ecec415988
Add support for font weight and stretch selection when using system fonts. Add function to get system fallback font from a font name, style, text, and language code. Implement system font support for Android. Use system fonts as a last resort fallback.
145 lines
5.5 KiB
C++
145 lines
5.5 KiB
C++
/*************************************************************************/
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/* shader_include.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_include.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering/shader_preprocessor.h"
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void ShaderInclude::_dependency_changed() {
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emit_changed();
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}
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void ShaderInclude::set_code(const String &p_code) {
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HashSet<Ref<ShaderInclude>> new_dependencies;
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code = p_code;
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for (Ref<ShaderInclude> E : dependencies) {
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E->disconnect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
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}
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{
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String pp_code;
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ShaderPreprocessor preprocessor;
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preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_dependencies);
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}
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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dependencies = new_dependencies;
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for (Ref<ShaderInclude> E : dependencies) {
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E->connect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
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}
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emit_changed();
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}
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String ShaderInclude::get_code() const {
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return code;
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}
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void ShaderInclude::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_code", "code"), &ShaderInclude::set_code);
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ClassDB::bind_method(D_METHOD("get_code"), &ShaderInclude::get_code);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
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}
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// ResourceFormatLoaderShaderInclude
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Ref<Resource> ResourceFormatLoaderShaderInclude::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
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if (r_error) {
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*r_error = ERR_FILE_CANT_OPEN;
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}
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Ref<ShaderInclude> shader_inc;
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shader_inc.instantiate();
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Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path);
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String str;
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str.parse_utf8((const char *)buffer.ptr(), buffer.size());
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shader_inc->set_code(str);
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if (r_error) {
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*r_error = OK;
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}
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return shader_inc;
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}
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void ResourceFormatLoaderShaderInclude::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("gdshaderinc");
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}
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bool ResourceFormatLoaderShaderInclude::handles_type(const String &p_type) const {
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return (p_type == "ShaderInclude");
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}
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String ResourceFormatLoaderShaderInclude::get_resource_type(const String &p_path) const {
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String extension = p_path.get_extension().to_lower();
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if (extension == "gdshaderinc") {
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return "ShaderInclude";
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}
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return "";
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}
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// ResourceFormatSaverShaderInclude
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Error ResourceFormatSaverShaderInclude::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
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Ref<ShaderInclude> shader_inc = p_resource;
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ERR_FAIL_COND_V(shader_inc.is_null(), ERR_INVALID_PARAMETER);
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String source = shader_inc->get_code();
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Error error;
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Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &error);
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ERR_FAIL_COND_V_MSG(error, error, "Cannot save shader include '" + p_path + "'.");
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file->store_string(source);
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if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
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return ERR_CANT_CREATE;
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}
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return OK;
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}
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void ResourceFormatSaverShaderInclude::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
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const ShaderInclude *shader_inc = Object::cast_to<ShaderInclude>(*p_resource);
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if (shader_inc != nullptr) {
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p_extensions->push_back("gdshaderinc");
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}
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}
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bool ResourceFormatSaverShaderInclude::recognize(const Ref<Resource> &p_resource) const {
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return p_resource->get_class_name() == "ShaderInclude"; //only shader, not inherited
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}
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