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godot/editor/shader/editor_shader_language_plugin.h

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/**************************************************************************/
/* 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<Ref<EditorShaderLanguagePlugin>> shader_languages;
static Vector<Vector2i> language_variation_map;
public:
static void register_shader_language(const Ref<EditorShaderLanguagePlugin> &p_shader_language);
static void clear_registered_shader_languages();
static const Vector<Ref<EditorShaderLanguagePlugin>> get_shader_languages_read_only();
static int get_shader_language_variation_count();
static Ref<EditorShaderLanguagePlugin> get_shader_language_for_index(int p_index);
static String get_file_extension_for_index(int p_index);
virtual bool handles_shader(const Ref<Shader> &p_shader) const = 0;
virtual bool handles_shader_include(const Ref<ShaderInclude> &p_shader_inc) const { return false; }
virtual ShaderEditor *edit_shader(const Ref<Shader> &p_shader) = 0;
virtual ShaderEditor *edit_shader_include(const Ref<ShaderInclude> &p_shader_inc) { return nullptr; }
virtual Ref<Shader> create_new_shader(int p_variation_index, Shader::Mode p_shader_mode, int p_template_index) = 0;
virtual Ref<ShaderInclude> create_new_shader_include() { return Ref<ShaderInclude>(); }
virtual PackedStringArray get_language_variations() const = 0;
virtual String get_file_extension(int p_variation_index) const { return "tres"; }
};