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Add context menu for shader editor list
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@@ -60,8 +60,6 @@ class ShaderEditorPlugin : public EditorPlugin {
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LocalVector<EditedShader> edited_shaders;
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// Always valid operations come first in the enum, file-specific ones
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// should go after FILE_SAVE which is used to build the menu accordingly.
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enum {
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FILE_NEW,
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FILE_NEW_INCLUDE,
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@@ -71,7 +69,16 @@ class ShaderEditorPlugin : public EditorPlugin {
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FILE_SAVE_AS,
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FILE_INSPECT,
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FILE_CLOSE,
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FILE_MAX
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CLOSE_ALL,
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CLOSE_OTHER_TABS,
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SHOW_IN_FILE_SYSTEM,
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COPY_PATH,
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};
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enum PopupMenuType {
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FILE,
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CONTEXT,
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CONTEXT_VALID_ITEM,
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};
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HSplitContainer *main_split = nullptr;
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@@ -80,6 +87,7 @@ class ShaderEditorPlugin : public EditorPlugin {
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Button *button = nullptr;
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MenuButton *file_menu = nullptr;
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PopupMenu *context_menu = nullptr;
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WindowWrapper *window_wrapper = nullptr;
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Button *make_floating = nullptr;
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@@ -88,15 +96,19 @@ class ShaderEditorPlugin : public EditorPlugin {
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float text_shader_zoom_factor = 1.0f;
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Ref<Resource> _get_current_shader();
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void _update_shader_list();
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void _shader_selected(int p_index);
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void _shader_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index);
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void _setup_popup_menu(PopupMenuType p_type, PopupMenu *p_menu);
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void _make_script_list_context_menu();
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void _menu_item_pressed(int p_index);
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void _resource_saved(Object *obj);
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void _close_shader(int p_index);
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void _close_builtin_shaders_from_scene(const String &p_scene);
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void _file_removed(const String &p_removed_file);
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void _res_saved_callback(const Ref<Resource> &p_res);
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void _set_file_specific_items_disabled(bool p_disabled);
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void _shader_created(Ref<Shader> p_shader);
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void _shader_include_created(Ref<ShaderInclude> p_shader_inc);
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