This commit is contained in:
2024-09-20 20:30:10 +02:00
commit 4fabf1a6fd
29169 changed files with 1706941 additions and 0 deletions
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Colors;
using UnityEditor.ShaderGraph.Internal;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.ShaderGraph.Serialization;
using UnityEngine.Assertions;
using UnityEngine.Pool;
namespace UnityEditor.ShaderGraph
{
interface IRectInterface
{
Rect rect
{
get;
internal set;
}
}
}
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using UnityEditor.Experimental.GraphView;
namespace UnityEditor.ShaderGraph.Drawing.Interfaces
{
interface ISGResizable : IResizable
{
// Depending on the return value, the ElementResizer either allows resizing past parent view edge (like in case of StickyNote) or clamps the size at the edges of parent view (like for GraphSubWindows)
bool CanResizePastParentBounds();
}
}
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fileFormatVersion: 2
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using System;
using UnityEditor.ShaderGraph;
namespace UnityEditor.ShaderGraph.Drawing
{
interface ISGControlledElement
{
SGController controller
{
get;
}
void OnControllerChanged(ref SGControllerChangedEvent e);
void OnControllerEvent(SGControllerEvent e);
}
interface ISGControlledElement<T> : ISGControlledElement where T : SGController
{
// This provides a way to access the controller of a ControlledElement at both the base class SGController level and child class level
new T controller { get; }
}
}
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fileFormatVersion: 2
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using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph.Drawing
{
interface ISGViewModel
{
VisualElement parentView { get; set; }
// Wipes all data in this view-model that will be fed to the view that depends on it
// A notable point is that this function typically should not null out the parentView field seen above
void ResetViewModelData();
}
}
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using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph.Drawing
{
/// <summary>
/// This interface is implemented by any entity that wants to be made aware of updates to a shader input
/// </summary>
interface IShaderInputObserver
{
void OnShaderInputUpdated(ModificationScope modificationScope);
}
}
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