Merge pull request #86705 from KoBeWi/resourception

Improve saving of built-in resources
This commit is contained in:
Rémi Verschelde 2024-02-29 13:53:44 +01:00
commit 16bdd83ea4
No known key found for this signature in database
GPG key ID: C3336907360768E1
5 changed files with 45 additions and 2 deletions

View file

@ -1285,7 +1285,14 @@ void EditorNode::save_resource(const Ref<Resource> &p_resource) {
if (p_resource->is_built_in()) {
const String scene_path = p_resource->get_path().get_slice("::", 0);
if (!scene_path.is_empty()) {
save_scene_if_open(scene_path);
if (ResourceLoader::exists(scene_path) && ResourceLoader::get_resource_type(scene_path) == "PackedScene") {
save_scene_if_open(scene_path);
} else {
// Not a packed scene, so save it as regular resource.
Ref<Resource> parent_resource = ResourceCache::get_ref(scene_path);
ERR_FAIL_COND_MSG(parent_resource.is_null(), "Parent resource not loaded, can't save.");
save_resource(parent_resource);
}
return;
}
}

View file

@ -1001,6 +1001,11 @@ void ScriptEditor::_res_saved_callback(const Ref<Resource> &p_res) {
}
}
if (p_res.is_valid()) {
// In case the Resource has built-in scripts.
_mark_built_in_scripts_as_saved(p_res->get_path());
}
_update_script_names();
Ref<Script> scr = p_res;
if (scr.is_valid()) {
@ -1010,6 +1015,10 @@ void ScriptEditor::_res_saved_callback(const Ref<Resource> &p_res) {
void ScriptEditor::_scene_saved_callback(const String &p_path) {
// If scene was saved, mark all built-in scripts from that scene as saved.
_mark_built_in_scripts_as_saved(p_path);
}
void ScriptEditor::_mark_built_in_scripts_as_saved(const String &p_parent_path) {
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) {
@ -1022,7 +1031,7 @@ void ScriptEditor::_scene_saved_callback(const String &p_path) {
continue; // External script, who cares.
}
if (edited_res->get_path().get_slice("::", 0) == p_path) {
if (edited_res->get_path().get_slice("::", 0) == p_parent_path) {
se->tag_saved_version();
}

View file

@ -401,6 +401,7 @@ class ScriptEditor : public PanelContainer {
void _add_callback(Object *p_obj, const String &p_function, const PackedStringArray &p_args);
void _res_saved_callback(const Ref<Resource> &p_res);
void _scene_saved_callback(const String &p_path);
void _mark_built_in_scripts_as_saved(const String &p_parent_path);
bool open_textfile_after_create = true;
bool trim_trailing_whitespace_on_save;

View file

@ -625,12 +625,37 @@ void ShaderEditorPlugin::_file_removed(const String &p_removed_file) {
}
}
void ShaderEditorPlugin::_res_saved_callback(const Ref<Resource> &p_res) {
if (p_res.is_null()) {
return;
}
const String &path = p_res->get_path();
for (EditedShader &edited : edited_shaders) {
Ref<Resource> shader_res = edited.shader;
if (shader_res.is_null()) {
shader_res = edited.shader_inc;
}
ERR_FAIL_COND(shader_res.is_null());
if (!edited.shader_editor || !shader_res->is_built_in()) {
continue;
}
if (shader_res->get_path().get_slice("::", 0) == path) {
edited.shader_editor->tag_saved_version();
_update_shader_list();
}
}
}
void ShaderEditorPlugin::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &ShaderEditorPlugin::_resource_saved), CONNECT_DEFERRED);
EditorNode::get_singleton()->connect("scene_closed", callable_mp(this, &ShaderEditorPlugin::_close_builtin_shaders_from_scene));
FileSystemDock::get_singleton()->connect("file_removed", callable_mp(this, &ShaderEditorPlugin::_file_removed));
EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &ShaderEditorPlugin::_res_saved_callback));
} break;
}
}

View file

@ -96,6 +96,7 @@ class ShaderEditorPlugin : public EditorPlugin {
void _close_shader(int p_index);
void _close_builtin_shaders_from_scene(const String &p_scene);
void _file_removed(const String &p_removed_file);
void _res_saved_callback(const Ref<Resource> &p_res);
void _shader_created(Ref<Shader> p_shader);
void _shader_include_created(Ref<ShaderInclude> p_shader_inc);