimum_size(Size2(250, 0) * EDSCALE);
510
type_menu->set_h_size_flags(Control::SIZE_EXPAND_FILL);
511
gc->add_child(memnew(Label(TTR("Type:"))));
512
gc->add_child(type_menu);
513
514
type_menu->connect(SceneStringName(item_selected), callable_mp(this, &ShaderCreateDialog::_type_changed));
515
516
// Modes.
517
518
mode_menu = memnew(OptionButton);
519
mode_menu->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
520
mode_menu->set_accessibility_name(TTRC("Mode:"));
521
for (const String &type_name : ShaderTypes::get_singleton()->get_types_list()) {
522
mode_menu->add_item(type_name.capitalize());
523
}
524
gc->add_child(memnew(Label(TTR("Mode:"))));
525
gc->add_child(mode_menu);
526
mode_menu->connect(SceneStringName(item_selected), callable_mp(this, &ShaderCreateDialog::_mode_changed));
527
528
// Templates.
529
530
template_menu = memnew(OptionButton);
531
template_menu->set_accessibility_name(TTRC("Template:"));
532
gc->add_child(memnew(Label(TTR("Template:"))));
533
gc->add_child(template_menu);
534
template_menu->connect(SceneStringName(item_selected), callable_mp(this, &ShaderCreateDialog::_template_changed));
535
536
// Built-in Shader.
537
538
internal = memnew(CheckBox);
539
internal->set_text(TTR("On"));
540
internal->set_accessibility_name(TTRC("Built-in Shader:"));
541
internal->connect(SceneStringName(toggled), callable_mp(this, &ShaderCreateDialog::_built_in_toggled));
542
gc->add_child(memnew(Label(TTR("Built-in Shader:"))));
543
gc->add_child(internal);
544
545
// Path.
546
547
HBoxContainer *hb = memnew(HBoxContainer);
548
hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
549
hb->connect(SceneStringName(sort_children), callable_mp(this, &ShaderCreateDialog::_path_hbox_sorted));
550
file_path = memnew(LineEdit);
551
file_path->connect(SceneStringName(text_changed), callable_mp(this, &ShaderCreateDialog::_path_changed));
552
file_path->set_accessibility_name(TTRC("Path:"));
553
file_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
554
hb->add_child(file_path);
555
register_text_enter(file_path);
556
path_button = memnew(Button);
557
path_button->set_accessibility_name(TTRC("Select"));
558
path_button->connect(SceneStringName(pressed), callable_mp(this, &ShaderCreateDialog::_browse_path));
559
hb->add_child(path_button);
560
gc->add_child(memnew(Label(TTR("Path:"))));
561
gc->add_child(hb);
562
563
// Dialog Setup.
564
565
file_browse = memnew(EditorFileDialog);
566
file_browse->connect("file_selected", callable_mp(this, &ShaderCreateDialog::_file_selected));
567
file_browse->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
568
add_child(file_browse);
569
570
alert = memnew(AcceptDialog);
571
alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
572
alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
573
alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
574
alert->get_label()->set_custom_minimum_size(Size2(325, 60) * EDSCALE);
575
add_child(alert);
576
577
set_ok_button_text(TTR("Create"));
578
set_hide_on_ok(false);
579
580
set_title(TTR("Create Shader"));
581
}
582
583