/**************************************************************************/ /* editor_shader_language_plugin.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #pragma once #include "shader_editor.h" class EditorShaderLanguagePlugin : public RefCounted { GDCLASS(EditorShaderLanguagePlugin, RefCounted); static Vector> shader_languages; static Vector language_variation_map; public: static void register_shader_language(const Ref &p_shader_language); static void clear_registered_shader_languages(); static const Vector> get_shader_languages_read_only(); static int get_shader_language_variation_count(); static Ref get_shader_language_for_index(int p_index); static String get_file_extension_for_index(int p_index); virtual bool handles_shader(const Ref &p_shader) const = 0; virtual bool handles_shader_include(const Ref &p_shader_inc) const { return false; } virtual ShaderEditor *edit_shader(const Ref &p_shader) = 0; virtual ShaderEditor *edit_shader_include(const Ref &p_shader_inc) { return nullptr; } virtual Ref create_new_shader(int p_variation_index, Shader::Mode p_shader_mode, int p_template_index) = 0; virtual Ref create_new_shader_include() { return Ref(); } virtual PackedStringArray get_language_variations() const = 0; virtual String get_file_extension(int p_variation_index) const { return "tres"; } };