godot/editor/editor_native_shader_source...

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/*************************************************************************/
/* editor_native_shader_source_visualizer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_native_shader_source_visualizer.h"
#include "scene/gui/text_edit.h"
void EditorNativeShaderSourceVisualizer::_inspect_shader(RID p_shader) {
if (versions) {
memdelete(versions);
versions = nullptr;
}
RS::ShaderNativeSourceCode nsc = RS::get_singleton()->shader_get_native_source_code(p_shader);
versions = memnew(TabContainer);
versions->set_tab_alignment(TabBar::ALIGNMENT_CENTER);
versions->set_v_size_flags(Control::SIZE_EXPAND_FILL);
versions->set_h_size_flags(Control::SIZE_EXPAND_FILL);
for (int i = 0; i < nsc.versions.size(); i++) {
TabContainer *vtab = memnew(TabContainer);
vtab->set_name("Version " + itos(i));
vtab->set_tab_alignment(TabBar::ALIGNMENT_CENTER);
vtab->set_v_size_flags(Control::SIZE_EXPAND_FILL);
vtab->set_h_size_flags(Control::SIZE_EXPAND_FILL);
versions->add_child(vtab);
for (int j = 0; j < nsc.versions[i].stages.size(); j++) {
TextEdit *vtext = memnew(TextEdit);
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vtext->set_editable(false);
vtext->set_name(nsc.versions[i].stages[j].name);
vtext->set_text(nsc.versions[i].stages[j].code);
vtext->set_v_size_flags(Control::SIZE_EXPAND_FILL);
vtext->set_h_size_flags(Control::SIZE_EXPAND_FILL);
vtab->add_child(vtext);
}
}
add_child(versions);
popup_centered_ratio();
}
void EditorNativeShaderSourceVisualizer::_bind_methods() {
ClassDB::bind_method("_inspect_shader", &EditorNativeShaderSourceVisualizer::_inspect_shader);
}
EditorNativeShaderSourceVisualizer::EditorNativeShaderSourceVisualizer() {
add_to_group("_native_shader_source_visualizer");
set_title(TTR("Native Shader Source Inspector"));
}