properly update nodepath with batch rename
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01453ab7f3
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5c15083d40
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@ -964,17 +964,54 @@ void SceneTreeEditor::set_selected(Node *p_node, bool p_emit_selected) {
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}
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}
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void SceneTreeEditor::_rename_node(ObjectID p_node, const String &p_name) {
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Object *o = ObjectDB::get_instance(p_node);
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ERR_FAIL_COND(!o);
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Node *n = Object::cast_to<Node>(o);
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ERR_FAIL_COND(!n);
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TreeItem *item = _find(tree->get_root(), n->get_path());
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void SceneTreeEditor::_rename_node(Node *p_node, const String &p_name) {
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TreeItem *item = _find(tree->get_root(), p_node->get_path());
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ERR_FAIL_COND(!item);
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String new_name = p_name.validate_node_name();
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n->set_name(p_name);
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item->set_metadata(0, n->get_path());
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item->set_text(0, p_name);
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if (new_name != p_name) {
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error->set_text(TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::get_invalid_node_name_characters());
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error->popup_centered();
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if (new_name.is_empty()) {
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item->set_text(0, p_node->get_name());
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return;
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}
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item->set_text(0, new_name);
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}
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if (new_name == p_node->get_name()) {
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if (item->get_text(0).is_empty()) {
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item->set_text(0, new_name);
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}
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return;
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}
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// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`.
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new_name = new_name.strip_edges();
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if (!is_scene_tree_dock) {
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p_node->set_name(new_name);
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item->set_metadata(0, p_node->get_path());
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emit_signal(SNAME("node_renamed"));
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} else {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action("Rename Node", UndoRedo::MERGE_DISABLE, p_node);
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emit_signal(SNAME("node_prerename"), p_node, new_name);
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undo_redo->add_undo_method(p_node, "set_name", p_node->get_name());
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undo_redo->add_undo_method(item, "set_metadata", 0, p_node->get_path());
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undo_redo->add_undo_method(item, "set_text", 0, p_node->get_name());
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p_node->set_name(p_name);
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undo_redo->add_do_method(p_node, "set_name", new_name);
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undo_redo->add_do_method(item, "set_metadata", 0, p_node->get_path());
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undo_redo->add_do_method(item, "set_text", 0, new_name);
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undo_redo->commit_action();
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}
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}
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void SceneTreeEditor::_renamed() {
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@ -985,41 +1022,16 @@ void SceneTreeEditor::_renamed() {
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Node *n = get_node(np);
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ERR_FAIL_COND(!n);
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String raw_new_name = which->get_text(0);
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if (raw_new_name.strip_edges().is_empty()) {
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String new_name = which->get_text(0);
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if (new_name.strip_edges().is_empty()) {
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// If name is empty, fallback to class name.
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if (GLOBAL_GET("editor/naming/node_name_casing").operator int() != NAME_CASING_PASCAL_CASE) {
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raw_new_name = Node::adjust_name_casing(n->get_class());
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new_name = Node::adjust_name_casing(n->get_class());
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} else {
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raw_new_name = n->get_class();
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new_name = n->get_class();
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}
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}
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String new_name = raw_new_name.validate_node_name();
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if (new_name != raw_new_name) {
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error->set_text(TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::get_invalid_node_name_characters());
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error->popup_centered();
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if (new_name.is_empty()) {
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which->set_text(0, n->get_name());
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return;
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}
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which->set_text(0, new_name);
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}
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if (new_name == n->get_name()) {
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if (which->get_text(0).is_empty()) {
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which->set_text(0, new_name);
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}
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return;
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}
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// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`.
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new_name = new_name.strip_edges();
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if (n->is_unique_name_in_owner() && get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name) != nullptr) {
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error->set_text(TTR("Another node already uses this unique name in the scene."));
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error->popup_centered();
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@ -1027,18 +1039,7 @@ void SceneTreeEditor::_renamed() {
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return;
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}
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if (!is_scene_tree_dock) {
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n->set_name(new_name);
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which->set_metadata(0, n->get_path());
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emit_signal(SNAME("node_renamed"));
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} else {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action(TTR("Rename Node"), UndoRedo::MERGE_DISABLE, n);
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emit_signal(SNAME("node_prerename"), n, new_name);
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undo_redo->add_do_method(this, "_rename_node", n->get_instance_id(), new_name);
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undo_redo->add_undo_method(this, "_rename_node", n->get_instance_id(), n->get_name());
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undo_redo->commit_action();
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}
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_rename_node(n, new_name);
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}
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Node *SceneTreeEditor::get_selected() {
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@ -85,7 +85,7 @@ class SceneTreeEditor : public Control {
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void _notification(int p_what);
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void _selected_changed();
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void _deselect_items();
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void _rename_node(ObjectID p_node, const String &p_name);
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void _rename_node(Node *p_node, const String &p_name);
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void _cell_collapsed(Object *p_obj);
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@ -588,7 +588,7 @@ void RenameDialog::rename() {
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if (!to_rename.is_empty()) {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action(TTR("Batch Rename"));
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undo_redo->create_action(TTR("Batch Rename"), UndoRedo::MERGE_DISABLE, root_node, true);
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// Make sure to iterate reversed so that child nodes will find parents.
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for (int i = to_rename.size() - 1; i >= 0; --i) {
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@ -600,9 +600,7 @@ void RenameDialog::rename() {
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continue;
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}
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scene_tree_editor->emit_signal(SNAME("node_prerename"), n, new_name);
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undo_redo->add_do_method(scene_tree_editor, "_rename_node", n->get_instance_id(), new_name);
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undo_redo->add_undo_method(scene_tree_editor, "_rename_node", n->get_instance_id(), n->get_name());
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scene_tree_editor->call("_rename_node", n, new_name);
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}
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undo_redo->commit_action();
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