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
This commit is contained in:
Samuele Panzeri 2023-05-15 12:23:55 +02:00
parent 5c653c27cd
commit 55db54a9f0

View File

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