godot/editor/plugins/text_shader_editor.cpp

/**************************************************************************/
/*  text_shader_editor.cpp                                                */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* 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:                                              */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/* 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. */
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#include "text_shader_editor.h"

#include "core/config/project_settings.h"
#include "core/version_generated.gen.h"
#include "editor/editor_file_system.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/themes/editor_scale.h"
#include "editor/themes/editor_theme_manager.h"
#include "scene/gui/split_container.h"
#include "servers/rendering/shader_preprocessor.h"
#include "servers/rendering/shader_types.h"

/*** SHADER SYNTAX HIGHLIGHTER ****/

Dictionary GDShaderSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_line) {}

void GDShaderSyntaxHighlighter::add_disabled_branch_region(const Point2i &p_region) {}

void GDShaderSyntaxHighlighter::clear_disabled_branch_regions() {}

void GDShaderSyntaxHighlighter::set_disabled_branch_color(const Color &p_color) {}

/*** SHADER SCRIPT EDITOR ****/

static bool saved_warnings_enabled =;
static bool saved_treat_warning_as_errors =;
static HashMap<ShaderWarning::Code, bool> saved_warnings;
static uint32_t saved_warning_flags =;

void ShaderTextEditor::_notification(int p_what) {}

Ref<Shader> ShaderTextEditor::get_edited_shader() const {}

Ref<ShaderInclude> ShaderTextEditor::get_edited_shader_include() const {}

void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader) {}

void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader, const String &p_code) {}

void ShaderTextEditor::set_edited_shader_include(const Ref<ShaderInclude> &p_shader_inc) {}

void ShaderTextEditor::_shader_changed() {}

void ShaderTextEditor::set_edited_shader_include(const Ref<ShaderInclude> &p_shader_inc, const String &p_code) {}

void ShaderTextEditor::set_edited_code(const String &p_code) {}

void ShaderTextEditor::reload_text() {}

void ShaderTextEditor::set_warnings_panel(RichTextLabel *p_warnings_panel) {}

void ShaderTextEditor::_load_theme_settings() {}

void ShaderTextEditor::_check_shader_mode() {}

static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_variable) {}

static String complete_from_path;

static void _complete_include_paths_search(EditorFileSystemDirectory *p_efsd, List<ScriptLanguage::CodeCompletionOption> *r_options) {}

static void _complete_include_paths(List<ScriptLanguage::CodeCompletionOption> *r_options) {}

void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options) {}

void ShaderTextEditor::_validate_script() {}

void ShaderTextEditor::_update_warning_panel() {}

void ShaderTextEditor::_bind_methods() {}

ShaderTextEditor::ShaderTextEditor() {}

/*** SCRIPT EDITOR ******/

void TextShaderEditor::_menu_option(int p_option) {}

void TextShaderEditor::_prepare_edit_menu() {}

void TextShaderEditor::_notification(int p_what) {}

void TextShaderEditor::_editor_settings_changed() {}

void TextShaderEditor::_apply_editor_settings() {}

void TextShaderEditor::_show_warnings_panel(bool p_show) {}

void TextShaderEditor::_warning_clicked(const Variant &p_line) {}

void TextShaderEditor::_bind_methods() {}

void TextShaderEditor::ensure_select_current() {}

void TextShaderEditor::goto_line_selection(int p_line, int p_begin, int p_end) {}

void TextShaderEditor::_project_settings_changed() {}

void TextShaderEditor::_update_warnings(bool p_validate) {}

void TextShaderEditor::_check_for_external_edit() {}

void TextShaderEditor::_reload_shader_from_disk() {}

void TextShaderEditor::_reload_shader_include_from_disk() {}

void TextShaderEditor::_reload() {}

void TextShaderEditor::edit_shader(const Ref<Shader> &p_shader) {}

void TextShaderEditor::edit_shader_include(const Ref<ShaderInclude> &p_shader_inc) {}

void TextShaderEditor::save_external_data(const String &p_str) {}

void TextShaderEditor::trim_trailing_whitespace() {}

void TextShaderEditor::trim_final_newlines() {}

void TextShaderEditor::validate_script() {}

bool TextShaderEditor::is_unsaved() const {}

void TextShaderEditor::tag_saved_version() {}

void TextShaderEditor::apply_shaders() {}

void TextShaderEditor::_text_edit_gui_input(const Ref<InputEvent> &ev) {}

void TextShaderEditor::_update_bookmark_list() {}

void TextShaderEditor::_bookmark_item_pressed(int p_idx) {}

void TextShaderEditor::_make_context_menu(bool p_selection, Vector2 p_position) {}

TextShaderEditor::TextShaderEditor() {}