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Separate visual shader code out of shader editor plugin and dialog
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70
editor/shader/editor_shader_language_plugin.cpp
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70
editor/shader/editor_shader_language_plugin.cpp
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/**************************************************************************/
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/* editor_shader_language_plugin.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "editor_shader_language_plugin.h"
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Vector<Ref<EditorShaderLanguagePlugin>> EditorShaderLanguagePlugin::shader_languages;
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Vector<Vector2i> EditorShaderLanguagePlugin::language_variation_map;
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void EditorShaderLanguagePlugin::register_shader_language(const Ref<EditorShaderLanguagePlugin> &p_shader_language) {
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// Allows one ShaderLanguageEditorPlugin to provide multiple dropdown options in
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// the language selection menu. For example, ShaderInclude is handled this way.
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// X is the plugin index, and Y is the language variation index.
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for (int i = 0; i < p_shader_language->get_language_variations().size(); i++) {
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language_variation_map.push_back(Vector2i(shader_languages.size(), i));
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}
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shader_languages.push_back(p_shader_language);
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}
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void EditorShaderLanguagePlugin::clear_registered_shader_languages() {
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shader_languages.clear();
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language_variation_map.clear();
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}
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const Vector<Ref<EditorShaderLanguagePlugin>> EditorShaderLanguagePlugin::get_shader_languages_read_only() {
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return shader_languages;
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}
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int EditorShaderLanguagePlugin::get_shader_language_variation_count() {
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return language_variation_map.size();
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}
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Ref<EditorShaderLanguagePlugin> EditorShaderLanguagePlugin::get_shader_language_for_index(int p_index) {
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ERR_FAIL_INDEX_V(p_index, language_variation_map.size(), nullptr);
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Vector2i lang_var_indices = language_variation_map[p_index];
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return shader_languages[lang_var_indices.x];
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}
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String EditorShaderLanguagePlugin::get_file_extension_for_index(int p_index) {
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ERR_FAIL_INDEX_V(p_index, language_variation_map.size(), "tres");
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Vector2i lang_var_indices = language_variation_map[p_index];
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EditorShaderLanguagePlugin *lang = shader_languages[lang_var_indices.x].ptr();
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return lang->get_file_extension(lang_var_indices.y);
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}
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