Merge pull request #48956 from Chaosus/vs_fix_adding_multiple_resources_undo
Fixes non-atomary action of dragging resources on visual shader graph
This commit is contained in:
commit
7cb23e4306
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@ -1817,47 +1817,6 @@ void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node,
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editing_port = p_port;
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}
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void VisualShaderEditor::_add_custom_node(const String &p_path) {
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int idx = -1;
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for (int i = custom_node_option_idx; i < add_options.size(); i++) {
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if (add_options[i].script.is_valid()) {
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if (add_options[i].script->get_path() == p_path) {
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idx = i;
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break;
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}
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}
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}
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if (idx != -1) {
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_add_node(idx);
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}
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}
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void VisualShaderEditor::_add_cubemap_node(const String &p_path) {
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VisualShaderNodeCubemap *cubemap = (VisualShaderNodeCubemap *)_add_node(cubemap_node_option_idx, -1);
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cubemap->set_cube_map(ResourceLoader::load(p_path));
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}
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void VisualShaderEditor::_add_texture2d_node(const String &p_path) {
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VisualShaderNodeTexture *texture2d = (VisualShaderNodeTexture *)_add_node(texture2d_node_option_idx, -1);
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texture2d->set_texture(ResourceLoader::load(p_path));
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}
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void VisualShaderEditor::_add_texture2d_array_node(const String &p_path) {
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VisualShaderNodeTexture2DArray *texture2d_array = (VisualShaderNodeTexture2DArray *)_add_node(texture2d_array_node_option_idx, -1);
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texture2d_array->set_texture_array(ResourceLoader::load(p_path));
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}
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void VisualShaderEditor::_add_texture3d_node(const String &p_path) {
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VisualShaderNodeTexture3D *texture3d = (VisualShaderNodeTexture3D *)_add_node(texture3d_node_option_idx, -1);
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texture3d->set_texture(ResourceLoader::load(p_path));
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}
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void VisualShaderEditor::_add_curve_node(const String &p_path) {
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VisualShaderNodeCurveTexture *curve = (VisualShaderNodeCurveTexture *)_add_node(curve_node_option_idx, -1);
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curve->set_texture(ResourceLoader::load(p_path));
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}
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void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, int p_op_idx) {
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// FLOAT_OP
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{
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@ -2046,8 +2005,8 @@ void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, int p_op_idx) {
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}
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}
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VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
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ERR_FAIL_INDEX_V(p_idx, add_options.size(), nullptr);
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void VisualShaderEditor::_add_node(int p_idx, int p_op_idx, String p_resource_path, int p_node_idx) {
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ERR_FAIL_INDEX(p_idx, add_options.size());
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Ref<VisualShaderNode> vsnode;
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@ -2055,7 +2014,7 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
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if (!is_custom && add_options[p_idx].type != String()) {
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VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(add_options[p_idx].type));
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ERR_FAIL_COND_V(!vsn, nullptr);
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ERR_FAIL_COND(!vsn);
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VisualShaderNodeFloatConstant *constant = Object::cast_to<VisualShaderNodeFloatConstant>(vsn);
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@ -2077,10 +2036,10 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
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vsnode = Ref<VisualShaderNode>(vsn);
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} else {
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ERR_FAIL_COND_V(add_options[p_idx].script.is_null(), nullptr);
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ERR_FAIL_COND(add_options[p_idx].script.is_null());
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String base_type = add_options[p_idx].script->get_instance_base_type();
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VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(base_type));
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ERR_FAIL_COND_V(!vsn, nullptr);
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ERR_FAIL_COND(!vsn);
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vsnode = Ref<VisualShaderNode>(vsn);
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vsnode->set_script(add_options[p_idx].script);
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}
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@ -2099,7 +2058,11 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
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int id_to_use = visual_shader->get_valid_node_id(type);
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undo_redo->create_action(TTR("Add Node to Visual Shader"));
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if (p_resource_path.is_empty()) {
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undo_redo->create_action(TTR("Add Node to Visual Shader"));
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} else {
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id_to_use += p_node_idx;
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}
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undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
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undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
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undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
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@ -2214,8 +2177,30 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
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graph_plugin->call_deferred("update_curve", id_to_use);
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}
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undo_redo->commit_action();
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return vsnode.ptr();
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if (p_resource_path.is_empty()) {
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undo_redo->commit_action();
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} else {
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//post-initialization
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VisualShaderNodeTexture *texture2d = Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr());
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VisualShaderNodeTexture3D *texture3d = Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr());
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if (texture2d || texture3d || curve) {
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undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
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return;
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}
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VisualShaderNodeCubemap *cubemap = Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr());
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if (cubemap) {
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undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
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return;
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}
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VisualShaderNodeTexture2DArray *texture2d_array = Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr());
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if (texture2d_array) {
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undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
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}
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}
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}
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void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
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@ -3339,43 +3324,49 @@ void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
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_add_node(idx, add_options[idx].sub_func);
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} else if (d.has("files")) {
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if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
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int j = 0;
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PackedStringArray arr = d["files"];
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for (int i = 0; i < arr.size(); i++) {
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String type = ResourceLoader::get_resource_type(arr[i]);
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if (type == "GDScript") {
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Ref<Script> script = ResourceLoader::load(arr[i]);
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if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
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saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
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saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
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saved_node_pos_dirty = true;
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_add_custom_node(arr[i]);
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j++;
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int idx = -1;
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for (int j = custom_node_option_idx; j < add_options.size(); j++) {
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if (add_options[j].script.is_valid()) {
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if (add_options[j].script->get_path() == arr[i]) {
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idx = j;
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break;
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}
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}
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}
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if (idx != -1) {
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_add_node(idx, -1, arr[i], i);
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}
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}
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} else if (type == "CurveTexture") {
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saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
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saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
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saved_node_pos_dirty = true;
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_add_curve_node(arr[i]);
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j++;
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_add_node(curve_node_option_idx, -1, arr[i], i);
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} else if (ClassDB::get_parent_class(type) == "Texture2D") {
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saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
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saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
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saved_node_pos_dirty = true;
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_add_texture2d_node(arr[i]);
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j++;
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_add_node(texture2d_node_option_idx, -1, arr[i], i);
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} else if (type == "Texture2DArray") {
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saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
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saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
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saved_node_pos_dirty = true;
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_add_texture2d_array_node(arr[i]);
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j++;
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_add_node(texture2d_array_node_option_idx, -1, arr[i], i);
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} else if (ClassDB::get_parent_class(type) == "Texture3D") {
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saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
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saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
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saved_node_pos_dirty = true;
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_add_texture3d_node(arr[i]);
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j++;
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_add_node(texture3d_node_option_idx, -1, arr[i], i);
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} else if (type == "Cubemap") {
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saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
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saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
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saved_node_pos_dirty = true;
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_add_cubemap_node(arr[i]);
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j++;
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_add_node(cubemap_node_option_idx, -1, arr[i], i);
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}
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}
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}
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@ -290,15 +290,8 @@ class VisualShaderEditor : public VBoxContainer {
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void _draw_color_over_button(Object *obj, Color p_color);
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void _add_custom_node(const String &p_path);
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void _add_cubemap_node(const String &p_path);
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void _add_texture2d_node(const String &p_path);
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void _add_texture2d_array_node(const String &p_path);
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void _add_texture3d_node(const String &p_path);
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void _add_curve_node(const String &p_path);
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void _setup_node(VisualShaderNode *p_node, int p_op_idx);
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VisualShaderNode *_add_node(int p_idx, int p_op_idx = -1);
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void _add_node(int p_idx, int p_op_idx = -1, String p_resource_path = "", int p_node_idx = -1);
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void _update_options_menu();
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void _set_mode(int p_which);
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