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Add unsaved status for script and shader editors

kobewi 2 years ago
parent
commit
000471ee56

+ 30 - 0
editor/plugins/script_editor_plugin.cpp

@@ -2435,6 +2435,18 @@ bool ScriptEditor::edit(const Ref<Resource> &p_resource, int p_line, int p_col,
 	return true;
 }
 
+PackedStringArray ScriptEditor::get_unsaved_scripts() const {
+	PackedStringArray unsaved_list;
+
+	for (int i = 0; i < tab_container->get_tab_count(); i++) {
+		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
+		if (se->is_unsaved()) {
+			unsaved_list.append(se->get_name());
+		}
+	}
+	return unsaved_list;
+}
+
 void ScriptEditor::save_current_script() {
 	ScriptEditorBase *current = _get_current_editor();
 	if (!current || _test_script_times_on_disk()) {
@@ -4207,6 +4219,24 @@ void ScriptEditorPlugin::selected_notify() {
 	_focus_another_editor();
 }
 
+String ScriptEditorPlugin::get_unsaved_status() const {
+	const PackedStringArray unsaved_scripts = script_editor->get_unsaved_scripts();
+	if (unsaved_scripts.is_empty()) {
+		return String();
+	}
+
+	PackedStringArray message;
+	message.resize(unsaved_scripts.size() + 1);
+	message.write[0] = "Save changes to the following script(s) before quitting?";
+
+	int i = 1;
+	for (const String &E : unsaved_scripts) {
+		message.write[i] = E.trim_suffix("(*)");
+		i++;
+	}
+	return String("\n").join(message);
+}
+
 void ScriptEditorPlugin::save_external_data() {
 	script_editor->save_all_scripts();
 }

+ 2 - 0
editor/plugins/script_editor_plugin.h

@@ -512,6 +512,7 @@ public:
 
 	void get_breakpoints(List<String> *p_breakpoints);
 
+	PackedStringArray get_unsaved_scripts() const;
 	void save_current_script();
 	void save_all_scripts();
 
@@ -572,6 +573,7 @@ public:
 	virtual void make_visible(bool p_visible) override;
 	virtual void selected_notify() override;
 
+	virtual String get_unsaved_status() const override;
 	virtual void save_external_data() override;
 	virtual void apply_changes() override;
 

+ 16 - 0
editor/plugins/shader_editor_plugin.cpp

@@ -287,6 +287,22 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
 	p_layout->set_value("ShaderEditor", "selected_shader", selected_shader);
 }
 
+String ShaderEditorPlugin::get_unsaved_status() const {
+	// TODO: This should also include visual shaders and shader includes, but save_external_data() doesn't seem to save them...
+	PackedStringArray unsaved_shaders;
+	for (uint32_t i = 0; i < edited_shaders.size(); i++) {
+		if (edited_shaders[i].shader_editor) {
+			if (edited_shaders[i].shader_editor->is_unsaved()) {
+				if (unsaved_shaders.is_empty()) {
+					unsaved_shaders.append("Save changes to the following shaders(s) before quitting?");
+				}
+				unsaved_shaders.append(edited_shaders[i].shader_editor->get_name());
+			}
+		}
+	}
+	return String("\n").join(unsaved_shaders);
+}
+
 void ShaderEditorPlugin::save_external_data() {
 	for (EditedShader &edited_shader : edited_shaders) {
 		if (edited_shader.shader_editor) {

+ 1 - 0
editor/plugins/shader_editor_plugin.h

@@ -115,6 +115,7 @@ public:
 	virtual void set_window_layout(Ref<ConfigFile> p_layout) override;
 	virtual void get_window_layout(Ref<ConfigFile> p_layout) override;
 
+	virtual String get_unsaved_status() const override;
 	virtual void save_external_data() override;
 	virtual void apply_changes() override;