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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
93 lines
3.8 KiB
C++
93 lines
3.8 KiB
C++
/*************************************************************************/
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/* shader_file_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADER_FILE_EDITOR_PLUGIN_H
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#define SHADER_FILE_EDITOR_PLUGIN_H
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#include "editor/code_editor.h"
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#include "editor/editor_plugin.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/rich_text_label.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/text_edit.h"
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#include "scene/main/timer.h"
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#include "servers/rendering/rendering_device_binds.h"
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class ShaderFileEditor : public PanelContainer {
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GDCLASS(ShaderFileEditor, PanelContainer);
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Ref<RDShaderFile> shader_file;
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HBoxContainer *stage_hb;
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ItemList *versions;
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Button *stages[RD::SHADER_STAGE_MAX];
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RichTextLabel *error_text;
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void _update_version(const StringName &p_version_txt, const RenderingDevice::ShaderStage p_stage);
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void _version_selected(int p_stage);
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void _editor_settings_changed();
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void _update_options();
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void _shader_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static ShaderFileEditor *singleton;
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void edit(const Ref<RDShaderFile> &p_shader);
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ShaderFileEditor(EditorNode *p_node);
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};
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class ShaderFileEditorPlugin : public EditorPlugin {
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GDCLASS(ShaderFileEditorPlugin, EditorPlugin);
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ShaderFileEditor *shader_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const override { return "ShaderFile"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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ShaderFileEditor *get_shader_editor() const { return shader_editor; }
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ShaderFileEditorPlugin(EditorNode *p_node);
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~ShaderFileEditorPlugin();
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};
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#endif // SHADER_FILE_EDITOR_PLUGIN_H
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