godot/editor/plugins/shader_file_editor_plugin.h
Juan Linietsky ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00

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1.7 KiB
C++

#ifndef SHADER_FILE_EDITOR_PLUGIN_H
#define SHADER_FILE_EDITOR_PLUGIN_H
#include "editor/code_editor.h"
#include "editor/editor_plugin.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/text_edit.h"
#include "scene/main/timer.h"
#include "servers/rendering/rendering_device_binds.h"
class ShaderFileEditor : public PanelContainer {
GDCLASS(ShaderFileEditor, PanelContainer);
Ref<RDShaderFile> shader_file;
HBoxContainer *stage_hb;
ItemList *versions;
Button *stages[RD::SHADER_STAGE_MAX];
RichTextLabel *error_text;
void _update_version(const StringName &p_version_txt, const RenderingDevice::ShaderStage p_stage);
void _version_selected(int p_stage);
void _editor_settings_changed();
void _update_options();
void _shader_changed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static ShaderFileEditor *singleton;
void edit(const Ref<RDShaderFile> &p_shader);
ShaderFileEditor(EditorNode *p_node);
};
class ShaderFileEditorPlugin : public EditorPlugin {
GDCLASS(ShaderFileEditorPlugin, EditorPlugin);
ShaderFileEditor *shader_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "ShaderFile"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
ShaderFileEditor *get_shader_editor() const { return shader_editor; }
ShaderFileEditorPlugin(EditorNode *p_node);
~ShaderFileEditorPlugin();
};
#endif // SHADER_FILE_EDITOR_PLUGIN_H