godot/tools/editor/multi_node_edit.cpp

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#include "multi_node_edit.h"
#include "editor_node.h"
bool MultiNodeEdit::_set(const StringName& p_name, const Variant& p_value){
Node *es = EditorNode::get_singleton()->get_edited_scene();
if (!es)
return false;
UndoRedo *ur=EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("MultiNode Set ")+String(p_name));
for (const List<NodePath>::Element *E=nodes.front();E;E=E->next()) {
if (!es->has_node(E->get()))
continue;
Node*n=es->get_node(E->get());
if (!n)
continue;
ur->add_do_property(n,p_name,p_value);
ur->add_undo_property(n,p_name,n->get(p_name));
}
ur->commit_action();
return true;
}
bool MultiNodeEdit::_get(const StringName& p_name,Variant &r_ret) const {
Node *es = EditorNode::get_singleton()->get_edited_scene();
if (!es)
return false;
for (const List<NodePath>::Element *E=nodes.front();E;E=E->next()) {
if (!es->has_node(E->get()))
continue;
const Node*n=es->get_node(E->get());
if (!n)
continue;
bool found;
r_ret=n->get(p_name,&found);
if (found)
return true;
}
return false;
}
void MultiNodeEdit::_get_property_list( List<PropertyInfo> *p_list) const{
HashMap<String,PLData> usage;
Node *es = EditorNode::get_singleton()->get_edited_scene();
if (!es)
return;
int nc=0;
List<PLData*> datas;
for (const List<NodePath>::Element *E=nodes.front();E;E=E->next()) {
if (!es->has_node(E->get()))
continue;
Node*n=es->get_node(E->get());
if (!n)
continue;
List<PropertyInfo> plist;
n->get_property_list(&plist,true);
for(List<PropertyInfo>::Element *F=plist.front();F;F=F->next()) {
if (!usage.has(F->get().name)) {
PLData pld;
pld.uses=0;
pld.info=F->get();
usage[F->get().name]=pld;
datas.push_back(usage.getptr(F->get().name));
}
usage[F->get().name].uses++;
}
nc++;
}
for (List<PLData*>::Element *E=datas.front();E;E=E->next()) {
if (nc==E->get()->uses) {
p_list->push_back(E->get()->info);
}
}
}
void MultiNodeEdit::clear_nodes() {
nodes.clear();
}
void MultiNodeEdit::add_node(const NodePath& p_node){
nodes.push_back(p_node);
}
MultiNodeEdit::MultiNodeEdit()
{
}