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Add unsaved status for script and shader editors
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6dc5dc3479
commit
000471ee56
@ -2435,6 +2435,18 @@ bool ScriptEditor::edit(const Ref<Resource> &p_resource, int p_line, int p_col,
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return true;
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}
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PackedStringArray ScriptEditor::get_unsaved_scripts() const {
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PackedStringArray unsaved_list;
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for (int i = 0; i < tab_container->get_tab_count(); i++) {
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ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
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if (se->is_unsaved()) {
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unsaved_list.append(se->get_name());
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}
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}
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return unsaved_list;
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}
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void ScriptEditor::save_current_script() {
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ScriptEditorBase *current = _get_current_editor();
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if (!current || _test_script_times_on_disk()) {
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@ -4207,6 +4219,24 @@ void ScriptEditorPlugin::selected_notify() {
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_focus_another_editor();
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}
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String ScriptEditorPlugin::get_unsaved_status() const {
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const PackedStringArray unsaved_scripts = script_editor->get_unsaved_scripts();
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if (unsaved_scripts.is_empty()) {
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return String();
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}
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PackedStringArray message;
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message.resize(unsaved_scripts.size() + 1);
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message.write[0] = "Save changes to the following script(s) before quitting?";
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int i = 1;
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for (const String &E : unsaved_scripts) {
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message.write[i] = E.trim_suffix("(*)");
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i++;
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}
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return String("\n").join(message);
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}
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void ScriptEditorPlugin::save_external_data() {
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script_editor->save_all_scripts();
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}
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@ -512,6 +512,7 @@ public:
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void get_breakpoints(List<String> *p_breakpoints);
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PackedStringArray get_unsaved_scripts() const;
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void save_current_script();
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void save_all_scripts();
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@ -572,6 +573,7 @@ public:
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virtual void make_visible(bool p_visible) override;
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virtual void selected_notify() override;
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virtual String get_unsaved_status() const override;
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virtual void save_external_data() override;
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virtual void apply_changes() override;
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@ -287,6 +287,22 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
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p_layout->set_value("ShaderEditor", "selected_shader", selected_shader);
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}
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String ShaderEditorPlugin::get_unsaved_status() const {
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// TODO: This should also include visual shaders and shader includes, but save_external_data() doesn't seem to save them...
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PackedStringArray unsaved_shaders;
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader_editor) {
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if (edited_shaders[i].shader_editor->is_unsaved()) {
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if (unsaved_shaders.is_empty()) {
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unsaved_shaders.append("Save changes to the following shaders(s) before quitting?");
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}
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unsaved_shaders.append(edited_shaders[i].shader_editor->get_name());
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}
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}
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}
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return String("\n").join(unsaved_shaders);
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}
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void ShaderEditorPlugin::save_external_data() {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader_editor) {
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@ -115,6 +115,7 @@ public:
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virtual void set_window_layout(Ref<ConfigFile> p_layout) override;
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virtual void get_window_layout(Ref<ConfigFile> p_layout) override;
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virtual String get_unsaved_status() const override;
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virtual void save_external_data() override;
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virtual void apply_changes() override;
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