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