Re-organize UI in the shader editor
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@ -34,6 +34,7 @@
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#include "core/io/resource_loader.h"
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#include "core/math/math_defs.h"
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#include "core/os/keyboard.h"
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#include "core/version_generated.gen.h"
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#include "editor/editor_node.h"
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#include "editor/editor_properties.h"
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#include "editor/editor_properties_vector.h"
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@ -1572,6 +1573,10 @@ void VisualShaderEditor::validate_script() {
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}
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}
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Control *VisualShaderEditor::get_top_bar() {
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return toolbar;
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}
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void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
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if (plugins.has(p_plugin)) {
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return;
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@ -2463,6 +2468,13 @@ Size2 VisualShaderEditor::get_minimum_size() const {
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return Size2(10, 200);
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}
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void VisualShaderEditor::update_toggle_scripts_button() {
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ERR_FAIL_NULL(toggle_scripts_list);
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bool forward = toggle_scripts_list->is_visible() == is_layout_rtl();
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toggle_scripts_button->set_button_icon(get_editor_theme_icon(forward ? SNAME("Forward") : SNAME("Back")));
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toggle_scripts_button->set_tooltip_text(vformat("%s (%s)", TTR("Toggle Scripts Panel"), ED_GET_SHORTCUT("script_editor/toggle_scripts_panel")->get_as_text()));
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}
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void VisualShaderEditor::_draw_color_over_button(Object *p_obj, Color p_color) {
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Button *button = Object::cast_to<Button>(p_obj);
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if (!button) {
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@ -5147,6 +5159,10 @@ void VisualShaderEditor::_param_unselected() {
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_clear_preview_param();
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}
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void VisualShaderEditor::_help_open() {
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OS::get_singleton()->shell_open(vformat("%s/tutorials/shaders/visual_shaders.html", GODOT_VERSION_DOCS_URL));
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}
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void VisualShaderEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_POSTINITIALIZE: {
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@ -5188,6 +5204,7 @@ void VisualShaderEditor::_notification(int p_what) {
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} break;
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case NOTIFICATION_THEME_CHANGED: {
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site_search->set_button_icon(get_editor_theme_icon(SNAME("ExternalLink")));
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highend_label->set_modulate(get_theme_color(SNAME("highend_color"), EditorStringName(Editor)));
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param_filter->set_right_icon(Control::get_editor_theme_icon(SNAME("Search")));
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@ -5251,6 +5268,11 @@ void VisualShaderEditor::_notification(int p_what) {
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if (is_visible_in_tree()) {
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_update_graph();
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}
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update_toggle_scripts_button();
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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update_toggle_scripts_button();
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} break;
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case NOTIFICATION_DRAG_BEGIN: {
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@ -6354,6 +6376,16 @@ void VisualShaderEditor::_show_shader_preview() {
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}
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}
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void VisualShaderEditor::set_toggle_list_control(Control *p_control) {
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toggle_scripts_list = p_control;
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}
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void VisualShaderEditor::_toggle_scripts_pressed() {
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ERR_FAIL_NULL(toggle_scripts_list);
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toggle_scripts_list->set_visible(!toggle_scripts_list->is_visible());
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update_toggle_scripts_button();
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}
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void VisualShaderEditor::_bind_methods() {
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ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
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ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
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@ -6490,7 +6522,7 @@ VisualShaderEditor::VisualShaderEditor() {
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toolbar_panel->set_anchors_and_offsets_preset(Control::PRESET_TOP_WIDE, PRESET_MODE_MINSIZE, 10);
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toolbar_panel->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
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HFlowContainer *toolbar = memnew(HFlowContainer);
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toolbar = memnew(HFlowContainer);
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{
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LocalVector<Node *> nodes;
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for (int i = 0; i < graph->get_menu_hbox()->get_child_count(); i++) {
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@ -6589,6 +6621,32 @@ VisualShaderEditor::VisualShaderEditor() {
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toolbar->add_child(shader_preview_button);
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shader_preview_button->connect(SceneStringName(pressed), callable_mp(this, &VisualShaderEditor::_show_shader_preview));
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Control *spacer = memnew(Control);
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spacer->set_h_size_flags(Control::SIZE_EXPAND);
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toolbar->add_child(spacer);
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site_search = memnew(Button);
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site_search->set_flat(true);
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site_search->connect(SceneStringName(pressed), callable_mp(this, &VisualShaderEditor::_help_open));
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site_search->set_text(TTR("Online Docs"));
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site_search->set_tooltip_text(TTR("Open Godot online documentation."));
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toolbar->add_child(site_search);
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toolbar->add_child(memnew(VSeparator));
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VSeparator *separator = memnew(VSeparator);
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toolbar->add_child(separator);
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toolbar->move_child(separator, 0);
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separator = memnew(VSeparator);
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toolbar->add_child(separator);
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toolbar->move_child(separator, 0);
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toggle_scripts_button = memnew(Button);
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toggle_scripts_button->set_flat(true);
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toggle_scripts_button->connect(SceneStringName(pressed), callable_mp(this, &VisualShaderEditor::_toggle_scripts_pressed));
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toolbar->add_child(toggle_scripts_button);
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toolbar->move_child(toggle_scripts_button, 0);
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///////////////////////////////////////
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// CODE PREVIEW
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///////////////////////////////////////
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