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GUIs_ShaderDeveloper.h
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GUIs_ShaderDeveloper.h
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///////////////////////////////////////////////////////////////////////////
// C++ code generated with wxFormBuilder (version Oct 4 2010)
// http://www.wxformbuilder.org/
//
// PLEASE DO "NOT" EDIT THIS FILE!
///////////////////////////////////////////////////////////////////////////
#ifndef __GUIs_ShaderDeveloper__
#define __GUIs_ShaderDeveloper__
#include <wx/string.h>
#include <wx/bitmap.h>
#include <wx/image.h>
#include <wx/icon.h>
#include <wx/menu.h>
#include <wx/gdicmn.h>
#include <wx/font.h>
#include <wx/colour.h>
#include <wx/settings.h>
#include <wx/choice.h>
#include <wx/bmpcbox.h>
#include <wx/bmpbuttn.h>
#include <wx/button.h>
#include <wx/toolbar.h>
#include <wx/textctrl.h>
#include <wx/sizer.h>
#include <wx/panel.h>
#include <wx/notebook.h>
#include <wx/stattext.h>
#include <wx/checkbox.h>
#include <wx/grid.h>
#include <wx/splitter.h>
#include <wx/slider.h>
#include <wx/statusbr.h>
#include <wx/frame.h>
///////////////////////////////////////////////////////////////////////////
#define wxID_SCOMPILE 1000
#define wxID_SSAVEBIN 1001
#define wxID_SLEGACY 1002
#define wxID_SUPGRADE 1003
#define wxID_SMAXIMUM 1004
#define wxID_SOPTIMIZE 1005
#define wxID_SRUNTIME 1006
#define wxID_ECOMPILE 1007
#define wxID_ESAVEBIN 1008
#define wxID_ELEGACY 1009
#define wxID_EOPTIMIZE 1010
#define wxID_PROFILE 1011
#define wxID_KILLTEX 1012
#define wxID_WIREFRAME 1013
#define wxID_TESSELATION 1014
#define wxID_AMPLIFY 1015
#define wxID_MIPGAMMA 1016
#define wxID_BATCH 1017
#define wxID_AF1 1018
#define wxID_AF2 1019
#define wxID_AF4 1020
#define wxID_AF8 1021
#define wxID_AF16 1022
#define wxID_AF32 1023
#define wxID_LINEAR 1024
///////////////////////////////////////////////////////////////////////////////
/// Class wxShaderDeveloper
///////////////////////////////////////////////////////////////////////////////
class wxShaderDeveloper : public wxFrame
{
private:
protected:
wxMenuBar* SDMenubar;
wxMenu* SDShaderOptions;
wxMenu* SDEffectOptions;
wxMenu* SDProfileOptions;
wxMenu* SDTools;
wxMenu* SDToolsSettings;
wxMenu* SDTweaks;
wxMenu* SDTweaksAF;
wxChoice* SDChoicePass;
wxNotebook* SDViewSwitch;
wxPanel* SDPanelShaders;
wxSplitterWindow* SDSpitterShaders;
wxPanel* SDPanelShadersTop;
wxBitmapComboBox* SDComboShader;
wxToolBar* SDToolbarShader;
wxBitmapButton* SDButtonShaderLoad;
wxBitmapButton* SDButtonShaderSave;
wxBitmapButton* SDButtonShaderSaveAs;
wxChoice* SDShaderVersion;
wxButton* SDShaderCompile;
wxButton* SDShaderCompileAll;
wxButton* SDShaderFlush;
wxNotebook* SDShaderCodeSwitch;
wxPanel* SDShaderSource;
wxTextCtrl* SDShaderSourceEditor;
wxPanel* SDShaderAssembly;
wxTextCtrl* SDShaderAssemblyEditor;
wxPanel* SDShaderErrors;
wxTextCtrl* SDShaderErrorView;
wxPanel* SDShaderDisassembly;
wxTextCtrl* SDShaderDisassemblyView;
wxStaticText* SDStatusShader;
wxCheckBox* SDShaderEnable;
wxStaticText* SDShaderPairing;
wxCheckBox* SDShaderMark;
wxPanel* SDPanelShadersBottom;
wxNotebook* SDShaderVariables;
wxPanel* SDShaderConstantTable;
wxGrid* SDShaderConstantGrid;
wxPanel* SDShaderConstants;
wxGrid* SDShaderConstSetGrid;
wxPanel* SDShaderSamplers;
wxGrid* SDShaderSamplerGrid;
wxPanel* SDPanelEffects;
wxSplitterWindow* SDSpitterEffects;
wxPanel* SDPanelEffectsTop;
wxBitmapComboBox* SDComboEffect;
wxToolBar* SDToolbarEffect;
wxBitmapButton* SDButtonEffectNew;
wxBitmapButton* SDButtonEffectLoad;
wxBitmapButton* SDButtonEffectSave;
wxBitmapButton* SDButtonEffectSaveAs;
wxButton* SDEffectCompile;
wxNotebook* SDEffectCodeSwitch;
wxPanel* SDEffectSource;
wxTextCtrl* SDEffectSourceEditor;
wxPanel* SDEffectErrors;
wxTextCtrl* SDEffectErrorView;
wxPanel* SDEffectDisassembly;
wxTextCtrl* SDEffectDisassemblyView;
wxStaticText* SDStatusEffect;
wxCheckBox* SDEffectEnable;
wxPanel* SDPanelEffectsBottom;
wxNotebook* SDEffectVariables;
wxPanel* SDEffectConstants;
wxGrid* SDEffectConstSetGrid;
wxPanel* SDEffectTextures;
wxGrid* SDEffectTexturesGrid;
wxPanel* SDPanelScenes;
wxSplitterWindow* SDSplitterScenes;
wxPanel* SDPanelScenesTop;
wxChoice* SDChoiceScene;
wxToolBar* SDToolbarRendertarget;
wxBitmapButton* SDButtonRTCopy;
wxBitmapButton* SDButtonRTSaveAs;
wxNotebook* SDSurfaceSwitch;
wxPanel* SDRendertarget;
wxPanel* SDRendertargetView;
wxPanel* SDRendertargetGrabbed;
wxPanel* SDRendertargetGrabbedView;
wxPanel* SDDepthStencil;
wxPanel* SDDepthStencilView;
wxSlider* SDDepthStencilDepth;
wxStaticText* SDStatusRT;
wxPanel* SDPanelScenesBottom;
wxNotebook* SDSceneVariables;
wxPanel* SDSceneStates;
wxGrid* SDSceneStateGrid;
wxPanel* SDPanelStats;
wxSplitterWindow* SDSplitterStats;
wxPanel* SDPanelStatsTop;
wxPanel* SDStatsView;
wxStaticText* SDStatusStats;
wxCheckBox* SDStatsNormalize;
wxPanel* SDPanelStatsBottom;
wxChoice* SDChoiceStats;
wxNotebook* SDStatsVariables;
wxPanel* SDSceneStats;
wxGrid* SDSceneStatsGrid;
wxStatusBar* SDStatusBar;
// Virtual event handlers, overide them in your derived class
virtual void DoActivate( wxActivateEvent& event ) { event.Skip(); }
virtual void DoClose( wxCloseEvent& event ) { event.Skip(); }
virtual void DoResize( wxSizeEvent& event ) { event.Skip(); }
virtual void DoUpdate( wxUpdateUIEvent& event ) { event.Skip(); }
virtual void DoShaderOptions( wxCommandEvent& event ) { event.Skip(); }
virtual void DoEffectOptions( wxCommandEvent& event ) { event.Skip(); }
virtual void DoProfileOptions( wxCommandEvent& event ) { event.Skip(); }
virtual void DoModeTesselation( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolPMtoQDMy( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolPMtoQDMn( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolRemipRGBH( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolRemipRGBA( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolRemipRGB( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolRemipLA( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolRemipA( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolRemipXYZD( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolRemipXYZ( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolRemipXY_Z( wxCommandEvent& event ) { event.Skip(); }
virtual void DoToolRemipXY( wxCommandEvent& event ) { event.Skip(); }
virtual void DoAF( wxCommandEvent& event ) { event.Skip(); }
virtual void DoLinear( wxCommandEvent& event ) { event.Skip(); }
virtual void DoRenderpassSwitch( wxCommandEvent& event ) { event.Skip(); }
virtual void DoViewSwitch( wxNotebookEvent& event ) { event.Skip(); }
virtual void DoShaderSwitch( wxCommandEvent& event ) { event.Skip(); }
virtual void DoShaderLoad( wxCommandEvent& event ) { event.Skip(); }
virtual void DoShaderSave( wxCommandEvent& event ) { event.Skip(); }
virtual void DoShaderSaveAs( wxCommandEvent& event ) { event.Skip(); }
virtual void DoShaderVersion( wxCommandEvent& event ) { event.Skip(); }
virtual void DoShaderCompile( wxCommandEvent& event ) { event.Skip(); }
virtual void DoShaderCompileAll( wxCommandEvent& event ) { event.Skip(); }
virtual void DoShaderFlush( wxCommandEvent& event ) { event.Skip(); }
virtual void DoShaderHighlight( wxKeyEvent& event ) { event.Skip(); }
virtual void DoShaderUpdate( wxCommandEvent& event ) { event.Skip(); }
virtual void DoAssemblerHighlight( wxKeyEvent& event ) { event.Skip(); }
virtual void DoShaderToggle( wxCommandEvent& event ) { event.Skip(); }
virtual void DoMarkToggle( wxCommandEvent& event ) { event.Skip(); }
virtual void DoShaderConstantChange( wxGridEvent& event ) { event.Skip(); }
virtual void DoShaderConstantSelect( wxGridEvent& event ) { event.Skip(); }
virtual void DoShaderSamplerChange( wxGridEvent& event ) { event.Skip(); }
virtual void DoShaderSamplerSelect( wxGridEvent& event ) { event.Skip(); }
virtual void DoEffectSwitch( wxCommandEvent& event ) { event.Skip(); }
virtual void DoEffectAdd( wxCommandEvent& event ) { event.Skip(); }
virtual void DoEffectLoad( wxCommandEvent& event ) { event.Skip(); }
virtual void DoEffectSave( wxCommandEvent& event ) { event.Skip(); }
virtual void DoEffectSaveAs( wxCommandEvent& event ) { event.Skip(); }
virtual void DoEffectCompile( wxCommandEvent& event ) { event.Skip(); }
virtual void DoEffectHighlight( wxKeyEvent& event ) { event.Skip(); }
virtual void DoEffectUpdate( wxCommandEvent& event ) { event.Skip(); }
virtual void DoEffectToggle( wxCommandEvent& event ) { event.Skip(); }
virtual void DoEffectConstantChange( wxGridEvent& event ) { event.Skip(); }
virtual void DoEffectConstantSelect( wxGridEvent& event ) { event.Skip(); }
virtual void DoEffectTextureChange( wxGridEvent& event ) { event.Skip(); }
virtual void DoEffectTextureSelect( wxGridEvent& event ) { event.Skip(); }
virtual void DoScenesSwitch( wxCommandEvent& event ) { event.Skip(); }
virtual void DoSurfaceSwitch( wxNotebookEvent& event ) { event.Skip(); }
virtual void SDPaintRT( wxPaintEvent& event ) { event.Skip(); }
virtual void SDPaintGrabbedRT( wxPaintEvent& event ) { event.Skip(); }
virtual void SDPaintDS( wxPaintEvent& event ) { event.Skip(); }
virtual void SDPaintProfile( wxPaintEvent& event ) { event.Skip(); }
virtual void DoStatsToggle( wxCommandEvent& event ) { event.Skip(); }
virtual void DoStatsSwitch( wxCommandEvent& event ) { event.Skip(); }
public:
wxShaderDeveloper( wxWindow* parent, wxWindowID id = wxID_ANY, const wxString& title = wxEmptyString, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxSize( 630,704 ), long style = wxDEFAULT_FRAME_STYLE|wxTAB_TRAVERSAL );
~wxShaderDeveloper();
void SDSpitterShadersOnIdle( wxIdleEvent& )
{
SDSpitterShaders->SetSashPosition( 0 );
SDSpitterShaders->Disconnect( wxEVT_IDLE, wxIdleEventHandler( wxShaderDeveloper::SDSpitterShadersOnIdle ), NULL, this );
}
void SDSpitterEffectsOnIdle( wxIdleEvent& )
{
SDSpitterEffects->SetSashPosition( 0 );
SDSpitterEffects->Disconnect( wxEVT_IDLE, wxIdleEventHandler( wxShaderDeveloper::SDSpitterEffectsOnIdle ), NULL, this );
}
void SDSplitterScenesOnIdle( wxIdleEvent& )
{
SDSplitterScenes->SetSashPosition( 410 );
SDSplitterScenes->Disconnect( wxEVT_IDLE, wxIdleEventHandler( wxShaderDeveloper::SDSplitterScenesOnIdle ), NULL, this );
}
void SDSplitterStatsOnIdle( wxIdleEvent& )
{
SDSplitterStats->SetSashPosition( 410 );
SDSplitterStats->Disconnect( wxEVT_IDLE, wxIdleEventHandler( wxShaderDeveloper::SDSplitterStatsOnIdle ), NULL, this );
}
};
#endif //__GUIs_ShaderDeveloper__