Remember last opened file and open it on start, implements #33
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2 changed files with 19 additions and 0 deletions
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@ -65,11 +65,25 @@ func load_shader(path: String):
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if "/" in path: # update current working directory
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if "/" in path: # update current working directory
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self.cwd = path.substr(0, path.rfind("/"))
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self.cwd = path.substr(0, path.rfind("/"))
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self.last_shader_savepath = path
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self.last_shader_savepath = path
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store_last_opened_file()
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func save_shader(path: String):
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func save_shader(path: String):
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print("Save ", path)
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print("Save ", path)
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var file = FileAccess.open(path, FileAccess.WRITE)
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var file = FileAccess.open(path, FileAccess.WRITE)
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file.store_string(self.shader_code)
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file.store_string(self.shader_code)
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file.flush()
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if "/" in path: # update current working directory
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if "/" in path: # update current working directory
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self.cwd = path.substr(0, path.rfind("/"))
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self.cwd = path.substr(0, path.rfind("/"))
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self.last_shader_savepath = path
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self.last_shader_savepath = path
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store_last_opened_file()
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func store_last_opened_file():
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var f = FileAccess.open("user://last_opened", FileAccess.WRITE)
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if f != null:
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f.store_pascal_string(last_shader_savepath)
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f.flush()
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func remember_last_opened_file():
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var f = FileAccess.open("user://last_opened", FileAccess.READ)
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if f != null:
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last_shader_savepath = f.get_pascal_string()
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@ -1,6 +1,7 @@
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extends Node
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extends Node
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@onready var editor_window = %EditorWindow
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@onready var editor_window = %EditorWindow
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@onready var ui_container = %UserInterfaceContainer
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@onready var app_name = ProjectSettings.get_setting("application/config/name")
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@onready var app_name = ProjectSettings.get_setting("application/config/name")
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func _ready():
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func _ready():
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@ -11,6 +12,10 @@ func _ready():
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editor_window.position.y)
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editor_window.position.y)
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get_window().min_size = Vector2i(400, 400)
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get_window().min_size = Vector2i(400, 400)
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editor_window.min_size = Vector2i(560, 400)
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editor_window.min_size = Vector2i(560, 400)
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# Load last opened file
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Filesystem.remember_last_opened_file()
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if Filesystem.last_shader_savepath != "":
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ui_container.get_node("Editor")._on_open_shader_dialog_file_selected(Filesystem.last_shader_savepath)
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func update_title(current_file: String = ""):
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func update_title(current_file: String = ""):
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if current_file == "":
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if current_file == "":
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