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@@ -88,6 +88,7 @@ protected:
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GDVIRTUAL0RC(Dictionary, _get_state)
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GDVIRTUAL0RC(Dictionary, _get_state)
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GDVIRTUAL1(_set_state, Dictionary)
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GDVIRTUAL1(_set_state, Dictionary)
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GDVIRTUAL0(_clear)
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GDVIRTUAL0(_clear)
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+ GDVIRTUAL0RC(String, _get_unsaved_status)
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GDVIRTUAL0(_save_external_data)
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GDVIRTUAL0(_save_external_data)
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GDVIRTUAL0(_apply_changes)
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GDVIRTUAL0(_apply_changes)
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GDVIRTUAL0RC(Vector<String>, _get_breakpoints)
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GDVIRTUAL0RC(Vector<String>, _get_breakpoints)
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@@ -175,6 +176,7 @@ public:
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virtual Dictionary get_state() const; //save editor state so it can't be reloaded when reloading scene
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virtual Dictionary get_state() const; //save editor state so it can't be reloaded when reloading scene
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virtual void set_state(const Dictionary &p_state); //restore editor state (likely was saved with the scene)
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virtual void set_state(const Dictionary &p_state); //restore editor state (likely was saved with the scene)
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virtual void clear(); // clear any temporary data in the editor, reset it (likely new scene or load another scene)
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virtual void clear(); // clear any temporary data in the editor, reset it (likely new scene or load another scene)
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+ virtual String get_unsaved_status() const;
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virtual void save_external_data(); // if editor references external resources/scenes, save them
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virtual void save_external_data(); // if editor references external resources/scenes, save them
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virtual void apply_changes(); // if changes are pending in editor, apply them
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virtual void apply_changes(); // if changes are pending in editor, apply them
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virtual void get_breakpoints(List<String> *p_breakpoints);
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virtual void get_breakpoints(List<String> *p_breakpoints);
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