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-rw-r--r--editor/plugins/shader_editor_plugin.cpp66
-rw-r--r--editor/plugins/shader_editor_plugin.h4
2 files changed, 41 insertions, 29 deletions
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index bdf566e991..509104a14c 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -135,6 +135,7 @@ void ShaderTextEditor::set_edited_code(const String &p_code) {
get_text_editor()->clear_undo_history();
get_text_editor()->call_deferred(SNAME("set_h_scroll"), 0);
get_text_editor()->call_deferred(SNAME("set_v_scroll"), 0);
+ get_text_editor()->tag_saved_version();
_validate_script();
_line_col_changed();
@@ -844,6 +845,7 @@ void ShaderEditor::save_external_data(const String &p_str) {
if (shader_inc.is_valid() && shader_inc != edited_shader_inc) {
ResourceSaver::save(shader_inc->get_path(), shader_inc);
}
+ shader_editor->get_text_editor()->tag_saved_version();
disk_changed->hide();
}
@@ -852,6 +854,10 @@ void ShaderEditor::validate_script() {
shader_editor->_validate_script();
}
+bool ShaderEditor::is_unsaved() const {
+ return shader_editor->get_text_editor()->get_saved_version() != shader_editor->get_text_editor()->get_version();
+}
+
void ShaderEditor::apply_shaders() {
String editor_code = shader_editor->get_text_editor()->get_text();
if (shader.is_valid()) {
@@ -1128,36 +1134,34 @@ ShaderEditor::ShaderEditor() {
void ShaderEditorPlugin::_update_shader_list() {
shader_list->clear();
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
- String text;
- String path;
- String _class;
- String shader_name;
- if (edited_shaders[i].shader.is_valid()) {
- Ref<Shader> shader = edited_shaders[i].shader;
-
- path = shader->get_path();
- _class = shader->get_class();
- shader_name = shader->get_name();
- } else {
- Ref<ShaderInclude> shader_inc = edited_shaders[i].shader_inc;
-
- path = shader_inc->get_path();
- _class = shader_inc->get_class();
- shader_name = shader_inc->get_name();
+ Ref<Resource> shader = edited_shaders[i].shader;
+ if (shader.is_null()) {
+ shader = edited_shaders[i].shader_inc;
}
- if (path.is_resource_file()) {
- text = path.get_file();
- } else if (shader_name != "") {
- text = shader_name;
- } else {
- if (edited_shaders[i].shader.is_valid()) {
- text = _class + ":" + itos(edited_shaders[i].shader->get_instance_id());
- } else {
- text = _class + ":" + itos(edited_shaders[i].shader_inc->get_instance_id());
+ String path = shader->get_path();
+ String text = path.get_file();
+ if (text.is_empty()) {
+ // This appears for newly created built-in shaders before saving the scene.
+ text = TTR("[unsaved]");
+ } else if (shader->is_built_in()) {
+ const String &shader_name = shader->get_name();
+ if (!shader_name.is_empty()) {
+ text = vformat("%s (%s)", shader_name, text.get_slice("::", 0));
}
}
+ bool unsaved = false;
+ if (edited_shaders[i].shader_editor) {
+ unsaved = edited_shaders[i].shader_editor->is_unsaved();
+ }
+ // TODO: Handle visual shaders too.
+
+ if (unsaved) {
+ text += "(*)";
+ }
+
+ String _class = shader->get_class();
if (!shader_list->has_theme_icon(_class, SNAME("EditorIcons"))) {
_class = "TextFile";
}
@@ -1207,7 +1211,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
es.shader_editor = memnew(ShaderEditor);
es.shader_editor->edit(si);
shader_tabs->add_child(es.shader_editor);
- es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list_status));
+ es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
} else {
Shader *s = Object::cast_to<Shader>(p_object);
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
@@ -1227,7 +1231,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
es.shader_editor = memnew(ShaderEditor);
shader_tabs->add_child(es.shader_editor);
es.shader_editor->edit(s);
- es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list_status));
+ es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
}
}
@@ -1273,6 +1277,7 @@ void ShaderEditorPlugin::save_external_data() {
edited_shaders[i].shader_editor->save_external_data();
}
}
+ _update_shader_list();
}
void ShaderEditorPlugin::apply_changes() {
@@ -1290,6 +1295,12 @@ void ShaderEditorPlugin::_shader_selected(int p_index) {
shader_tabs->set_current_tab(p_index);
}
+void ShaderEditorPlugin::_shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) {
+ if (p_mouse_button_index == MouseButton::MIDDLE) {
+ _close_shader(p_item);
+ }
+}
+
void ShaderEditorPlugin::_close_shader(int p_index) {
int index = shader_tabs->get_current_tab();
ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
@@ -1409,6 +1420,7 @@ ShaderEditorPlugin::ShaderEditorPlugin() {
shader_list->set_v_size_flags(Control::SIZE_EXPAND_FILL);
vb->add_child(shader_list);
shader_list->connect("item_selected", callable_mp(this, &ShaderEditorPlugin::_shader_selected));
+ shader_list->connect("item_clicked", callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked));
main_split->add_child(vb);
vb->set_custom_minimum_size(Size2(200, 300) * EDSCALE);
diff --git a/editor/plugins/shader_editor_plugin.h b/editor/plugins/shader_editor_plugin.h
index 907de6ea87..9a59e86192 100644
--- a/editor/plugins/shader_editor_plugin.h
+++ b/editor/plugins/shader_editor_plugin.h
@@ -185,6 +185,7 @@ public:
void goto_line_selection(int p_line, int p_begin, int p_end);
void save_external_data(const String &p_str = "");
void validate_script();
+ bool is_unsaved() const;
virtual Size2 get_minimum_size() const override { return Size2(0, 200); }
@@ -226,6 +227,7 @@ class ShaderEditorPlugin : public EditorPlugin {
void _update_shader_list();
void _shader_selected(int p_index);
+ void _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index);
void _menu_item_pressed(int p_index);
void _resource_saved(Object *obj);
void _close_shader(int p_index);
@@ -235,8 +237,6 @@ class ShaderEditorPlugin : public EditorPlugin {
void _update_shader_list_status();
public:
- virtual String get_name() const override { return "Shader"; }
- bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;