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Use range iterators in LocalVector loops
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@@ -43,10 +43,10 @@
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void ShaderEditorPlugin::_update_shader_list() {
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shader_list->clear();
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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Ref<Resource> shader = edited_shaders[i].shader;
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for (EditedShader &edited_shader : edited_shaders) {
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Ref<Resource> shader = edited_shader.shader;
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if (shader.is_null()) {
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shader = edited_shaders[i].shader_inc;
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shader = edited_shader.shader_inc;
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}
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String path = shader->get_path();
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@@ -62,8 +62,8 @@ void ShaderEditorPlugin::_update_shader_list() {
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}
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bool unsaved = false;
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if (edited_shaders[i].shader_editor) {
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unsaved = edited_shaders[i].shader_editor->is_unsaved();
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if (edited_shader.shader_editor) {
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unsaved = edited_shader.shader_editor->is_unsaved();
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}
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// TODO: Handle visual shaders too.
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@@ -86,7 +86,7 @@ void ShaderEditorPlugin::_update_shader_list() {
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}
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for (int i = FILE_SAVE; i < FILE_MAX; i++) {
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file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.size() == 0);
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file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.is_empty());
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}
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_update_shader_list_status();
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@@ -175,36 +175,36 @@ void ShaderEditorPlugin::selected_notify() {
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}
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TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader == p_for_shader) {
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return edited_shaders[i].shader_editor;
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader == p_for_shader) {
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return edited_shader.shader_editor;
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}
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}
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return nullptr;
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}
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VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader == p_for_shader) {
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return edited_shaders[i].visual_shader_editor;
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader == p_for_shader) {
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return edited_shader.visual_shader_editor;
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}
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}
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return nullptr;
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}
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void ShaderEditorPlugin::save_external_data() {
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader_editor) {
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edited_shaders[i].shader_editor->save_external_data();
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader_editor) {
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edited_shader.shader_editor->save_external_data();
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}
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}
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_update_shader_list();
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}
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void ShaderEditorPlugin::apply_changes() {
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader_editor) {
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edited_shaders[i].shader_editor->apply_shaders();
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader_editor) {
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edited_shader.shader_editor->apply_shaders();
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}
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}
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}
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@@ -234,8 +234,8 @@ void ShaderEditorPlugin::_close_shader(int p_index) {
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void ShaderEditorPlugin::_resource_saved(Object *obj) {
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// May have been renamed on save.
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for (uint32_t i = 0; i < edited_shaders.size(); i++) {
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if (edited_shaders[i].shader.ptr() == obj) {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader.ptr() == obj) {
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_update_shader_list();
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return;
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}
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