123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581 |
- /*************************************************************************/
- /* shader_editor_plugin.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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. */
- /*************************************************************************/
- #include "shader_editor_plugin.h"
- #include "editor/editor_settings.h"
- #include "editor/editor_node.h"
- #include "editor/property_editor.h"
- #include "io/resource_loader.h"
- #include "io/resource_saver.h"
- #include "os/keyboard.h"
- #include "os/os.h"
- #include "scene/resources/shader_graph.h"
- #include "spatial_editor_plugin.h"
- /*** SETTINGS EDITOR ****/
- /*** SCRIPT EDITOR ****/
- Ref<Shader> ShaderTextEditor::get_edited_shader() const {
- return shader;
- }
- void ShaderTextEditor::set_edited_shader(const Ref<Shader> &p_shader, ShaderLanguage::ShaderType p_type) {
- shader = p_shader;
- type = p_type;
- _load_theme_settings();
- if (p_type == ShaderLanguage::SHADER_MATERIAL_LIGHT || p_type == ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT)
- get_text_edit()->set_text(shader->get_light_code());
- else if (p_type == ShaderLanguage::SHADER_MATERIAL_VERTEX || p_type == ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX)
- get_text_edit()->set_text(shader->get_vertex_code());
- else
- get_text_edit()->set_text(shader->get_fragment_code());
- _line_col_changed();
- }
- void ShaderTextEditor::_load_theme_settings() {
- get_text_edit()->clear_colors();
- /* keyword color */
- get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color", Color(0, 0, 0, 0)));
- get_text_edit()->add_color_override("completion_background_color", EDITOR_DEF("text_editor/completion_background_color", Color(0, 0, 0, 0)));
- get_text_edit()->add_color_override("completion_selected_color", EDITOR_DEF("text_editor/completion_selected_color", Color::html("434244")));
- get_text_edit()->add_color_override("completion_existing_color", EDITOR_DEF("text_editor/completion_existing_color", Color::html("21dfdfdf")));
- get_text_edit()->add_color_override("completion_scroll_color", EDITOR_DEF("text_editor/completion_scroll_color", Color::html("ffffff")));
- get_text_edit()->add_color_override("completion_font_color", EDITOR_DEF("text_editor/completion_font_color", Color::html("aaaaaa")));
- get_text_edit()->add_color_override("font_color", EDITOR_DEF("text_editor/text_color", Color(0, 0, 0)));
- get_text_edit()->add_color_override("line_number_color", EDITOR_DEF("text_editor/line_number_color", Color(0, 0, 0)));
- get_text_edit()->add_color_override("caret_color", EDITOR_DEF("text_editor/caret_color", Color(0, 0, 0)));
- get_text_edit()->add_color_override("caret_background_color", EDITOR_DEF("text_editor/caret_background_color", Color(0, 0, 0)));
- get_text_edit()->add_color_override("font_selected_color", EDITOR_DEF("text_editor/text_selected_color", Color(1, 1, 1)));
- get_text_edit()->add_color_override("selection_color", EDITOR_DEF("text_editor/selection_color", Color(0.2, 0.2, 1)));
- get_text_edit()->add_color_override("brace_mismatch_color", EDITOR_DEF("text_editor/brace_mismatch_color", Color(1, 0.2, 0.2)));
- get_text_edit()->add_color_override("current_line_color", EDITOR_DEF("text_editor/current_line_color", Color(0.3, 0.5, 0.8, 0.15)));
- get_text_edit()->add_color_override("word_highlighted_color", EDITOR_DEF("text_editor/word_highlighted_color", Color(0.8, 0.9, 0.9, 0.15)));
- get_text_edit()->add_color_override("number_color", EDITOR_DEF("text_editor/number_color", Color(0.9, 0.6, 0.0, 2)));
- get_text_edit()->add_color_override("function_color", EDITOR_DEF("text_editor/function_color", Color(0.4, 0.6, 0.8)));
- get_text_edit()->add_color_override("member_variable_color", EDITOR_DEF("text_editor/member_variable_color", Color(0.9, 0.3, 0.3)));
- get_text_edit()->add_color_override("mark_color", EDITOR_DEF("text_editor/mark_color", Color(1.0, 0.4, 0.4, 0.4)));
- get_text_edit()->add_color_override("breakpoint_color", EDITOR_DEF("text_editor/breakpoint_color", Color(0.8, 0.8, 0.4, 0.2)));
- get_text_edit()->add_color_override("search_result_color", EDITOR_DEF("text_editor/search_result_color", Color(0.05, 0.25, 0.05, 1)));
- get_text_edit()->add_color_override("search_result_border_color", EDITOR_DEF("text_editor/search_result_border_color", Color(0.1, 0.45, 0.1, 1)));
- Color keyword_color = EDITOR_DEF("text_editor/keyword_color", Color(0.5, 0.0, 0.2));
- List<String> keywords;
- ShaderLanguage::get_keyword_list(type, &keywords);
- for (List<String>::Element *E = keywords.front(); E; E = E->next()) {
- get_text_edit()->add_keyword_color(E->get(), keyword_color);
- }
- //colorize core types
- // Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
- //colorize comments
- Color comment_color = EDITOR_DEF("text_editor/comment_color", Color::hex(0x797e7eff));
- get_text_edit()->add_color_region("/*", "*/", comment_color, false);
- get_text_edit()->add_color_region("//", "", comment_color, false);
- /*//colorize strings
- Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
- List<String> strings;
- shader->get_shader_mode()->get_string_delimiters(&strings);
- for (List<String>::Element *E=strings.front();E;E=E->next()) {
- String string = E->get();
- String beg = string.get_slice(" ",0);
- String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
- get_text_edit()->add_color_region(beg,end,string_color,end=="");
- }*/
- //colorize symbols
- Color symbol_color = EDITOR_DEF("text_editor/symbol_color", Color::hex(0x005291ff));
- get_text_edit()->set_symbol_color(symbol_color);
- }
- void ShaderTextEditor::_validate_script() {
- String errortxt;
- int line, col;
- String code = get_text_edit()->get_text();
- //List<StringName> params;
- //shader->get_param_list(¶ms);
- Error err = ShaderLanguage::compile(code, type, NULL, NULL, &errortxt, &line, &col);
- if (err != OK) {
- String error_text = "error(" + itos(line + 1) + "," + itos(col + 1) + "): " + errortxt;
- set_error(error_text);
- get_text_edit()->set_line_as_marked(line, true);
- } else {
- for (int i = 0; i < get_text_edit()->get_line_count(); i++)
- get_text_edit()->set_line_as_marked(i, false);
- set_error("");
- }
- emit_signal("script_changed");
- }
- void ShaderTextEditor::_bind_methods() {
- //ADD_SIGNAL( MethodInfo("script_changed") );
- }
- ShaderTextEditor::ShaderTextEditor() {
- }
- /*** SCRIPT EDITOR ******/
- void ShaderEditor::_menu_option(int p_option) {
- ShaderTextEditor *current = tab_container->get_current_tab_control()->cast_to<ShaderTextEditor>();
- if (!current)
- return;
- switch (p_option) {
- case EDIT_UNDO: {
- current->get_text_edit()->undo();
- } break;
- case EDIT_REDO: {
- current->get_text_edit()->redo();
- } break;
- case EDIT_CUT: {
- current->get_text_edit()->cut();
- } break;
- case EDIT_COPY: {
- current->get_text_edit()->copy();
- } break;
- case EDIT_PASTE: {
- current->get_text_edit()->paste();
- } break;
- case EDIT_SELECT_ALL: {
- current->get_text_edit()->select_all();
- } break;
- case SEARCH_FIND: {
- current->get_find_replace_bar()->popup_search();
- } break;
- case SEARCH_FIND_NEXT: {
- current->get_find_replace_bar()->search_next();
- } break;
- case SEARCH_FIND_PREV: {
- current->get_find_replace_bar()->search_prev();
- } break;
- case SEARCH_REPLACE: {
- current->get_find_replace_bar()->popup_replace();
- } break;
- // case SEARCH_LOCATE_SYMBOL: {
- // } break;
- case SEARCH_GOTO_LINE: {
- goto_line_dialog->popup_find_line(current->get_text_edit());
- } break;
- }
- }
- void ShaderEditor::_tab_changed(int p_which) {
- ShaderTextEditor *shader_editor = tab_container->get_tab_control(p_which)->cast_to<ShaderTextEditor>();
- if (shader_editor && is_inside_tree())
- shader_editor->get_text_edit()->grab_focus();
- ensure_select_current();
- }
- void ShaderEditor::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- close->set_normal_texture(get_icon("Close", "EditorIcons"));
- close->set_hover_texture(get_icon("CloseHover", "EditorIcons"));
- close->set_pressed_texture(get_icon("Close", "EditorIcons"));
- close->connect("pressed", this, "_close_callback");
- }
- if (p_what == NOTIFICATION_DRAW) {
- RID ci = get_canvas_item();
- Ref<StyleBox> style = get_stylebox("panel", "Panel");
- style->draw(ci, Rect2(Point2(), get_size()));
- }
- }
- Dictionary ShaderEditor::get_state() const {
- #if 0
- apply_shaders();
- Dictionary state;
- Array paths;
- int open=-1;
- for(int i=0;i<tab_container->get_child_count();i++) {
- ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
- if (!ste)
- continue;
- Ref<Shader> shader = ste->get_edited_shader();
- if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
- paths.push_back(shader->get_path());
- } else {
- const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
- if (owner)
- paths.push_back(owner->get_path());
- }
- if (i==tab_container->get_current_tab())
- open=i;
- }
- if (paths.size())
- state["sources"]=paths;
- if (open!=-1)
- state["current"]=open;
- return state;
- #endif
- return Dictionary();
- }
- void ShaderEditor::set_state(const Dictionary &p_state) {
- #if 0
- print_line("setting state..");
- if (!p_state.has("sources"))
- return; //bleh
- Array sources = p_state["sources"];
- for(int i=0;i<sources.size();i++) {
- Variant source=sources[i];
- Ref<Shader> shader;
- if (source.get_type()==Variant::NODE_PATH) {
- print_line("cain find owner at path "+String(source));
- Node *owner=get_root_node()->get_node(source);
- if (!owner)
- continue;
- shader = owner->get_shader();
- } else if (source.get_type()==Variant::STRING) {
- print_line("loading at path "+String(source));
- shader = ResourceLoader::load(source,"Shader");
- }
- print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
- if (shader.is_null()) //ah well..
- continue;
- get_scene()->get_root_node()->call("_resource_selected",shader);
- }
- if (p_state.has("current"))
- tab_container->set_current_tab(p_state["current"]);
- #endif
- }
- void ShaderEditor::clear() {
- }
- void ShaderEditor::_params_changed() {
- fragment_editor->_validate_script();
- vertex_editor->_validate_script();
- light_editor->_validate_script();
- }
- void ShaderEditor::_editor_settings_changed() {
- vertex_editor->update_editor_settings();
- fragment_editor->update_editor_settings();
- light_editor->update_editor_settings();
- }
- void ShaderEditor::_bind_methods() {
- ObjectTypeDB::bind_method("_editor_settings_changed", &ShaderEditor::_editor_settings_changed);
- ObjectTypeDB::bind_method("_tab_changed", &ShaderEditor::_tab_changed);
- ObjectTypeDB::bind_method("_menu_option", &ShaderEditor::_menu_option);
- ObjectTypeDB::bind_method("_params_changed", &ShaderEditor::_params_changed);
- ObjectTypeDB::bind_method("_close_callback", &ShaderEditor::_close_callback);
- ObjectTypeDB::bind_method("apply_shaders", &ShaderEditor::apply_shaders);
- // ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
- }
- void ShaderEditor::ensure_select_current() {
- /*
- if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
- ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
- if (!ste)
- return;
- Ref<Shader> shader = ste->get_edited_shader();
- get_scene()->get_root_node()->call("_resource_selected",shader);
- }*/
- }
- void ShaderEditor::edit(const Ref<Shader> &p_shader) {
- if (p_shader.is_null())
- return;
- shader = p_shader;
- if (shader->get_mode() == Shader::MODE_MATERIAL) {
- vertex_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_MATERIAL_VERTEX);
- fragment_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
- light_editor->set_edited_shader(shader, ShaderLanguage::SHADER_MATERIAL_LIGHT);
- } else if (shader->get_mode() == Shader::MODE_CANVAS_ITEM) {
- vertex_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX);
- fragment_editor->set_edited_shader(p_shader, ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT);
- light_editor->set_edited_shader(shader, ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT);
- }
- //vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
- // see if already has it
- }
- void ShaderEditor::save_external_data() {
- if (shader.is_null())
- return;
- apply_shaders();
- if (shader->get_path() != "" && shader->get_path().find("local://") == -1 && shader->get_path().find("::") == -1) {
- //external shader, save it
- ResourceSaver::save(shader->get_path(), shader);
- }
- }
- void ShaderEditor::apply_shaders() {
- if (shader.is_valid()) {
- shader->set_code(vertex_editor->get_text_edit()->get_text(), fragment_editor->get_text_edit()->get_text(), light_editor->get_text_edit()->get_text(), 0, 0);
- shader->set_edited(true);
- }
- }
- void ShaderEditor::_close_callback() {
- hide();
- }
- ShaderEditor::ShaderEditor() {
- tab_container = memnew(TabContainer);
- add_child(tab_container);
- tab_container->set_area_as_parent_rect();
- tab_container->set_begin(Point2(0, 0));
- //tab_container->set_begin(Point2(0,0));
- close = memnew(TextureButton);
- close->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_END, 20);
- close->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, 4);
- close->set_anchor_and_margin(MARGIN_TOP, ANCHOR_BEGIN, 2);
- add_child(close);
- edit_menu = memnew(MenuButton);
- add_child(edit_menu);
- edit_menu->set_pos(Point2(5, -1));
- edit_menu->set_text(TTR("Edit"));
- edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/undo", TTR("Undo"), KEY_MASK_CMD | KEY_Z), EDIT_UNDO);
- edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/redo", TTR("Redo"), KEY_MASK_CMD | KEY_Y), EDIT_REDO);
- edit_menu->get_popup()->add_separator();
- edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/cut", TTR("Cut"), KEY_MASK_CMD | KEY_X), EDIT_CUT);
- edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/copy", TTR("Copy"), KEY_MASK_CMD | KEY_C), EDIT_COPY);
- edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/paste", TTR("Paste"), KEY_MASK_CMD | KEY_V), EDIT_PASTE);
- edit_menu->get_popup()->add_separator();
- edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/select_all", TTR("Select All"), KEY_MASK_CMD | KEY_A), EDIT_SELECT_ALL);
- edit_menu->get_popup()->connect("item_pressed", this, "_menu_option");
- search_menu = memnew(MenuButton);
- add_child(search_menu);
- search_menu->set_pos(Point2(38, -1));
- search_menu->set_text(TTR("Search"));
- search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find.."), KEY_MASK_CMD | KEY_F), SEARCH_FIND);
- search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), SEARCH_FIND_NEXT);
- search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_previous", TTR("Find Previous"), KEY_MASK_SHIFT | KEY_F3), SEARCH_FIND_PREV);
- search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/replace", TTR("Replace.."), KEY_MASK_CMD | KEY_R), SEARCH_REPLACE);
- search_menu->get_popup()->add_separator();
- // search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
- search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/goto_line", TTR("Goto Line.."), KEY_MASK_CMD | KEY_L), SEARCH_GOTO_LINE);
- search_menu->get_popup()->connect("item_pressed", this, "_menu_option");
- tab_container->connect("tab_changed", this, "_tab_changed");
- erase_tab_confirm = memnew(ConfirmationDialog);
- add_child(erase_tab_confirm);
- erase_tab_confirm->connect("confirmed", this, "_close_current_tab");
- goto_line_dialog = memnew(GotoLineDialog);
- add_child(goto_line_dialog);
- vertex_editor = memnew(ShaderTextEditor);
- tab_container->add_child(vertex_editor);
- vertex_editor->set_name(TTR("Vertex"));
- fragment_editor = memnew(ShaderTextEditor);
- tab_container->add_child(fragment_editor);
- fragment_editor->set_name(TTR("Fragment"));
- light_editor = memnew(ShaderTextEditor);
- tab_container->add_child(light_editor);
- light_editor->set_name(TTR("Lighting"));
- tab_container->set_current_tab(1);
- vertex_editor->connect("script_changed", this, "apply_shaders");
- fragment_editor->connect("script_changed", this, "apply_shaders");
- light_editor->connect("script_changed", this, "apply_shaders");
- EditorSettings::get_singleton()->connect("settings_changed", this, "_editor_settings_changed");
- _editor_settings_changed();
- }
- void ShaderEditorPlugin::edit(Object *p_object) {
- Shader *s = p_object->cast_to<Shader>();
- if (!s || s->cast_to<ShaderGraph>()) {
- shader_editor->hide(); //Dont edit ShaderGraph
- return;
- }
- if (_2d && s->get_mode() == Shader::MODE_CANVAS_ITEM)
- shader_editor->edit(s);
- else if (!_2d && s->get_mode() == Shader::MODE_MATERIAL)
- shader_editor->edit(s);
- }
- bool ShaderEditorPlugin::handles(Object *p_object) const {
- bool handles = true;
- Shader *shader = p_object->cast_to<Shader>();
- if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
- handles = false;
- if (handles && _2d)
- handles = shader->get_mode() == Shader::MODE_CANVAS_ITEM;
- else if (handles && !_2d)
- return shader->get_mode() == Shader::MODE_MATERIAL;
- if (!handles)
- shader_editor->hide();
- return handles;
- }
- void ShaderEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- shader_editor->show();
- } else {
- shader_editor->apply_shaders();
- }
- }
- void ShaderEditorPlugin::selected_notify() {
- shader_editor->ensure_select_current();
- }
- Dictionary ShaderEditorPlugin::get_state() const {
- return shader_editor->get_state();
- }
- void ShaderEditorPlugin::set_state(const Dictionary &p_state) {
- shader_editor->set_state(p_state);
- }
- void ShaderEditorPlugin::clear() {
- shader_editor->clear();
- }
- void ShaderEditorPlugin::save_external_data() {
- shader_editor->save_external_data();
- }
- void ShaderEditorPlugin::apply_changes() {
- shader_editor->apply_shaders();
- }
- ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node, bool p_2d) {
- editor = p_node;
- shader_editor = memnew(ShaderEditor);
- _2d = p_2d;
- if (p_2d)
- add_control_to_container(CONTAINER_CANVAS_EDITOR_BOTTOM, shader_editor);
- else
- add_control_to_container(CONTAINER_SPATIAL_EDITOR_BOTTOM, shader_editor);
- // editor->get_viewport()->add_child(shader_editor);
- // shader_editor->set_area_as_parent_rect();
- shader_editor->hide();
- }
- ShaderEditorPlugin::~ShaderEditorPlugin() {
- }
|