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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.
//+
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