| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970 |
- /**************************************************************************/
- /* 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);
- }
|