/*************************************************************************/ /* shader_file_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef SHADER_FILE_EDITOR_PLUGIN_H #define SHADER_FILE_EDITOR_PLUGIN_H #include "editor/code_editor.h" #include "editor/editor_plugin.h" #include "scene/gui/menu_button.h" #include "scene/gui/panel_container.h" #include "scene/gui/rich_text_label.h" #include "scene/gui/tab_container.h" #include "scene/gui/text_edit.h" #include "scene/main/timer.h" #include "servers/rendering/rendering_device_binds.h" class ShaderFileEditor : public PanelContainer { GDCLASS(ShaderFileEditor, PanelContainer); Ref shader_file; HBoxContainer *stage_hb; ItemList *versions; Button *stages[RD::SHADER_STAGE_MAX]; RichTextLabel *error_text; void _update_version(const StringName &p_version_txt, const RenderingDevice::ShaderStage p_stage); void _version_selected(int p_stage); void _editor_settings_changed(); void _update_options(); void _shader_changed(); protected: void _notification(int p_what); static void _bind_methods(); public: static ShaderFileEditor *singleton; void edit(const Ref &p_shader); ShaderFileEditor(EditorNode *p_node); }; class ShaderFileEditorPlugin : public EditorPlugin { GDCLASS(ShaderFileEditorPlugin, EditorPlugin); ShaderFileEditor *shader_editor; EditorNode *editor; Button *button; public: virtual String get_name() const override { return "ShaderFile"; } 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; ShaderFileEditor *get_shader_editor() const { return shader_editor; } ShaderFileEditorPlugin(EditorNode *p_node); ~ShaderFileEditorPlugin(); }; #endif // SHADER_FILE_EDITOR_PLUGIN_H