#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"
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) { … }
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() { … }
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() { … }