Additional cleanup of editor bones
As discussed in the editor channel in RC, additional cleanup for BoneTransformEditor to move editor creation in construction and access theme in NOTIFICATION_THEME_CHANGED
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@ -51,10 +51,8 @@
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#include "scene/scene_string_names.h"
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#include "scene/scene_string_names.h"
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void BoneTransformEditor::create_editors() {
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void BoneTransformEditor::create_editors() {
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const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
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section = memnew(EditorInspectorSection);
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section = memnew(EditorInspectorSection);
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section->setup("trf_properties", label, this, section_color, true);
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section->setup("trf_properties", label, this, Color(0.0f, 0.0f, 0.0f), true);
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section->unfold();
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section->unfold();
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add_child(section);
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add_child(section);
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@ -93,7 +91,7 @@ void BoneTransformEditor::create_editors() {
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// Transform/Matrix section.
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// Transform/Matrix section.
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rest_section = memnew(EditorInspectorSection);
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rest_section = memnew(EditorInspectorSection);
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rest_section->setup("trf_properties_transform", "Rest", this, section_color, true);
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rest_section->setup("trf_properties_transform", "Rest", this, Color(0.0f, 0.0f, 0.0f), true);
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section->get_vbox()->add_child(rest_section);
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section->get_vbox()->add_child(rest_section);
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// Transform/Matrix property.
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// Transform/Matrix property.
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@ -106,8 +104,10 @@ void BoneTransformEditor::create_editors() {
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void BoneTransformEditor::_notification(int p_what) {
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void BoneTransformEditor::_notification(int p_what) {
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switch (p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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case NOTIFICATION_THEME_CHANGED: {
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create_editors();
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const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
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section->set_bg_color(section_color);
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rest_section->set_bg_color(section_color);
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} break;
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} break;
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}
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}
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}
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}
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@ -127,6 +127,7 @@ void BoneTransformEditor::_value_changed(const String &p_property, Variant p_val
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BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) :
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BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) :
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skeleton(p_skeleton) {
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skeleton(p_skeleton) {
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create_editors();
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}
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}
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void BoneTransformEditor::set_keyable(const bool p_keyable) {
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void BoneTransformEditor::set_keyable(const bool p_keyable) {
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