Add New Shader option to the FileSystemDock popup menu.

This commit is contained in:
Yuri Roubinsky 2021-12-03 17:45:32 +03:00
parent 8762d8fa5d
commit 771491d358
5 changed files with 30 additions and 9 deletions

View file

@ -46,6 +46,7 @@
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
#include "servers/display_server.h"
#include "shader_create_dialog.h"
Ref<Texture2D> FileSystemDock::_get_tree_item_icon(bool p_is_valid, String p_file_type) {
Ref<Texture2D> file_icon;
@ -1967,6 +1968,22 @@ void FileSystemDock::_file_option(int p_option, const Vector<String> &p_selected
}
void FileSystemDock::_resource_created() {
String fpath = path;
if (!fpath.ends_with("/")) {
fpath = fpath.get_base_dir();
}
String type_name = new_resource_dialog->get_selected_type();
if (type_name == "Shader") {
make_shader_dialog->config(fpath.plus_file("new_shader"), false, false, 0);
make_shader_dialog->popup_centered();
return;
} else if (type_name == "VisualShader") {
make_shader_dialog->config(fpath.plus_file("new_shader"), false, false, 1);
make_shader_dialog->popup_centered();
return;
}
Variant c = new_resource_dialog->instance_selected();
ERR_FAIL_COND(!c);
@ -1982,12 +1999,6 @@ void FileSystemDock::_resource_created() {
}
editor->push_item(r);
String fpath = path;
if (!fpath.ends_with("/")) {
fpath = fpath.get_base_dir();
}
editor->save_resource_as(RES(r), fpath);
}
@ -2997,6 +3008,9 @@ FileSystemDock::FileSystemDock(EditorNode *p_editor) {
make_script_dialog->set_title(TTR("Create Script"));
add_child(make_script_dialog);
make_shader_dialog = memnew(ShaderCreateDialog);
add_child(make_shader_dialog);
new_resource_dialog = memnew(CreateDialog);
add_child(new_resource_dialog);
new_resource_dialog->set_base_type("Resource");

View file

@ -54,6 +54,7 @@
#include "script_create_dialog.h"
class EditorNode;
class ShaderCreateDialog;
class FileSystemDock : public VBoxContainer {
GDCLASS(FileSystemDock, VBoxContainer);
@ -158,6 +159,7 @@ private:
LineEdit *make_scene_dialog_text;
ConfirmationDialog *overwrite_dialog;
ScriptCreateDialog *make_script_dialog;
ShaderCreateDialog *make_shader_dialog;
CreateDialog *new_resource_dialog;
bool always_show_folders;

View file

@ -2977,7 +2977,7 @@ void SceneTreeDock::attach_shader_to_selected(int p_preferred_mode) {
shader_create_dialog->connect("shader_created", callable_mp(this, &SceneTreeDock::_shader_created));
shader_create_dialog->connect("confirmed", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
shader_create_dialog->connect("cancelled", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
shader_create_dialog->config(path, true, true, p_preferred_mode);
shader_create_dialog->config(path, true, true, -1, p_preferred_mode);
shader_create_dialog->popup_centered();
}

View file

@ -324,7 +324,7 @@ void ShaderCreateDialog::_path_submitted(const String &p_path) {
ok_pressed();
}
void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled, int p_preferred_mode) {
void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabled, bool p_load_enabled, int p_preferred_type, int p_preferred_mode) {
if (p_base_path != "") {
initial_base_path = p_base_path.get_basename();
file_path->set_text(initial_base_path + "." + language_data[language_menu->get_selected()].default_extension);
@ -338,6 +338,11 @@ void ShaderCreateDialog::config(const String &p_base_path, bool p_built_in_enabl
built_in_enabled = p_built_in_enabled;
load_enabled = p_load_enabled;
if (p_preferred_type > -1) {
language_menu->select(p_preferred_type);
_language_changed(p_preferred_type);
}
if (p_preferred_mode > -1) {
mode_menu->select(p_preferred_mode);
_mode_changed(p_preferred_mode);

View file

@ -108,7 +108,7 @@ protected:
static void _bind_methods();
public:
void config(const String &p_base_path, bool p_built_in_enabled = true, bool p_load_enabled = true, int p_preferred_mode = -1);
void config(const String &p_base_path, bool p_built_in_enabled = true, bool p_load_enabled = true, int p_preferred_type = -1, int p_preferred_mode = -1);
ShaderCreateDialog();
};