Properties node: name each shader param by its shader (#66)
game-maker / suite (push) Successful in 8m23s

The + Property menu of the Properties node offered every shader's params
for every sprite. Each shader row now carries its shader name, and a name
shared by two shaders lists both: "brightness (Adjust colors, Neon glow)".
Sprite-owned rows stay unlabelled.

The note hangs off a map keyed by the def object, not by the name -- a
sprite property and a shader param may share a name (#63), and keying by
name would label the wrong row.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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rootandClaude Opus 5 committed 2026-09-13 14:05:01 +02:00
1 parent 05f7a2745e
commit 5c1c3c6fd6
5 files changed
+103 -13

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@@ -237,12 +237,25 @@ export function shaderParamRows(project: Project, shaderId: string): PropertyDef
return shader ? shaderParamDefs(shader.graph) : [];
}
/** The parameters of every shader in the project, one row per name – what a sprite *may* have. */
export function allShaderParamRows(project: Project): PropertyDef[] {
const rows = new Map<string, PropertyDef>();
/** A shader parameter a sprite *may* have, with the shaders that declare it under that name. */
export interface ShaderParamRow {
def: PropertyDef;
shaders: string[];
}
/**
* The parameters of every shader in the project, one row per name – which sprite wears which shader
* is only known at runtime, so the picker offers them all and names where each one comes from.
*/
export function allShaderParamRows(project: Project): ShaderParamRow[] {
const rows = new Map<string, ShaderParamRow>();
for (const asset of project.assets)
if (asset.type === 'shader')
for (const row of shaderParamDefs(asset.graph)) if (!rows.has(row.key)) rows.set(row.key, row);
for (const def of shaderParamDefs(asset.graph)) {
const row = rows.get(def.key);
if (!row) rows.set(def.key, { def, shaders: [asset.name] });
else if (!row.shaders.includes(asset.name)) row.shaders.push(asset.name);
}
return [...rows.values()];
}