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godot/editor/shader/editor_shader_language_plugin.cpp

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/**************************************************************************/
/* 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<Ref<EditorShaderLanguagePlugin>> EditorShaderLanguagePlugin::shader_languages;
Vector<Vector2i> EditorShaderLanguagePlugin::language_variation_map;
void EditorShaderLanguagePlugin::register_shader_language(const Ref<EditorShaderLanguagePlugin> &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<Ref<EditorShaderLanguagePlugin>> EditorShaderLanguagePlugin::get_shader_languages_read_only() {
return shader_languages;
}
int EditorShaderLanguagePlugin::get_shader_language_variation_count() {
return language_variation_map.size();
}
Ref<EditorShaderLanguagePlugin> 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);
}