diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 8d0a13279d1..5b22d1e4ff9 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -282,18 +282,30 @@
+
- Override this method to provide a custom message that lists unsaved changes. The editor will call this method on exit and display it in a confirmation dialog. Return empty string if the plugin has no unsaved changes.
+ Override this method to provide a custom message that lists unsaved changes. The editor will call this method when exiting or when closing a scene, and display the returned string in a confirmation dialog. Return empty string if the plugin has no unsaved changes.
+ When closing a scene, [param for_scene] is the path to the scene being closed. You can use it to handle built-in resources in that scene.
If the user confirms saving, [method _save_external_data] will be called, before closing the editor.
[codeblock]
- func _get_unsaved_status():
- if unsaved:
+ func _get_unsaved_status(for_scene):
+ if not unsaved:
+ return ""
+
+ if for_scene.is_empty():
return "Save changes in MyCustomPlugin before closing?"
- return ""
-
+ else:
+ return "Scene %s has changes from MyCustomPlugin. Save before closing?" % for_scene.get_file()
+
func _save_external_data():
unsaved = false
[/codeblock]
+ If the plugin has no scene-specific changes, you can ignore the calls when closing scenes:
+ [codeblock]
+ func _get_unsaved_status(for_scene):
+ if not for_scene.is_empty():
+ return ""
+ [/codeblock]
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index f304850b507..d61682c7363 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -2797,24 +2797,25 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
save_confirmation->popup_centered();
break;
}
-
+
plugin_to_save = nullptr;
for (int i = 0; i < editor_data.get_editor_plugin_count(); i++) {
const String unsaved_status = editor_data.get_editor_plugin(i)->get_unsaved_status();
if (!unsaved_status.is_empty()) {
if (p_option == RELOAD_CURRENT_PROJECT) {
save_confirmation->set_ok_button_text(TTR("Save & Reload"));
- save_confirmation->set_text(RTR(unsaved_status));
+ save_confirmation->set_text(unsaved_status);
} else {
save_confirmation->set_ok_button_text(TTR("Save & Quit"));
- save_confirmation->set_text(RTR(unsaved_status));
+ save_confirmation->set_text(unsaved_status);
}
+ save_confirmation->reset_size();
save_confirmation->popup_centered();
plugin_to_save = editor_data.get_editor_plugin(i);
break;
}
}
-
+
if (plugin_to_save) {
break;
}
@@ -3057,13 +3058,21 @@ int EditorNode::_next_unsaved_scene(bool p_valid_filename, int p_start) {
if (!editor_data.get_edited_scene_root(i)) {
continue;
}
+
+ String scene_filename = editor_data.get_edited_scene_root(i)->get_scene_file_path();
+ if (p_valid_filename && scene_filename.is_empty()) {
+ continue;
+ }
+
bool unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_scene_history_id(i));
if (unsaved) {
- String scene_filename = editor_data.get_edited_scene_root(i)->get_scene_file_path();
- if (p_valid_filename && scene_filename.is_empty()) {
- continue;
- }
return i;
+ } else {
+ for (int j = 0; j < editor_data.get_editor_plugin_count(); j++) {
+ if (!editor_data.get_editor_plugin(j)->get_unsaved_status(scene_filename).is_empty()) {
+ return i;
+ }
+ }
}
}
return -1;
@@ -5574,19 +5583,36 @@ void EditorNode::_scene_tab_closed(int p_tab, int p_option) {
return;
}
- bool unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_scene_history_id(p_tab));
- if (unsaved) {
+ String scene_filename = scene->get_scene_file_path();
+ String unsaved_message;
+
+ if (EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_scene_history_id(p_tab))) {
+ if (scene_filename.is_empty()) {
+ unsaved_message = TTR("This scene was never saved.");
+ } else {
+ unsaved_message = vformat(TTR("Scene \"%s\" has unsaved changes."), scene_filename);
+ }
+ } else {
+ // Check if any plugin has unsaved changes in that scene.
+ for (int i = 0; i < editor_data.get_editor_plugin_count(); i++) {
+ unsaved_message = editor_data.get_editor_plugin(i)->get_unsaved_status(scene_filename);
+ if (!unsaved_message.is_empty()) {
+ break;
+ }
+ }
+ }
+
+ if (!unsaved_message.is_empty()) {
if (get_current_tab() != p_tab) {
set_current_scene(p_tab);
}
- String scene_filename = scene->get_scene_file_path();
if (current_menu_option == RELOAD_CURRENT_PROJECT) {
save_confirmation->set_ok_button_text(TTR("Save & Reload"));
- save_confirmation->set_text(vformat(TTR("Save changes to '%s' before reloading?"), !scene_filename.is_empty() ? scene_filename : "unsaved scene"));
+ save_confirmation->set_text(unsaved_message + "\n\n" + TTR("Save before reloading?"));
} else {
save_confirmation->set_ok_button_text(TTR("Save & Close"));
- save_confirmation->set_text(vformat(TTR("Save changes to '%s' before closing?"), !scene_filename.is_empty() ? scene_filename : "unsaved scene"));
+ save_confirmation->set_text(unsaved_message + "\n\n" + TTR("Save before closing?"));
}
save_confirmation->reset_size();
save_confirmation->popup_centered();
diff --git a/editor/editor_plugin.cpp b/editor/editor_plugin.cpp
index f2a8324332c..1fe18880f70 100644
--- a/editor/editor_plugin.cpp
+++ b/editor/editor_plugin.cpp
@@ -341,9 +341,9 @@ void EditorPlugin::clear() {
GDVIRTUAL_CALL(_clear);
}
-String EditorPlugin::get_unsaved_status() const {
+String EditorPlugin::get_unsaved_status(const String &p_for_scene) const {
String ret;
- GDVIRTUAL_CALL(_get_unsaved_status, ret);
+ GDVIRTUAL_CALL(_get_unsaved_status, p_for_scene, ret);
return ret;
}
@@ -599,7 +599,7 @@ void EditorPlugin::_bind_methods() {
GDVIRTUAL_BIND(_get_state);
GDVIRTUAL_BIND(_set_state, "state");
GDVIRTUAL_BIND(_clear);
- GDVIRTUAL_BIND(_get_unsaved_status);
+ GDVIRTUAL_BIND(_get_unsaved_status, "for_scene");
GDVIRTUAL_BIND(_save_external_data);
GDVIRTUAL_BIND(_apply_changes);
GDVIRTUAL_BIND(_get_breakpoints);
diff --git a/editor/editor_plugin.h b/editor/editor_plugin.h
index d74064e89c7..2bcdd387ff3 100644
--- a/editor/editor_plugin.h
+++ b/editor/editor_plugin.h
@@ -88,7 +88,7 @@ protected:
GDVIRTUAL0RC(Dictionary, _get_state)
GDVIRTUAL1(_set_state, Dictionary)
GDVIRTUAL0(_clear)
- GDVIRTUAL0RC(String, _get_unsaved_status)
+ GDVIRTUAL1RC(String, _get_unsaved_status, String)
GDVIRTUAL0(_save_external_data)
GDVIRTUAL0(_apply_changes)
GDVIRTUAL0RC(Vector, _get_breakpoints)
@@ -176,7 +176,7 @@ public:
virtual Dictionary get_state() const; //save editor state so it can't be reloaded when reloading scene
virtual void set_state(const Dictionary &p_state); //restore editor state (likely was saved with the scene)
virtual void clear(); // clear any temporary data in the editor, reset it (likely new scene or load another scene)
- virtual String get_unsaved_status() const;
+ virtual String get_unsaved_status(const String &p_for_scene = "") const;
virtual void save_external_data(); // if editor references external resources/scenes, save them
virtual void apply_changes(); // if changes are pending in editor, apply them
virtual void get_breakpoints(List *p_breakpoints);
diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp
index 5a65bc6c045..875ad1b96d0 100644
--- a/editor/plugins/script_editor_plugin.cpp
+++ b/editor/plugins/script_editor_plugin.cpp
@@ -2440,7 +2440,7 @@ PackedStringArray ScriptEditor::get_unsaved_scripts() const {
for (int i = 0; i < tab_container->get_tab_count(); i++) {
ScriptEditorBase *se = Object::cast_to(tab_container->get_tab_control(i));
- if (se->is_unsaved()) {
+ if (se && se->is_unsaved()) {
unsaved_list.append(se->get_name());
}
}
@@ -4219,15 +4219,40 @@ void ScriptEditorPlugin::selected_notify() {
_focus_another_editor();
}
-String ScriptEditorPlugin::get_unsaved_status() const {
+String ScriptEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
const PackedStringArray unsaved_scripts = script_editor->get_unsaved_scripts();
if (unsaved_scripts.is_empty()) {
return String();
}
PackedStringArray message;
+ if (!p_for_scene.is_empty()) {
+ PackedStringArray unsaved_built_in_scripts;
+
+ const String scene_file = p_for_scene.get_file();
+ for (const String &E : unsaved_scripts) {
+ if (!E.is_resource_file() && E.contains(scene_file)) {
+ unsaved_built_in_scripts.append(E);
+ }
+ }
+
+ if (unsaved_built_in_scripts.is_empty()) {
+ return String();
+ } else {
+ message.resize(unsaved_built_in_scripts.size() + 1);
+ message.write[0] = TTR("There are unsaved changes in the following built-in script(s):");
+
+ int i = 1;
+ for (const String &E : unsaved_built_in_scripts) {
+ message.write[i] = E.trim_suffix("(*)");
+ i++;
+ }
+ return String("\n").join(message);
+ }
+ }
+
message.resize(unsaved_scripts.size() + 1);
- message.write[0] = "Save changes to the following script(s) before quitting?";
+ message.write[0] = TTR("Save changes to the following script(s) before quitting?");
int i = 1;
for (const String &E : unsaved_scripts) {
diff --git a/editor/plugins/script_editor_plugin.h b/editor/plugins/script_editor_plugin.h
index 873d8c2e5b2..198aaa6c4ea 100644
--- a/editor/plugins/script_editor_plugin.h
+++ b/editor/plugins/script_editor_plugin.h
@@ -573,7 +573,7 @@ public:
virtual void make_visible(bool p_visible) override;
virtual void selected_notify() override;
- virtual String get_unsaved_status() const override;
+ virtual String get_unsaved_status(const String &p_for_scene) const override;
virtual void save_external_data() override;
virtual void apply_changes() override;
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index 89eb6e88a3e..247586fbfc7 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -287,14 +287,19 @@ void ShaderEditorPlugin::get_window_layout(Ref p_layout) {
p_layout->set_value("ShaderEditor", "selected_shader", selected_shader);
}
-String ShaderEditorPlugin::get_unsaved_status() const {
+String ShaderEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
+ if (!p_for_scene.is_empty()) {
+ // TODO: handle built-in shaders.
+ return String();
+ }
+
// TODO: This should also include visual shaders and shader includes, but save_external_data() doesn't seem to save them...
PackedStringArray unsaved_shaders;
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader_editor) {
if (edited_shaders[i].shader_editor->is_unsaved()) {
if (unsaved_shaders.is_empty()) {
- unsaved_shaders.append("Save changes to the following shaders(s) before quitting?");
+ unsaved_shaders.append(TTR("Save changes to the following shaders(s) before quitting?"));
}
unsaved_shaders.append(edited_shaders[i].shader_editor->get_name());
}
diff --git a/editor/plugins/shader_editor_plugin.h b/editor/plugins/shader_editor_plugin.h
index 6f206d8504d..fb7b2832668 100644
--- a/editor/plugins/shader_editor_plugin.h
+++ b/editor/plugins/shader_editor_plugin.h
@@ -115,7 +115,7 @@ public:
virtual void set_window_layout(Ref p_layout) override;
virtual void get_window_layout(Ref p_layout) override;
- virtual String get_unsaved_status() const override;
+ virtual String get_unsaved_status(const String &p_for_scene) const override;
virtual void save_external_data() override;
virtual void apply_changes() override;