C++ API Reference
glslShader/GLSLShaderStrings.h
#ifndef _GLSLSHADER_GLSLSHADERSTRINGS_H
#define _GLSLSHADER_GLSLSHADERSTRINGS_H
#include <maya/MStringResourceId.h>
namespace glslShaderStrings
{
extern const MStringResourceId kErrorFileNotFound;
extern const MStringResourceId kErrorLoadingEffect;
// GLSLShader_initUI.mel
extern const MStringResourceId kReloadTool;
extern const MStringResourceId kReloadAnnotation;
extern const MStringResourceId kEditTool;
extern const MStringResourceId kEditAnnotationWIN;
extern const MStringResourceId kEditAnnotationMAC;
extern const MStringResourceId kEditAnnotationLNX;
extern const MStringResourceId kEditCommandLNX;
extern const MStringResourceId kNiceNodeName;
// AEGLSLShaderTemplate.mel
extern const MStringResourceId kShaderFile;
extern const MStringResourceId kShader;
extern const MStringResourceId kTechnique;
extern const MStringResourceId kTechniqueTip;
extern const MStringResourceId kLightBinding;
extern const MStringResourceId kLightConnectionNone;
extern const MStringResourceId kLightConnectionImplicit;
extern const MStringResourceId kLightConnectionImplicitNone;
extern const MStringResourceId kLightConnectionNoneTip;
extern const MStringResourceId kLightConnectionImplicitTip;
extern const MStringResourceId kLightConnectionExplicitTip;
extern const MStringResourceId kShaderParameters;
extern const MStringResourceId kSurfaceData;
extern const MStringResourceId kDiagnostics;
extern const MStringResourceId kNoneDefined;
extern const MStringResourceId kEffectFiles;
extern const MStringResourceId kAmbient;
extern const MStringResourceId kActionChoose;
extern const MStringResourceId kActionEdit;
extern const MStringResourceId kActionNew;
extern const MStringResourceId kActionNewAnnotation;
extern const MStringResourceId kActionNothing;
extern const MStringResourceId kActionNothingAnnotation;
extern const MStringResourceId kActionNotAssigned;
extern const MStringResourceId kActionEmptyCommand;
extern const MStringResourceId kActionEditorTitle;
extern const MStringResourceId kActionEditorName;
extern const MStringResourceId kActionEditorImageFile;
extern const MStringResourceId kActionEditorDescription;
extern const MStringResourceId kActionEditorCommands;
extern const MStringResourceId kActionEditorInsertVariable;
extern const MStringResourceId kActionEditorSave;
extern const MStringResourceId kActionEditorCreate;
extern const MStringResourceId kActionEditorDelete;
extern const MStringResourceId kActionEditorClose;
//GLSLShader
extern const MStringResourceId kErrorRegisterNodeType;
//GLSLShaderCmd
extern const MStringResourceId kInvalidGLSLShader;
extern const MStringResourceId kUnknownSceneObject;
extern const MStringResourceId kUnknownUIGroup;
extern const MStringResourceId kNotALight;
extern const MStringResourceId kUnknownConnectableLight;
//GLSLShaderCreateUI.mel
extern const MStringResourceId kPrefSavePrefsOrNotMsg;
extern const MStringResourceId kPrefSaveMsg;
extern const MStringResourceId kPrefFileOpen;
extern const MStringResourceId kPrefDefaultEffectFile;
extern const MStringResourceId kPrefGLSLShaderPanel;
extern const MStringResourceId kPrefGLSLShaderTab;
// Register all strings
MStatus registerMStringResources(void);
MString getString(const MStringResourceId &stringId);
MString getString(const MStringResourceId &stringId, const MString& arg);
MString getString(const MStringResourceId &stringId, const MStringArray& args);
}
#endif
//-
// Copyright 2015 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk license agreement
// provided at the time of installation or download, or which otherwise
// accompanies this software in either electronic or hard copy form.
//+