Change how editable children data is stored
Co-authored-by: hilfazer <az13337@gmail.com>
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@ -2140,7 +2140,6 @@ void SceneTreeDock::replace_node(Node *p_node, Node *p_by_node, bool p_keep_prop
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if (n == edited_scene) {
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edited_scene = newnode;
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editor->set_edited_scene(newnode);
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newnode->set_editable_instances(n->get_editable_instances());
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}
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//small hack to make collisionshapes and other kind of nodes to work
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@ -1920,32 +1920,22 @@ String Node::get_editor_description() const {
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void Node::set_editable_instance(Node *p_node, bool p_editable) {
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ERR_FAIL_NULL(p_node);
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ERR_FAIL_COND(!is_a_parent_of(p_node));
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NodePath p = get_path_to(p_node);
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if (!p_editable) {
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data.editable_instances.erase(p);
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p_node->data.editable_instance = false;
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// Avoid this flag being needlessly saved;
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// also give more visual feedback if editable children is re-enabled
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set_display_folded(false);
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} else {
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data.editable_instances[p] = true;
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p_node->data.editable_instance = true;
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}
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}
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bool Node::is_editable_instance(const Node *p_node) const {
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if (!p_node) {
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return false; //easier, null is never editable :)
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return false; // Easier, null is never editable. :)
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}
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ERR_FAIL_COND_V(!is_a_parent_of(p_node), false);
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NodePath p = get_path_to(p_node);
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return data.editable_instances.has(p);
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}
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void Node::set_editable_instances(const HashMap<NodePath, int> &p_editable_instances) {
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data.editable_instances = p_editable_instances;
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}
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HashMap<NodePath, int> Node::get_editable_instances() const {
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return data.editable_instances;
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return p_node->data.editable_instance;
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}
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void Node::set_scene_instance_state(const Ref<SceneState> &p_state) {
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@ -88,8 +88,6 @@ private:
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Ref<SceneState> instance_state;
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Ref<SceneState> inherited_state;
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HashMap<NodePath, int> editable_instances;
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Node *parent = nullptr;
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Node *owner = nullptr;
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Vector<Node *> children;
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@ -136,6 +134,7 @@ private:
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bool use_placeholder = false;
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bool display_folded = false;
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bool editable_instance = false;
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mutable NodePath *path_cache = nullptr;
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@ -325,8 +324,6 @@ public:
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void set_editable_instance(Node *p_node, bool p_editable);
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bool is_editable_instance(const Node *p_node) const;
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void set_editable_instances(const HashMap<NodePath, int> &p_editable_instances);
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HashMap<NodePath, int> get_editable_instances() const;
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/* NOTIFICATIONS */
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