1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
|
/*************************************************************************/
/* shader_file_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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<RDShaderFile> 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<RDShaderFile> &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 { return "ShaderFile"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
ShaderFileEditor *get_shader_editor() const { return shader_editor; }
ShaderFileEditorPlugin(EditorNode *p_node);
~ShaderFileEditorPlugin();
};
#endif // SHADER_FILE_EDITOR_PLUGIN_H
|