Add _get_unsaved_status()
method to EditorPlugin
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5 changed files with 52 additions and 1 deletions
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@ -280,6 +280,22 @@
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[/codeblock]
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</description>
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</method>
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<method name="_get_unsaved_status" qualifiers="virtual const">
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<return type="String" />
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<description>
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Override this method to provide a custom message that lists unsaved changes. The editor will call this method on exit and display it in a confirmation dialog. Return empty string if the plugin has no unsaved changes.
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If the user confirms saving, [method _save_external_data] will be called, before closing the editor.
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[codeblock]
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func _get_unsaved_status():
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if unsaved:
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return "Save changes in MyCustomPlugin before closing?"
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return ""
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func _save_external_data():
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unsaved = false
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[/codeblock]
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</description>
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</method>
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<method name="_get_window_layout" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="configuration" type="ConfigFile" />
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@ -2777,6 +2777,11 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
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case FILE_QUIT:
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case RUN_PROJECT_MANAGER:
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case RELOAD_CURRENT_PROJECT: {
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if (p_confirmed && plugin_to_save) {
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plugin_to_save->save_external_data();
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p_confirmed = false;
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}
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if (!p_confirmed) {
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bool save_each = EDITOR_GET("interface/editor/save_each_scene_on_quit");
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if (_next_unsaved_scene(!save_each) == -1) {
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@ -2792,6 +2797,27 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
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save_confirmation->popup_centered();
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break;
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}
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plugin_to_save = nullptr;
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for (int i = 0; i < editor_data.get_editor_plugin_count(); i++) {
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const String unsaved_status = editor_data.get_editor_plugin(i)->get_unsaved_status();
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if (!unsaved_status.is_empty()) {
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if (p_option == RELOAD_CURRENT_PROJECT) {
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save_confirmation->set_ok_button_text(TTR("Save & Reload"));
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save_confirmation->set_text(RTR(unsaved_status));
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} else {
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save_confirmation->set_ok_button_text(TTR("Save & Quit"));
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save_confirmation->set_text(RTR(unsaved_status));
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}
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save_confirmation->popup_centered();
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plugin_to_save = editor_data.get_editor_plugin(i);
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break;
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}
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}
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if (plugin_to_save) {
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break;
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}
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_discard_changes();
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break;
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@ -382,6 +382,7 @@ private:
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AcceptDialog *save_accept = nullptr;
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EditorAbout *about = nullptr;
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AcceptDialog *warning = nullptr;
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EditorPlugin *plugin_to_save = nullptr;
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int overridden_default_layout = -1;
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Ref<ConfigFile> default_layout;
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@ -341,7 +341,12 @@ void EditorPlugin::clear() {
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GDVIRTUAL_CALL(_clear);
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}
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// if editor references external resources/scenes, save them
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String EditorPlugin::get_unsaved_status() const {
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String ret;
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GDVIRTUAL_CALL(_get_unsaved_status, ret);
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return ret;
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}
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void EditorPlugin::save_external_data() {
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GDVIRTUAL_CALL(_save_external_data);
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}
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@ -594,6 +599,7 @@ void EditorPlugin::_bind_methods() {
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GDVIRTUAL_BIND(_get_state);
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GDVIRTUAL_BIND(_set_state, "state");
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GDVIRTUAL_BIND(_clear);
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GDVIRTUAL_BIND(_get_unsaved_status);
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GDVIRTUAL_BIND(_save_external_data);
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GDVIRTUAL_BIND(_apply_changes);
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GDVIRTUAL_BIND(_get_breakpoints);
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@ -88,6 +88,7 @@ protected:
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GDVIRTUAL0RC(Dictionary, _get_state)
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GDVIRTUAL1(_set_state, Dictionary)
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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(_apply_changes)
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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 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 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 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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