Merge pull request #22094 from elasota/fix-visual-shader

Fix VisualShader code overwrites and save failures
This commit is contained in:
Rémi Verschelde 2018-09-20 18:46:20 +02:00 committed by GitHub
commit 46d8a28314
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 19 additions and 4 deletions

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@ -426,7 +426,7 @@ void ShaderEditor::ensure_select_current() {
void ShaderEditor::edit(const Ref<Shader> &p_shader) {
if (p_shader.is_null())
if (p_shader.is_null() || !p_shader->is_text_shader())
return;
shader = p_shader;
@ -606,7 +606,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
bool ShaderEditorPlugin::handles(Object *p_object) const {
Shader *shader = Object::cast_to<Shader>(p_object);
return shader != NULL;
return shader != NULL && shader->is_text_shader();
}
void ShaderEditorPlugin::make_visible(bool p_visible) {

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@ -126,6 +126,11 @@ void Shader::get_default_texture_param_list(List<StringName> *r_textures) const
r_textures->push_back(E->key());
}
}
bool Shader::is_text_shader() const {
return true;
}
bool Shader::has_param(const StringName &p_param) const {
return params_cache.has(p_param);
@ -235,8 +240,10 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc
void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (Object::cast_to<Shader>(*p_resource)) {
p_extensions->push_back("shader");
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("shader");
}
}
}
bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {

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@ -79,6 +79,8 @@ public:
Ref<Texture> get_default_texture_param(const StringName &p_param) const;
void get_default_texture_param_list(List<StringName> *r_textures) const;
virtual bool is_text_shader() const;
_FORCE_INLINE_ StringName remap_param(const StringName &p_param) const {
if (params_cache_dirty)
get_param_list(NULL);

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@ -414,6 +414,10 @@ Shader::Mode VisualShader::get_mode() const {
return shader_mode;
}
bool VisualShader::is_text_shader() const {
return false;
}
String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
Ref<VisualShaderNode> node = get_node(p_type, p_node);

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@ -141,6 +141,8 @@ public:
void set_mode(Mode p_mode);
virtual Mode get_mode() const;
virtual bool is_text_shader() const;
void set_graph_offset(const Vector2 &p_offset);
Vector2 get_graph_offset() const;