virtualx-engine/editor/plugins/shader/shader_editor.h

50 lines
2.7 KiB
C++

/**************************************************************************/
/* shader_editor.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* 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. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef SHADER_EDITOR_H
#define SHADER_EDITOR_H
#include "scene/gui/control.h"
#include "scene/resources/shader.h"
class ShaderEditor : public Control {
GDCLASS(ShaderEditor, Control);
public:
virtual void edit_shader(const Ref<Shader> &p_shader) = 0;
virtual void edit_shader_include(const Ref<ShaderInclude> &p_shader_inc) {}
virtual void apply_shaders() = 0;
virtual bool is_unsaved() const = 0;
virtual void save_external_data(const String &p_str = "") = 0;
virtual void validate_script() = 0;
};
#endif // SHADER_EDITOR_H