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// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0
#pragma once
#include "effectcodeeditorwidget.h"
#include <texteditor/texteditor.h>
#include <utils/uniqueobjectptr.h>
QT_FORWARD_DECLARE_CLASS(QSettings)
QT_FORWARD_DECLARE_CLASS(QStackedWidget)
QT_FORWARD_DECLARE_CLASS(QSplitter)
class StudioQuickWidget;
namespace EffectComposer {
class EffectComposerModel;
class EffectComposerUniformsModel;
class EffectComposerUniformsTableModel;
class EffectComposerEditableNodesModel;
class EffectDocument;
struct ShaderEditorData
{
EffectComposerUniformsTableModel *tableModel = nullptr;
TextEditor::TextDocumentPtr fragmentDocument;
TextEditor::TextDocumentPtr vertexDocument;
private:
friend class EffectShadersCodeEditor;
Utils::UniqueObjectLatePtr<EffectCodeEditorWidget> fragmentEditor;
Utils::UniqueObjectLatePtr<EffectCodeEditorWidget> vertexEditor;
ShaderEditorData() = default;
};
class EffectShadersCodeEditor : public QWidget
{
Q_OBJECT
Q_PROPERTY(bool liveUpdate READ liveUpdate WRITE setLiveUpdate NOTIFY liveUpdateChanged)
Q_PROPERTY(
QString selectedShader
MEMBER m_selectedShaderName
WRITE selectShader
NOTIFY selectedShaderChanged)
public:
EffectShadersCodeEditor(
const QString &title = tr("Untitled Editor"), QWidget *parent = nullptr);
~EffectShadersCodeEditor() override;
void showWidget();
void showWidget(int x, int y);
bool liveUpdate() const;
void setLiveUpdate(bool liveUpdate);
bool isOpened() const;
void setCompositionsModel(EffectComposerModel *compositionsModel);
void setupShader(ShaderEditorData *data);
void cleanFromData(ShaderEditorData *data);
void selectShader(const QString &shaderName);
ShaderEditorData *createEditorData(
const QString &fragmentDocument,
const QString &vertexDocument,
EffectComposerUniformsModel *uniforms);
Q_INVOKABLE void copyText(const QString &text);
Q_INVOKABLE void insertTextToCursorPosition(const QString &text);
static EffectShadersCodeEditor *instance();
signals:
void liveUpdateChanged(bool);
void rebakeRequested();
void openedChanged(bool);
void selectedShaderChanged(const QString &);
protected:
using QWidget::show;
EffectCodeEditorWidget *createJSEditor();
void setupUIComponents();
void setOpened(bool value);
void closeEvent(QCloseEvent *event) override;
private:
void writeLiveUpdateSettings();
void readAndApplyLiveUpdateSettings();
void writeGeometrySettings();
void readAndApplyGeometrySettings();
void createHeader();
void createQmlTabs();
void createQmlFooter();
void loadQml();
void setUniformsModel(EffectComposerUniformsTableModel *uniforms);
void selectNonEmptyShader(ShaderEditorData *data);
void setSelectedShaderName(const QString &shaderName);
void onEditorWidgetChanged();
void onOpenStateChanged();
EffectCodeEditorWidget *currentEditor() const;
QSettings *m_settings = nullptr;
QPointer<StudioQuickWidget> m_headerWidget;
QPointer<StudioQuickWidget> m_qmlTabWidget;
QPointer<StudioQuickWidget> m_qmlFooterWidget;
QPointer<QStackedWidget> m_stackedWidget;
QPointer<QSplitter> m_splitter;
QPointer<EffectComposerUniformsTableModel> m_defaultTableModel;
QPointer<EffectComposerEditableNodesModel> m_editableNodesModel;
ShaderEditorData *m_currentEditorData = nullptr;
bool m_liveUpdate = false;
bool m_opened = false;
QString m_selectedShaderName;
};
} // namespace EffectComposer
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