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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Re-organize UI in the shader editor

This commit is contained in:
Chaosus
2024-12-11 20:32:11 +03:00
parent 4b36c0491e
commit b983a05806
7 changed files with 153 additions and 18 deletions

View File

@@ -146,6 +146,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
if (edited_shaders[i].shader_inc.ptr() == si) {
shader_tabs->set_current_tab(i);
shader_list->select(i);
_switch_to_editor(edited_shaders[i].shader_editor);
return;
}
}
@@ -161,13 +162,16 @@ void ShaderEditorPlugin::edit(Object *p_object) {
if (edited_shaders[i].shader.ptr() == s) {
shader_tabs->set_current_tab(i);
shader_list->select(i);
_switch_to_editor(edited_shaders[i].shader_editor);
return;
}
}
es.shader = Ref<Shader>(s);
Ref<VisualShader> vs = es.shader;
if (vs.is_valid()) {
es.shader_editor = memnew(VisualShaderEditor);
VisualShaderEditor *vs_editor = memnew(VisualShaderEditor);
vs_editor->set_toggle_list_control(left_panel);
es.shader_editor = vs_editor;
} else {
TextShaderEditor *text_shader = memnew(TextShaderEditor);
text_shader->get_code_editor()->set_toggle_list_control(left_panel);
@@ -190,6 +194,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
shader_tabs->set_current_tab(shader_tabs->get_tab_count() - 1);
edited_shaders.push_back(es);
_update_shader_list();
_switch_to_editor(es.shader_editor);
}
bool ShaderEditorPlugin::handles(Object *p_object) const {
@@ -364,6 +369,7 @@ void ShaderEditorPlugin::_shader_selected(int p_index) {
}
if (edited_shaders[p_index].shader_editor) {
_switch_to_editor(edited_shaders[p_index].shader_editor);
edited_shaders[p_index].shader_editor->validate_script();
}
@@ -400,6 +406,8 @@ void ShaderEditorPlugin::_setup_popup_menu(PopupMenuType p_type, PopupMenu *p_me
p_menu->add_item(TTR("Inspect Native Shader Code..."), FILE_INSPECT_NATIVE_SHADER_CODE);
p_menu->add_separator();
p_menu->add_shortcut(ED_SHORTCUT("shader_editor/close_file", TTRC("Close File"), KeyModifierMask::CMD_OR_CTRL | Key::W), FILE_CLOSE);
p_menu->add_separator();
p_menu->add_shortcut(ED_GET_SHORTCUT("script_editor/toggle_scripts_panel"), TOGGLE_SHADERS_PANEL);
} else {
p_menu->add_shortcut(ED_SHORTCUT("shader_editor/close_file", TTRC("Close File"), KeyModifierMask::CMD_OR_CTRL | Key::W), FILE_CLOSE);
p_menu->add_item(TTR("Close All"), CLOSE_ALL);
@@ -435,15 +443,27 @@ void ShaderEditorPlugin::_make_script_list_context_menu() {
void ShaderEditorPlugin::_close_shader(int p_index) {
ERR_FAIL_INDEX(p_index, shader_tabs->get_tab_count());
file_menu->get_parent()->remove_child(file_menu);
make_floating->get_parent()->remove_child(make_floating);
Control *c = shader_tabs->get_tab_control(p_index);
memdelete(c);
edited_shaders.remove_at(p_index);
_update_shader_list();
EditorUndoRedoManager::get_singleton()->clear_history(); // To prevent undo on deleted graphs.
Control *bar = nullptr;
if (shader_tabs->get_tab_count() == 0) {
left_panel->show(); // Make sure the panel is visible, because it can't be toggled without open shaders.
bar = menu_hb;
} else {
bar = edited_shaders[shader_tabs->get_current_tab()].shader_editor->get_top_bar();
}
bar->add_child(file_menu);
bar->move_child(file_menu, 0);
bar->add_child(make_floating);
}
void ShaderEditorPlugin::_close_builtin_shaders_from_scene(const String &p_scene) {
@@ -590,6 +610,21 @@ void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
Ref<Resource> shader = _get_current_shader();
DisplayServer::get_singleton()->clipboard_set(shader->get_path());
} break;
case TOGGLE_SHADERS_PANEL: {
left_panel->set_visible(!left_panel->is_visible());
int index = shader_tabs->get_current_tab();
ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
TextShaderEditor *editor = Object::cast_to<TextShaderEditor>(edited_shaders[index].shader_editor);
if (editor) {
editor->get_code_editor()->update_toggle_scripts_button();
} else {
VisualShaderEditor *vs_editor = Object::cast_to<VisualShaderEditor>(edited_shaders[index].shader_editor);
if (vs_editor) {
vs_editor->update_toggle_scripts_button();
}
}
} break;
}
}
@@ -723,6 +758,24 @@ void ShaderEditorPlugin::_set_text_shader_zoom_factor(float p_zoom_factor) {
}
}
void ShaderEditorPlugin::_switch_to_editor(ShaderEditor *p_editor) {
Control *bar = p_editor->get_top_bar();
int file_menu_index = 0;
VisualShaderEditor *vs_editor = Object::cast_to<VisualShaderEditor>(p_editor);
if (vs_editor) {
file_menu_index = 2; // Toggle Scripts Panel button + separator
}
file_menu->get_parent()->remove_child(file_menu);
bar->add_child(file_menu);
bar->move_child(file_menu, file_menu_index);
make_floating->get_parent()->remove_child(make_floating);
bar->add_child(make_floating);
}
void ShaderEditorPlugin::_file_removed(const String &p_removed_file) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].path == p_removed_file) {
@@ -789,7 +842,7 @@ ShaderEditorPlugin::ShaderEditorPlugin() {
left_panel = memnew(VBoxContainer);
HBoxContainer *menu_hb = memnew(HBoxContainer);
menu_hb = memnew(HBoxContainer);
left_panel->add_child(menu_hb);
file_menu = memnew(MenuButton);
file_menu->set_text(TTR("File"));
@@ -804,9 +857,7 @@ ShaderEditorPlugin::ShaderEditorPlugin() {
add_child(context_menu);
context_menu->connect(SceneStringName(id_pressed), callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
Control *padding = memnew(Control);
padding->set_h_size_flags(Control::SIZE_EXPAND_FILL);
menu_hb->add_child(padding);
menu_hb->add_spacer();
make_floating = memnew(ScreenSelect);
make_floating->set_flat(true);