package shader_designer
import "kaiju/editor/ui/shader_designer"
Constants
StateHome
ShaderDesignerState(iota)
StateShader
StateRenderPass
StatePipeline
StateMaterial
Functions
OpenMaterial
func OpenMaterial(path string, logStream *logging.LogStream)
OpenPipeline
func OpenPipeline(path string, logStream *logging.LogStream)
OpenRenderPass
func OpenRenderPass(path string, logStream *logging.LogStream)
OpenShader
func OpenShader(path string, logStream *logging.LogStream)
PreviewMaterial
func PreviewMaterial(path string)
Types
DataUISection
struct
type DataUISection struct {
Name string
Fields []DataUISectionField
}
DataUISectionField
struct
type DataUISectionField struct {
Name string
Type string
List []string
Value any
Sections []DataUISection
RootPath string
TipKey string
}
DataUISectionField.DisplayName
func (f DataUISectionField) DisplayName() string
DataUISectionField.FullPath
func (f DataUISectionField) FullPath() string
DataUISectionField.PascalToTitle
func (f DataUISectionField) PascalToTitle(str string) string
DataUISectionField.ValueListHas
func (f DataUISectionField) ValueListHas(val string) bool
ShaderDesigner
struct
type ShaderDesigner struct {
// Has unexported fields.
}
New
func New(state ShaderDesignerState, logStream *logging.LogStream) *ShaderDesigner
ShaderDesigner.ChangeWindowState
func (win *ShaderDesigner) ChangeWindowState(state ShaderDesignerState)
ShaderDesigner.Destroy
func (s *ShaderDesigner) Destroy()
ShaderDesigner.Document
func (s *ShaderDesigner) Document() *document.Document
ShaderDesigner.Reload
func (s *ShaderDesigner) Reload(uiMan *ui.Manager, root *document.Element)
ShaderDesigner.ShowDesignerWindow
func (win *ShaderDesigner) ShowDesignerWindow()
ShaderDesigner.ShowMaterialWindow
func (win *ShaderDesigner) ShowMaterialWindow()
ShaderDesigner.ShowPipelineWindow
func (win *ShaderDesigner) ShowPipelineWindow()
ShaderDesigner.ShowRenderPassWindow
func (win *ShaderDesigner) ShowRenderPassWindow()
ShaderDesigner.ShowShaderWindow
func (win *ShaderDesigner) ShowShaderWindow()
ShaderDesigner.TabTitle
func (s *ShaderDesigner) TabTitle() string
ShaderDesignerState
int
type ShaderDesignerState = int