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https://github.com/godotengine/godot
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[Editor] Add EditorPlugin::scene_saved
signal
Matches the `EditorNode` one for parity with the exposed `resource_saved` signal
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@ -759,7 +759,7 @@
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<signal name="resource_saved">
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<param index="0" name="resource" type="Resource" />
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<description>
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Emitted when the given [param resource] was saved on disc.
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Emitted when the given [param resource] was saved on disc. See also [signal scene_saved].
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</description>
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</signal>
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<signal name="scene_changed">
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@ -771,7 +771,13 @@
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<signal name="scene_closed">
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<param index="0" name="filepath" type="String" />
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<description>
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Emitted when user closes a scene. The argument is file path to a closed scene.
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Emitted when user closes a scene. The argument is a file path to the closed scene.
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</description>
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</signal>
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<signal name="scene_saved">
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<param index="0" name="filepath" type="String" />
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<description>
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Emitted when a scene was saved on disc. The argument is a file path to the saved scene. See also [signal resource_saved].
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</description>
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</signal>
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</signals>
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@ -361,6 +361,12 @@ void EditorData::notify_resource_saved(const Ref<Resource> &p_resource) {
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}
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}
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void EditorData::notify_scene_saved(const String &p_path) {
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for (int i = 0; i < editor_plugins.size(); i++) {
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editor_plugins[i]->notify_scene_saved(p_path);
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}
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}
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void EditorData::clear_editor_states() {
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for (int i = 0; i < editor_plugins.size(); i++) {
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editor_plugins[i]->clear();
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@ -236,6 +236,7 @@ public:
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Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history);
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void notify_edited_scene_changed();
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void notify_resource_saved(const Ref<Resource> &p_resource);
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void notify_scene_saved(const String &p_path);
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bool script_class_is_parent(const String &p_class, const String &p_inherits);
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StringName script_class_get_base(const String &p_class) const;
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@ -1805,6 +1805,7 @@ void EditorNode::_save_scene(String p_file, int idx) {
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// This needs to be emitted before saving external resources.
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emit_signal(SNAME("scene_saved"), p_file);
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editor_data.notify_scene_saved(p_file);
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_save_external_resources();
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saving_scene = p_file; // Some editors may save scenes of built-in resources as external data, so avoid saving this scene again.
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@ -249,6 +249,10 @@ void EditorPlugin::notify_resource_saved(const Ref<Resource> &p_resource) {
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emit_signal(SNAME("resource_saved"), p_resource);
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}
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void EditorPlugin::notify_scene_saved(const String &p_scene_filepath) {
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emit_signal(SNAME("scene_saved"), p_scene_filepath);
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}
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bool EditorPlugin::forward_canvas_gui_input(const Ref<InputEvent> &p_event) {
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bool success = false;
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GDVIRTUAL_CALL(_forward_canvas_gui_input, p_event, success);
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@ -632,6 +636,7 @@ void EditorPlugin::_bind_methods() {
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ADD_SIGNAL(MethodInfo("scene_closed", PropertyInfo(Variant::STRING, "filepath")));
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ADD_SIGNAL(MethodInfo("main_screen_changed", PropertyInfo(Variant::STRING, "screen_name")));
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ADD_SIGNAL(MethodInfo("resource_saved", PropertyInfo(Variant::OBJECT, "resource", PROPERTY_HINT_RESOURCE_TYPE, "Resource")));
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ADD_SIGNAL(MethodInfo("scene_saved", PropertyInfo(Variant::STRING, "filepath")));
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ADD_SIGNAL(MethodInfo("project_settings_changed"));
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BIND_ENUM_CONSTANT(CONTAINER_TOOLBAR);
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@ -160,6 +160,7 @@ public:
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void notify_scene_changed(const Node *scn_root);
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void notify_scene_closed(const String &scene_filepath);
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void notify_resource_saved(const Ref<Resource> &p_resource);
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void notify_scene_saved(const String &p_scene_filepath);
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virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
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virtual void forward_canvas_draw_over_viewport(Control *p_overlay);
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