Handle built-in shaders when closing scene

This commit is contained in:
kobewi 2024-01-02 16:00:11 +01:00
parent 06bb9f28e7
commit 779d731940
2 changed files with 24 additions and 7 deletions

View file

@ -84,7 +84,8 @@ void ShaderEditorPlugin::_update_shader_list() {
Ref<Texture2D> icon = shader_list->get_editor_theme_icon(_class);
shader_list->add_item(text, icon);
shader_list->set_item_tooltip(shader_list->get_item_count() - 1, path);
shader_list->set_item_tooltip(-1, path);
edited_shader.name = text;
}
if (shader_tabs->get_tab_count()) {
@ -292,11 +293,6 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
}
String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
if (!p_for_scene.is_empty()) {
// TODO: handle built-in shaders.
return String();
}
// 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++) {
@ -305,10 +301,30 @@ String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
if (unsaved_shaders.is_empty()) {
unsaved_shaders.append(TTR("Save changes to the following shaders(s) before quitting?"));
}
unsaved_shaders.append(edited_shaders[i].shader_editor->get_name());
unsaved_shaders.append(edited_shaders[i].name.trim_suffix("(*)"));
}
}
}
if (!p_for_scene.is_empty()) {
PackedStringArray unsaved_built_in_shaders;
const String scene_file = p_for_scene.get_file();
for (const String &E : unsaved_shaders) {
if (!E.is_resource_file() && E.contains(scene_file)) {
if (unsaved_built_in_shaders.is_empty()) {
unsaved_built_in_shaders.append(TTR("There are unsaved changes in the following built-in shaders(s):"));
}
unsaved_built_in_shaders.append(E);
}
}
if (!unsaved_built_in_shaders.is_empty()) {
return String("\n").join(unsaved_built_in_shaders);
}
return String();
}
return String("\n").join(unsaved_shaders);
}