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Fix Ok button Text of Save and Export Dialog (#876)
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to "Save" (also changes to "Save & Quit" when needed) and "Export"
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Variable-ind authored Jun 13, 2023
1 parent 8d5122f commit a176622
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Showing 3 changed files with 3 additions and 0 deletions.
1 change: 1 addition & 0 deletions src/Main.gd
Original file line number Diff line number Diff line change
Expand Up @@ -343,6 +343,7 @@ func _on_QuitAndSaveDialog_custom_action(action: String) -> void:

func _on_QuitAndSaveDialog_confirmed() -> void:
is_quitting_on_save = true
Global.save_sprites_dialog.get_ok().text = "Save & Exit"
Global.save_sprites_dialog.popup_centered()
quit_dialog.hide()
Global.dialog_open(true)
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1 change: 1 addition & 0 deletions src/UI/Dialogs/ExportDialog.gd
Original file line number Diff line number Diff line change
Expand Up @@ -255,6 +255,7 @@ func set_export_progress_bar(value: float) -> void:


func _on_ExportDialog_about_to_show() -> void:
get_ok().text = "Export"
Global.canvas.selection.transform_content_confirm()
var project: Project = Global.current_project
# If we're on HTML5, don't let the user change the directory path
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1 change: 1 addition & 0 deletions src/UI/TopMenuContainer/TopMenuContainer.gd
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Expand Up @@ -404,6 +404,7 @@ func _save_project_file_as() -> void:
save_dialog.popup_centered()
save_filename.text = Global.current_project.name
else:
Global.save_sprites_dialog.get_ok().text = "Save"
Global.save_sprites_dialog.popup_centered()
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
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