Improve saving of built-in resources
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13a0d6e9b2
commit
e534dbf53a
5 changed files with 45 additions and 2 deletions
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@ -1293,7 +1293,14 @@ void EditorNode::save_resource(const Ref<Resource> &p_resource) {
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if (p_resource->is_built_in()) {
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const String scene_path = p_resource->get_path().get_slice("::", 0);
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if (!scene_path.is_empty()) {
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save_scene_if_open(scene_path);
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if (ResourceLoader::exists(scene_path) && ResourceLoader::get_resource_type(scene_path) == "PackedScene") {
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save_scene_if_open(scene_path);
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} else {
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// Not a packed scene, so save it as regular resource.
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Ref<Resource> parent_resource = ResourceCache::get_ref(scene_path);
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ERR_FAIL_COND_MSG(parent_resource.is_null(), "Parent resource not loaded, can't save.");
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save_resource(parent_resource);
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}
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return;
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}
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}
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@ -1000,12 +1000,21 @@ void ScriptEditor::_res_saved_callback(const Ref<Resource> &p_res) {
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}
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}
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if (p_res.is_valid()) {
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// In case the Resource has built-in scripts.
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_mark_built_in_scripts_as_saved(p_res->get_path());
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}
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_update_script_names();
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trigger_live_script_reload();
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}
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void ScriptEditor::_scene_saved_callback(const String &p_path) {
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// If scene was saved, mark all built-in scripts from that scene as saved.
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_mark_built_in_scripts_as_saved(p_path);
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}
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void ScriptEditor::_mark_built_in_scripts_as_saved(const String &p_parent_path) {
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for (int i = 0; i < tab_container->get_tab_count(); i++) {
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ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
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if (!se) {
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@ -1018,7 +1027,7 @@ void ScriptEditor::_scene_saved_callback(const String &p_path) {
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continue; // External script, who cares.
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}
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if (edited_res->get_path().get_slice("::", 0) == p_path) {
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if (edited_res->get_path().get_slice("::", 0) == p_parent_path) {
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se->tag_saved_version();
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}
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@ -395,6 +395,7 @@ class ScriptEditor : public PanelContainer {
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void _add_callback(Object *p_obj, const String &p_function, const PackedStringArray &p_args);
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void _res_saved_callback(const Ref<Resource> &p_res);
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void _scene_saved_callback(const String &p_path);
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void _mark_built_in_scripts_as_saved(const String &p_parent_path);
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bool open_textfile_after_create = true;
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bool trim_trailing_whitespace_on_save;
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@ -583,11 +583,36 @@ void ShaderEditorPlugin::_file_removed(const String &p_removed_file) {
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}
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}
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void ShaderEditorPlugin::_res_saved_callback(const Ref<Resource> &p_res) {
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if (p_res.is_null()) {
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return;
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}
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const String &path = p_res->get_path();
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for (EditedShader &edited : edited_shaders) {
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Ref<Resource> shader_res = edited.shader;
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if (shader_res.is_null()) {
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shader_res = edited.shader_inc;
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}
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ERR_FAIL_COND(shader_res.is_null());
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if (!edited.shader_editor || !shader_res->is_built_in()) {
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continue;
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}
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if (shader_res->get_path().get_slice("::", 0) == path) {
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edited.shader_editor->tag_saved_version();
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_update_shader_list();
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}
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}
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}
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void ShaderEditorPlugin::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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EditorNode::get_singleton()->connect("scene_closed", callable_mp(this, &ShaderEditorPlugin::_close_builtin_shaders_from_scene));
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FileSystemDock::get_singleton()->connect("file_removed", callable_mp(this, &ShaderEditorPlugin::_file_removed));
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EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &ShaderEditorPlugin::_res_saved_callback));
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} break;
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}
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}
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@ -93,6 +93,7 @@ class ShaderEditorPlugin : public EditorPlugin {
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void _close_shader(int p_index);
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void _close_builtin_shaders_from_scene(const String &p_scene);
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void _file_removed(const String &p_removed_file);
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void _res_saved_callback(const Ref<Resource> &p_res);
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void _shader_created(Ref<Shader> p_shader);
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void _shader_include_created(Ref<ShaderInclude> p_shader_inc);
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