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Diffstat (limited to 'editor/shader_create_dialog.cpp')
-rw-r--r--editor/shader_create_dialog.cpp41
1 files changed, 15 insertions, 26 deletions
diff --git a/editor/shader_create_dialog.cpp b/editor/shader_create_dialog.cpp
index 28776cbddc..fb91d139a7 100644
--- a/editor/shader_create_dialog.cpp
+++ b/editor/shader_create_dialog.cpp
@@ -48,8 +48,6 @@ enum ShaderType {
void ShaderCreateDialog::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
- _update_theme();
-
String last_lang = EditorSettings::get_singleton()->get_project_metadata("shader_setup", "last_selected_language", "");
if (!last_lang.is_empty()) {
for (int i = 0; i < type_menu->get_item_count(); i++) {
@@ -68,28 +66,17 @@ void ShaderCreateDialog::_notification(int p_what) {
} break;
case NOTIFICATION_THEME_CHANGED: {
- _update_theme();
- } break;
- }
-}
-
-void ShaderCreateDialog::_update_theme() {
- Ref<Texture2D> shader_icon = gc->get_editor_theme_icon(SNAME("Shader"));
- if (shader_icon.is_valid()) {
- type_menu->set_item_icon(0, shader_icon);
- }
-
- Ref<Texture2D> visual_shader_icon = gc->get_editor_theme_icon(SNAME("VisualShader"));
- if (visual_shader_icon.is_valid()) {
- type_menu->set_item_icon(1, visual_shader_icon);
- }
+ static const char *shader_types[3] = { "Shader", "VisualShader", "TextFile" };
+ for (int i = 0; i < 3; i++) {
+ Ref<Texture2D> icon = get_editor_theme_icon(shader_types[i]);
+ if (icon.is_valid()) {
+ type_menu->set_item_icon(i, icon);
+ }
+ }
- Ref<Texture2D> include_icon = gc->get_editor_theme_icon(SNAME("TextFile"));
- if (include_icon.is_valid()) {
- type_menu->set_item_icon(2, include_icon);
+ path_button->set_icon(get_editor_theme_icon(SNAME("Folder")));
+ } break;
}
-
- path_button->set_icon(get_editor_theme_icon(SNAME("Folder")));
}
void ShaderCreateDialog::_update_language_info() {
@@ -175,9 +162,10 @@ void fragment() {
// Called for every pixel the material is visible on.
}
-void light() {
+//void light() {
// Called for every pixel for every light affecting the material.
-}
+ // Uncomment to replace the default light processing function with this one.
+//}
)";
break;
case Shader::MODE_CANVAS_ITEM:
@@ -190,9 +178,10 @@ void fragment() {
// Called for every pixel the material is visible on.
}
-void light() {
+//void light() {
// Called for every pixel for every light affecting the CanvasItem.
-}
+ // Uncomment to replace the default light processing function with this one.
+//}
)";
break;
case Shader::MODE_PARTICLES: