godot/editor/plugins/shader_editor_plugin.cpp

/**************************************************************************/
/*  shader_editor_plugin.cpp                                              */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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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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#include "shader_editor_plugin.h"

#include "editor/editor_command_palette.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/filesystem_dock.h"
#include "editor/gui/editor_bottom_panel.h"
#include "editor/inspector_dock.h"
#include "editor/plugins/text_shader_editor.h"
#include "editor/plugins/visual_shader_editor_plugin.h"
#include "editor/shader_create_dialog.h"
#include "editor/themes/editor_scale.h"
#include "editor/window_wrapper.h"
#include "scene/gui/item_list.h"
#include "scene/gui/texture_rect.h"

Ref<Resource> ShaderEditorPlugin::_get_current_shader() {}

void ShaderEditorPlugin::_update_shader_list() {}

void ShaderEditorPlugin::_update_shader_list_status() {}

void ShaderEditorPlugin::_move_shader_tab(int p_from, int p_to) {}

void ShaderEditorPlugin::edit(Object *p_object) {}

bool ShaderEditorPlugin::handles(Object *p_object) const {}

void ShaderEditorPlugin::make_visible(bool p_visible) {}

void ShaderEditorPlugin::selected_notify() {}

ShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {}

void ShaderEditorPlugin::set_window_layout(Ref<ConfigFile> p_layout) {}

void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {}

String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {}

void ShaderEditorPlugin::save_external_data() {}

void ShaderEditorPlugin::apply_changes() {}

void ShaderEditorPlugin::_shader_selected(int p_index) {}

void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) {}

void ShaderEditorPlugin::_setup_popup_menu(PopupMenuType p_type, PopupMenu *p_menu) {}

void ShaderEditorPlugin::_make_script_list_context_menu() {}

void ShaderEditorPlugin::_close_shader(int p_index) {}

void ShaderEditorPlugin::_close_builtin_shaders_from_scene(const String &p_scene) {}

void ShaderEditorPlugin::_resource_saved(Object *obj) {}

void ShaderEditorPlugin::_menu_item_pressed(int p_index) {}

void ShaderEditorPlugin::_shader_created(Ref<Shader> p_shader) {}

void ShaderEditorPlugin::_shader_include_created(Ref<ShaderInclude> p_shader_inc) {}

Variant ShaderEditorPlugin::get_drag_data_fw(const Point2 &p_point, Control *p_from) {}

bool ShaderEditorPlugin::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {}

void ShaderEditorPlugin::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {}

void ShaderEditorPlugin::_window_changed(bool p_visible) {}

void ShaderEditorPlugin::_set_text_shader_zoom_factor(float p_zoom_factor) {}

void ShaderEditorPlugin::_file_removed(const String &p_removed_file) {}

void ShaderEditorPlugin::_res_saved_callback(const Ref<Resource> &p_res) {}

void ShaderEditorPlugin::_set_file_specific_items_disabled(bool p_disabled) {}

void ShaderEditorPlugin::_notification(int p_what) {}

ShaderEditorPlugin::ShaderEditorPlugin() {}

ShaderEditorPlugin::~ShaderEditorPlugin() {}