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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