Merge pull request #86710 from KoBeWi/do_not_the_shaders
Handle built-in shaders when closing scene
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commit
2158f88a88
@ -84,7 +84,8 @@ void ShaderEditorPlugin::_update_shader_list() {
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Ref<Texture2D> icon = shader_list->get_editor_theme_icon(_class);
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shader_list->add_item(text, icon);
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shader_list->set_item_tooltip(shader_list->get_item_count() - 1, path);
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shader_list->set_item_tooltip(-1, path);
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edited_shader.name = text;
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}
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if (shader_tabs->get_tab_count()) {
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@ -292,11 +293,6 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
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}
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String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
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if (!p_for_scene.is_empty()) {
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// TODO: handle built-in shaders.
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return String();
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}
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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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@ -305,10 +301,30 @@ String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
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if (unsaved_shaders.is_empty()) {
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unsaved_shaders.append(TTR("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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unsaved_shaders.append(edited_shaders[i].name.trim_suffix("(*)"));
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}
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}
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}
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if (!p_for_scene.is_empty()) {
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PackedStringArray unsaved_built_in_shaders;
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const String scene_file = p_for_scene.get_file();
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for (const String &E : unsaved_shaders) {
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if (!E.is_resource_file() && E.contains(scene_file)) {
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if (unsaved_built_in_shaders.is_empty()) {
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unsaved_built_in_shaders.append(TTR("There are unsaved changes in the following built-in shaders(s):"));
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}
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unsaved_built_in_shaders.append(E);
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}
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}
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if (!unsaved_built_in_shaders.is_empty()) {
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return String("\n").join(unsaved_built_in_shaders);
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}
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return String();
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}
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return String("\n").join(unsaved_shaders);
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}
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@ -55,6 +55,7 @@ class ShaderEditorPlugin : public EditorPlugin {
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TextShaderEditor *shader_editor = nullptr;
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VisualShaderEditor *visual_shader_editor = nullptr;
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String path;
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String name;
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};
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LocalVector<EditedShader> edited_shaders;
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