mirror of
https://github.com/godotengine/godot
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72 lines
3.6 KiB
C++
72 lines
3.6 KiB
C++
/*************************************************************************/
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/* editor_native_shader_source_visualizer.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "editor_native_shader_source_visualizer.h"
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#include "scene/gui/text_edit.h"
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void EditorNativeShaderSourceVisualizer::_inspect_shader(RID p_shader) {
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if (versions) {
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memdelete(versions);
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versions = nullptr;
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}
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RS::ShaderNativeSourceCode nsc = RS::get_singleton()->shader_get_native_source_code(p_shader);
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versions = memnew(TabContainer);
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versions->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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versions->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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for (int i = 0; i < nsc.versions.size(); i++) {
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TabContainer *vtab = memnew(TabContainer);
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vtab->set_name("Version " + itos(i));
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vtab->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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vtab->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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versions->add_child(vtab);
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for (int j = 0; j < nsc.versions[i].stages.size(); j++) {
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TextEdit *vtext = memnew(TextEdit);
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vtext->set_readonly(true);
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vtext->set_name(nsc.versions[i].stages[j].name);
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vtext->set_text(nsc.versions[i].stages[j].code);
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vtext->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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vtext->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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vtab->add_child(vtext);
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}
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}
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add_child(versions);
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popup_centered_ratio();
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}
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void EditorNativeShaderSourceVisualizer::_bind_methods() {
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ClassDB::bind_method("_inspect_shader", &EditorNativeShaderSourceVisualizer::_inspect_shader);
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}
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EditorNativeShaderSourceVisualizer::EditorNativeShaderSourceVisualizer() {
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add_to_group("_native_shader_source_visualizer");
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set_title(TTR("Native Shader Source Inspector"));
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}
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