Fix going forward backward in editor selection history.
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578d937927
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48a6476861
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@ -2355,7 +2355,13 @@ static bool overrides_external_editor(Object *p_object) {
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void EditorNode::_add_to_history(const Object *p_object, const String &p_property, bool p_inspector_only) {
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ObjectID id = p_object->get_instance_id();
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if (id != editor_history.get_current()) {
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ObjectID history_id = editor_history.get_current();
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if (id != history_id) {
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const MultiNodeEdit *multi_node_edit = Object::cast_to<const MultiNodeEdit>(p_object);
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const MultiNodeEdit *history_multi_node_edit = Object::cast_to<const MultiNodeEdit>(ObjectDB::get_instance(history_id));
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if (multi_node_edit && history_multi_node_edit && multi_node_edit->is_same_selection(history_multi_node_edit)) {
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return;
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}
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if (p_inspector_only) {
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editor_history.add_object(id, String(), true);
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} else if (p_property.is_empty()) {
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@ -2449,6 +2455,7 @@ void EditorNode::_edit_current(bool p_skip_foreign, bool p_skip_inspector_update
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if (current_node->is_inside_tree()) {
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NodeDock::get_singleton()->set_node(current_node);
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SceneTreeDock::get_singleton()->set_selected(current_node);
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SceneTreeDock::get_singleton()->set_selection({ current_node });
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InspectorDock::get_singleton()->update(current_node);
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if (!inspector_only && !skip_main_plugin) {
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skip_main_plugin = stay_in_script_editor_on_node_selected && !ScriptEditor::get_singleton()->is_editor_floating() && ScriptEditor::get_singleton()->is_visible_in_tree();
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@ -2470,13 +2477,13 @@ void EditorNode::_edit_current(bool p_skip_foreign, bool p_skip_inspector_update
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} else {
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Node *selected_node = nullptr;
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Vector<Node *> multi_nodes;
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if (current_obj->is_class("MultiNodeEdit")) {
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Node *scene = get_edited_scene();
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if (scene) {
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MultiNodeEdit *multi_node_edit = Object::cast_to<MultiNodeEdit>(current_obj);
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int node_count = multi_node_edit->get_node_count();
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if (node_count > 0) {
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List<Node *> multi_nodes;
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for (int node_index = 0; node_index < node_count; ++node_index) {
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Node *node = scene->get_node(multi_node_edit->get_node(node_index));
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if (node) {
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@ -2486,7 +2493,7 @@ void EditorNode::_edit_current(bool p_skip_foreign, bool p_skip_inspector_update
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if (!multi_nodes.is_empty()) {
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// Pick the top-most node.
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multi_nodes.sort_custom<Node::Comparator>();
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selected_node = multi_nodes.front()->get();
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selected_node = multi_nodes[0];
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}
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}
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}
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@ -2495,6 +2502,7 @@ void EditorNode::_edit_current(bool p_skip_foreign, bool p_skip_inspector_update
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InspectorDock::get_inspector_singleton()->edit(current_obj);
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NodeDock::get_singleton()->set_node(nullptr);
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SceneTreeDock::get_singleton()->set_selected(selected_node);
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SceneTreeDock::get_singleton()->set_selection(multi_nodes);
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InspectorDock::get_singleton()->update(nullptr);
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}
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@ -244,7 +244,7 @@ int MultiNodeEdit::get_node_count() const {
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}
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NodePath MultiNodeEdit::get_node(int p_index) const {
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ERR_FAIL_INDEX_V(p_index, nodes.size(), NodePath());
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ERR_FAIL_INDEX_V(p_index, get_node_count(), NodePath());
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return nodes[p_index];
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}
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@ -36,7 +36,7 @@
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class MultiNodeEdit : public RefCounted {
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GDCLASS(MultiNodeEdit, RefCounted);
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List<NodePath> nodes;
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LocalVector<NodePath> nodes;
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struct PLData {
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int uses = 0;
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PropertyInfo info;
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@ -67,6 +67,19 @@ public:
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void set_property_field(const StringName &p_property, const Variant &p_value, const String &p_field);
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// If the nodes selected are the same independently of order then return true.
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bool is_same_selection(const MultiNodeEdit *p_other) const {
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if (get_node_count() != p_other->get_node_count()) {
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return false;
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}
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for (int i = 0; i < get_node_count(); i++) {
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if (nodes.find(p_other->get_node(i)) == -1) {
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return false;
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}
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}
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return true;
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}
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MultiNodeEdit();
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};
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@ -3020,6 +3020,13 @@ void SceneTreeDock::set_edited_scene(Node *p_scene) {
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edited_scene = p_scene;
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}
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void SceneTreeDock::set_selection(const Vector<Node *> &p_nodes) {
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editor_selection->clear();
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for (Node *node : p_nodes) {
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editor_selection->add_node(node);
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}
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}
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void SceneTreeDock::set_selected(Node *p_node, bool p_emit_selected) {
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scene_tree->set_selected(p_node, p_emit_selected);
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}
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@ -322,6 +322,7 @@ public:
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void set_edited_scene(Node *p_scene);
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void instantiate(const String &p_file);
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void instantiate_scenes(const Vector<String> &p_files, Node *p_parent = nullptr);
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void set_selection(const Vector<Node *> &p_nodes);
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void set_selected(Node *p_node, bool p_emit_selected = false);
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void fill_path_renames(Node *p_node, Node *p_new_parent, HashMap<Node *, NodePath> *p_renames);
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void perform_node_renames(Node *p_base, HashMap<Node *, NodePath> *p_renames, HashMap<Ref<Animation>, HashSet<int>> *r_rem_anims = nullptr);
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