Added a flag to specify an exported node path must be supplied from scene root, fixes #24412
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@ -118,6 +118,7 @@ enum PropertyUsageFlags {
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PROPERTY_USAGE_INTERNAL = 1 << 20,
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PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE = 1 << 21, // If the object is duplicated also this property will be duplicated
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PROPERTY_USAGE_HIGH_END_GFX = 1 << 22,
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PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT = 1 << 23,
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PROPERTY_USAGE_DEFAULT = PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_NETWORK,
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PROPERTY_USAGE_DEFAULT_INTL = PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_NETWORK | PROPERTY_USAGE_INTERNATIONALIZED,
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@ -1828,11 +1828,14 @@ void EditorPropertyNodePath::_node_selected(const NodePath &p_path) {
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NodePath path = p_path;
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Node *base_node = Object::cast_to<Node>(get_edited_object());
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if (!base_node) {
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//try a base node within history
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if (EditorNode::get_singleton()->get_editor_history()->get_path_size() > 0) {
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Object *base = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(0));
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if (base) {
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base_node = Object::cast_to<Node>(base);
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if (guess_path_from_editor_history) {
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//try a base node within history
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if (EditorNode::get_singleton()->get_editor_history()->get_path_size() > 0) {
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Object *base = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(0));
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if (base) {
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base_node = Object::cast_to<Node>(base);
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}
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}
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}
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}
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@ -1912,10 +1915,11 @@ void EditorPropertyNodePath::update_property() {
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assign->set_icon(EditorNode::get_singleton()->get_object_icon(target_node, "Node"));
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}
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void EditorPropertyNodePath::setup(const NodePath &p_base_hint, Vector<StringName> p_valid_types) {
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void EditorPropertyNodePath::setup(const NodePath &p_base_hint, Vector<StringName> p_valid_types, bool p_guess_path_from_editor_history) {
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base_hint = p_base_hint;
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valid_types = p_valid_types;
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guess_path_from_editor_history = guess_path_from_editor_history;
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}
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void EditorPropertyNodePath::_notification(int p_what) {
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@ -1948,6 +1952,7 @@ EditorPropertyNodePath::EditorPropertyNodePath() {
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clear->set_flat(true);
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clear->connect("pressed", this, "_node_clear");
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hbc->add_child(clear);
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guess_path_from_editor_history = false;
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scene_tree = NULL; //do not allocate unnecessarily
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}
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@ -3124,12 +3129,12 @@ bool EditorInspectorDefaultPlugin::parse_property(Object *p_object, Variant::Typ
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EditorPropertyNodePath *editor = memnew(EditorPropertyNodePath);
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if (p_hint == PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE && p_hint_text != String()) {
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editor->setup(p_hint_text, Vector<StringName>());
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editor->setup(p_hint_text, Vector<StringName>(), !(p_usage & PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT));
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}
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if (p_hint == PROPERTY_HINT_NODE_PATH_VALID_TYPES && p_hint_text != String()) {
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Vector<String> types = p_hint_text.split(",", false);
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Vector<StringName> sn = Variant(types); //convert via variant
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editor->setup(NodePath(), sn);
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editor->setup(NodePath(), sn, !(p_usage & PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT));
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}
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add_property_editor(p_path, editor);
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@ -499,6 +499,7 @@ class EditorPropertyNodePath : public EditorProperty {
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Button *clear;
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SceneTreeDialog *scene_tree;
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NodePath base_hint;
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bool guess_path_from_editor_history;
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Vector<StringName> valid_types;
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void _node_selected(const NodePath &p_path);
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@ -511,7 +512,7 @@ protected:
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public:
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virtual void update_property();
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void setup(const NodePath &p_base_hint, Vector<StringName> p_valid_types);
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void setup(const NodePath &p_base_hint, Vector<StringName> p_valid_types, bool p_guess_path_from_editor_history = true);
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EditorPropertyNodePath();
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};
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@ -148,7 +148,7 @@ void ViewportTexture::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_viewport_path_in_scene", "path"), &ViewportTexture::set_viewport_path_in_scene);
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ClassDB::bind_method(D_METHOD("get_viewport_path_in_scene"), &ViewportTexture::get_viewport_path_in_scene);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewport_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Viewport"), "set_viewport_path_in_scene", "get_viewport_path_in_scene");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewport_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Viewport", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT), "set_viewport_path_in_scene", "get_viewport_path_in_scene");
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}
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ViewportTexture::ViewportTexture() {
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