Merge pull request #67503 from KoBeWi/are_you_saving_this_or_are_you_not_saving_this

Add `_get_unsaved_status()` method to EditorPlugin and implement it for script and shader editors
This commit is contained in:
Yuri Sizov 2023-07-18 15:10:06 +02:00
commit 77d96b24ca
9 changed files with 178 additions and 10 deletions

View file

@ -280,6 +280,34 @@
[/codeblock]
</description>
</method>
<method name="_get_unsaved_status" qualifiers="virtual const">
<return type="String" />
<param index="0" name="for_scene" type="String" />
<description>
Override this method to provide a custom message that lists unsaved changes. The editor will call this method when exiting or when closing a scene, and display the returned string in a confirmation dialog. Return empty string if the plugin has no unsaved changes.
When closing a scene, [param for_scene] is the path to the scene being closed. You can use it to handle built-in resources in that scene.
If the user confirms saving, [method _save_external_data] will be called, before closing the editor.
[codeblock]
func _get_unsaved_status(for_scene):
if not unsaved:
return ""
if for_scene.is_empty():
return "Save changes in MyCustomPlugin before closing?"
else:
return "Scene %s has changes from MyCustomPlugin. Save before closing?" % for_scene.get_file()
func _save_external_data():
unsaved = false
[/codeblock]
If the plugin has no scene-specific changes, you can ignore the calls when closing scenes:
[codeblock]
func _get_unsaved_status(for_scene):
if not for_scene.is_empty():
return ""
[/codeblock]
</description>
</method>
<method name="_get_window_layout" qualifiers="virtual">
<return type="void" />
<param index="0" name="configuration" type="ConfigFile" />

View file

@ -2777,6 +2777,11 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
case FILE_QUIT:
case RUN_PROJECT_MANAGER:
case RELOAD_CURRENT_PROJECT: {
if (p_confirmed && plugin_to_save) {
plugin_to_save->save_external_data();
p_confirmed = false;
}
if (!p_confirmed) {
bool save_each = EDITOR_GET("interface/editor/save_each_scene_on_quit");
if (_next_unsaved_scene(!save_each) == -1) {
@ -2793,6 +2798,28 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
break;
}
plugin_to_save = nullptr;
for (int i = 0; i < editor_data.get_editor_plugin_count(); i++) {
const String unsaved_status = editor_data.get_editor_plugin(i)->get_unsaved_status();
if (!unsaved_status.is_empty()) {
if (p_option == RELOAD_CURRENT_PROJECT) {
save_confirmation->set_ok_button_text(TTR("Save & Reload"));
save_confirmation->set_text(unsaved_status);
} else {
save_confirmation->set_ok_button_text(TTR("Save & Quit"));
save_confirmation->set_text(unsaved_status);
}
save_confirmation->reset_size();
save_confirmation->popup_centered();
plugin_to_save = editor_data.get_editor_plugin(i);
break;
}
}
if (plugin_to_save) {
break;
}
_discard_changes();
break;
}
@ -3031,13 +3058,21 @@ int EditorNode::_next_unsaved_scene(bool p_valid_filename, int p_start) {
if (!editor_data.get_edited_scene_root(i)) {
continue;
}
String scene_filename = editor_data.get_edited_scene_root(i)->get_scene_file_path();
if (p_valid_filename && scene_filename.is_empty()) {
continue;
}
bool unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_scene_history_id(i));
if (unsaved) {
String scene_filename = editor_data.get_edited_scene_root(i)->get_scene_file_path();
if (p_valid_filename && scene_filename.is_empty()) {
continue;
}
return i;
} else {
for (int j = 0; j < editor_data.get_editor_plugin_count(); j++) {
if (!editor_data.get_editor_plugin(j)->get_unsaved_status(scene_filename).is_empty()) {
return i;
}
}
}
}
return -1;
@ -5548,19 +5583,36 @@ void EditorNode::_scene_tab_closed(int p_tab, int p_option) {
return;
}
bool unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_scene_history_id(p_tab));
if (unsaved) {
String scene_filename = scene->get_scene_file_path();
String unsaved_message;
if (EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_scene_history_id(p_tab))) {
if (scene_filename.is_empty()) {
unsaved_message = TTR("This scene was never saved.");
} else {
unsaved_message = vformat(TTR("Scene \"%s\" has unsaved changes."), scene_filename);
}
} else {
// Check if any plugin has unsaved changes in that scene.
for (int i = 0; i < editor_data.get_editor_plugin_count(); i++) {
unsaved_message = editor_data.get_editor_plugin(i)->get_unsaved_status(scene_filename);
if (!unsaved_message.is_empty()) {
break;
}
}
}
if (!unsaved_message.is_empty()) {
if (get_current_tab() != p_tab) {
set_current_scene(p_tab);
}
String scene_filename = scene->get_scene_file_path();
if (current_menu_option == RELOAD_CURRENT_PROJECT) {
save_confirmation->set_ok_button_text(TTR("Save & Reload"));
save_confirmation->set_text(vformat(TTR("Save changes to '%s' before reloading?"), !scene_filename.is_empty() ? scene_filename : "unsaved scene"));
save_confirmation->set_text(unsaved_message + "\n\n" + TTR("Save before reloading?"));
} else {
save_confirmation->set_ok_button_text(TTR("Save & Close"));
save_confirmation->set_text(vformat(TTR("Save changes to '%s' before closing?"), !scene_filename.is_empty() ? scene_filename : "unsaved scene"));
save_confirmation->set_text(unsaved_message + "\n\n" + TTR("Save before closing?"));
}
save_confirmation->reset_size();
save_confirmation->popup_centered();

View file

@ -382,6 +382,7 @@ private:
AcceptDialog *save_accept = nullptr;
EditorAbout *about = nullptr;
AcceptDialog *warning = nullptr;
EditorPlugin *plugin_to_save = nullptr;
int overridden_default_layout = -1;
Ref<ConfigFile> default_layout;

View file

@ -341,7 +341,12 @@ void EditorPlugin::clear() {
GDVIRTUAL_CALL(_clear);
}
// if editor references external resources/scenes, save them
String EditorPlugin::get_unsaved_status(const String &p_for_scene) const {
String ret;
GDVIRTUAL_CALL(_get_unsaved_status, p_for_scene, ret);
return ret;
}
void EditorPlugin::save_external_data() {
GDVIRTUAL_CALL(_save_external_data);
}
@ -594,6 +599,7 @@ void EditorPlugin::_bind_methods() {
GDVIRTUAL_BIND(_get_state);
GDVIRTUAL_BIND(_set_state, "state");
GDVIRTUAL_BIND(_clear);
GDVIRTUAL_BIND(_get_unsaved_status, "for_scene");
GDVIRTUAL_BIND(_save_external_data);
GDVIRTUAL_BIND(_apply_changes);
GDVIRTUAL_BIND(_get_breakpoints);

View file

@ -88,6 +88,7 @@ protected:
GDVIRTUAL0RC(Dictionary, _get_state)
GDVIRTUAL1(_set_state, Dictionary)
GDVIRTUAL0(_clear)
GDVIRTUAL1RC(String, _get_unsaved_status, String)
GDVIRTUAL0(_save_external_data)
GDVIRTUAL0(_apply_changes)
GDVIRTUAL0RC(Vector<String>, _get_breakpoints)
@ -175,6 +176,7 @@ public:
virtual Dictionary get_state() const; //save editor state so it can't be reloaded when reloading scene
virtual void set_state(const Dictionary &p_state); //restore editor state (likely was saved with the scene)
virtual void clear(); // clear any temporary data in the editor, reset it (likely new scene or load another scene)
virtual String get_unsaved_status(const String &p_for_scene = "") const;
virtual void save_external_data(); // if editor references external resources/scenes, save them
virtual void apply_changes(); // if changes are pending in editor, apply them
virtual void get_breakpoints(List<String> *p_breakpoints);

View file

@ -2435,6 +2435,18 @@ bool ScriptEditor::edit(const Ref<Resource> &p_resource, int p_line, int p_col,
return true;
}
PackedStringArray ScriptEditor::get_unsaved_scripts() const {
PackedStringArray unsaved_list;
for (int i = 0; i < tab_container->get_tab_count(); i++) {
ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
if (se && se->is_unsaved()) {
unsaved_list.append(se->get_name());
}
}
return unsaved_list;
}
void ScriptEditor::save_current_script() {
ScriptEditorBase *current = _get_current_editor();
if (!current || _test_script_times_on_disk()) {
@ -4207,6 +4219,49 @@ void ScriptEditorPlugin::selected_notify() {
_focus_another_editor();
}
String ScriptEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
const PackedStringArray unsaved_scripts = script_editor->get_unsaved_scripts();
if (unsaved_scripts.is_empty()) {
return String();
}
PackedStringArray message;
if (!p_for_scene.is_empty()) {
PackedStringArray unsaved_built_in_scripts;
const String scene_file = p_for_scene.get_file();
for (const String &E : unsaved_scripts) {
if (!E.is_resource_file() && E.contains(scene_file)) {
unsaved_built_in_scripts.append(E);
}
}
if (unsaved_built_in_scripts.is_empty()) {
return String();
} else {
message.resize(unsaved_built_in_scripts.size() + 1);
message.write[0] = TTR("There are unsaved changes in the following built-in script(s):");
int i = 1;
for (const String &E : unsaved_built_in_scripts) {
message.write[i] = E.trim_suffix("(*)");
i++;
}
return String("\n").join(message);
}
}
message.resize(unsaved_scripts.size() + 1);
message.write[0] = TTR("Save changes to the following script(s) before quitting?");
int i = 1;
for (const String &E : unsaved_scripts) {
message.write[i] = E.trim_suffix("(*)");
i++;
}
return String("\n").join(message);
}
void ScriptEditorPlugin::save_external_data() {
script_editor->save_all_scripts();
}

View file

@ -512,6 +512,7 @@ public:
void get_breakpoints(List<String> *p_breakpoints);
PackedStringArray get_unsaved_scripts() const;
void save_current_script();
void save_all_scripts();
@ -572,6 +573,7 @@ public:
virtual void make_visible(bool p_visible) override;
virtual void selected_notify() override;
virtual String get_unsaved_status(const String &p_for_scene) const override;
virtual void save_external_data() override;
virtual void apply_changes() override;

View file

@ -287,6 +287,27 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
p_layout->set_value("ShaderEditor", "selected_shader", selected_shader);
}
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++) {
if (edited_shaders[i].shader_editor) {
if (edited_shaders[i].shader_editor->is_unsaved()) {
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());
}
}
}
return String("\n").join(unsaved_shaders);
}
void ShaderEditorPlugin::save_external_data() {
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader_editor) {

View file

@ -115,6 +115,7 @@ public:
virtual void set_window_layout(Ref<ConfigFile> p_layout) override;
virtual void get_window_layout(Ref<ConfigFile> p_layout) override;
virtual String get_unsaved_status(const String &p_for_scene) const override;
virtual void save_external_data() override;
virtual void apply_changes() override;