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mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

Improve save handling for built-in scripts

This commit is contained in:
kobewi
2021-11-06 02:15:19 +01:00
parent 7538c05215
commit 134e4d168b
6 changed files with 93 additions and 54 deletions

View File

@@ -989,10 +989,6 @@ void ScriptEditor::_res_saved_callback(const Ref<Resource> &p_res) {
RES script = se->get_edited_resource();
if (script->is_built_in()) {
continue; //internal script, who cares
}
if (script == p_res) {
se->tag_saved_version();
}
@@ -1002,6 +998,26 @@ void ScriptEditor::_res_saved_callback(const Ref<Resource> &p_res) {
_trigger_live_script_reload();
}
void ScriptEditor::_scene_saved_callback(const String &p_path) {
// If scene was saved, mark all built-in scripts from that scene as saved.
for (int i = 0; i < tab_container->get_child_count(); i++) {
ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_child(i));
if (!se) {
continue;
}
RES edited_res = se->get_edited_resource();
if (!edited_res->is_built_in()) {
continue; // External script, who cares.
}
if (edited_res->get_path().get_slice("::", 0) == p_path) {
se->tag_saved_version();
}
}
}
void ScriptEditor::_trigger_live_script_reload() {
if (!pending_auto_reload && auto_reload_running_scripts) {
call_deferred(SNAME("_live_auto_reload_running_scripts"));
@@ -1525,6 +1541,7 @@ void ScriptEditor::_notification(int p_what) {
editor->connect("stop_pressed", callable_mp(this, &ScriptEditor::_editor_stop));
editor->connect("script_add_function_request", callable_mp(this, &ScriptEditor::_add_callback));
editor->connect("resource_saved", callable_mp(this, &ScriptEditor::_res_saved_callback));
editor->connect("scene_saved", callable_mp(this, &ScriptEditor::_scene_saved_callback));
editor->get_filesystem_dock()->connect("files_moved", callable_mp(this, &ScriptEditor::_files_moved));
editor->get_filesystem_dock()->connect("file_removed", callable_mp(this, &ScriptEditor::_file_removed));
script_list->connect("item_selected", callable_mp(this, &ScriptEditor::_script_selected));
@@ -1619,7 +1636,7 @@ void ScriptEditor::close_builtin_scripts_from_scene(const String &p_scene) {
}
if (script->is_built_in() && script->get_path().begins_with(p_scene)) { //is an internal script and belongs to scene being closed
_close_tab(i);
_close_tab(i, false);
i--;
}
}
@@ -1926,20 +1943,7 @@ void ScriptEditor::_update_script_names() {
// to update original path to previously edited resource.
se->set_meta("_edit_res_path", path);
}
bool built_in = !path.is_resource_file();
String name;
if (built_in) {
name = path.get_file();
const String &resource_name = se->get_edited_resource()->get_name();
if (resource_name != "") {
// If the built-in script has a custom resource name defined,
// display the built-in script name as follows: `ResourceName (scene_file.tscn)`
name = vformat("%s (%s)", resource_name, name.substr(0, name.find("::", 0)));
}
} else {
name = se->get_name();
}
String name = se->get_name();
_ScriptEditorItemData sd;
sd.icon = icon;
@@ -2403,7 +2407,17 @@ void ScriptEditor::save_current_script() {
}
}
editor->save_resource(resource);
if (resource->is_built_in()) {
// If built-in script, save the scene instead.
const String scene_path = resource->get_path().get_slice("::", 0);
if (!scene_path.is_empty()) {
Vector<String> scene_to_save;
scene_to_save.push_back(scene_path);
editor->save_scene_list(scene_to_save);
}
} else {
editor->save_resource(resource);
}
if (script != nullptr) {
const Vector<DocData::ClassDoc> &documentations = script->get_documentation();
@@ -2416,6 +2430,8 @@ void ScriptEditor::save_current_script() {
}
void ScriptEditor::save_all_scripts() {
Vector<String> scenes_to_save;
for (int i = 0; i < tab_container->get_child_count(); i++) {
ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_child(i));
if (!se) {
@@ -2474,9 +2490,19 @@ void ScriptEditor::save_all_scripts() {
update_doc(doc.name);
}
}
} else {
// For built-in scripts, save their scenes instead.
const String scene_path = edited_res->get_path().get_slice("::", 0);
if (!scenes_to_save.has(scene_path)) {
scenes_to_save.push_back(scene_path);
}
}
}
if (!scenes_to_save.is_empty()) {
editor->save_scene_list(scenes_to_save);
}
_update_script_names();
EditorFileSystem::get_singleton()->update_script_classes();
}