Added possibilty to delete multiple nodes in visual shaders via Delete key
(cherry picked from commit 24faddc211
)
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ab8ccee1da
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@ -718,6 +718,58 @@ void VisualShaderEditor::_duplicate_nodes() {
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}
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}
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void VisualShaderEditor::_on_nodes_delete() {
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VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
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List<int> to_erase;
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for (int i = 0; i < graph->get_child_count(); i++) {
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GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
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if (gn) {
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if (gn->is_selected() && gn->is_close_button_visible()) {
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to_erase.push_back(gn->get_name().operator String().to_int());
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}
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}
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}
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if (to_erase.empty())
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return;
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undo_redo->create_action(TTR("Delete Nodes"));
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for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
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undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F->get());
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undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, visual_shader->get_node(type, F->get()), visual_shader->get_node_position(type, F->get()), F->get());
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}
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List<VisualShader::Connection> conns;
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visual_shader->get_node_connections(type, &conns);
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List<VisualShader::Connection> used_conns;
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for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
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for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
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if (E->get().from_node == F->get() || E->get().to_node == F->get()) {
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bool cancel = false;
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for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
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if (R->get().from_node == E->get().from_node && R->get().from_port == E->get().from_port && R->get().to_node == E->get().to_node && R->get().to_port == E->get().to_port) {
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cancel = true; // to avoid ERR_ALREADY_EXISTS warning
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break;
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}
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}
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if (!cancel) {
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undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
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used_conns.push_back(E->get());
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}
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}
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}
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}
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undo_redo->add_do_method(this, "_update_graph");
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undo_redo->add_undo_method(this, "_update_graph");
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undo_redo->commit_action();
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}
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void VisualShaderEditor::_mode_selected(int p_id) {
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_update_graph();
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}
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@ -766,6 +818,7 @@ void VisualShaderEditor::_bind_methods() {
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ClassDB::bind_method("_node_selected", &VisualShaderEditor::_node_selected);
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ClassDB::bind_method("_scroll_changed", &VisualShaderEditor::_scroll_changed);
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ClassDB::bind_method("_delete_request", &VisualShaderEditor::_delete_request);
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ClassDB::bind_method("_on_nodes_delete", &VisualShaderEditor::_on_nodes_delete);
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ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
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ClassDB::bind_method("_edit_port_default_input", &VisualShaderEditor::_edit_port_default_input);
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ClassDB::bind_method("_port_edited", &VisualShaderEditor::_port_edited);
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@ -798,6 +851,7 @@ VisualShaderEditor::VisualShaderEditor() {
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graph->connect("node_selected", this, "_node_selected");
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graph->connect("scroll_offset_changed", this, "_scroll_changed");
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graph->connect("duplicate_nodes_request", this, "_duplicate_nodes");
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graph->connect("delete_nodes_request", this, "_on_nodes_delete");
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR);
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@ -102,6 +102,7 @@ class VisualShaderEditor : public VBoxContainer {
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void _node_selected(Object *p_node);
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void _delete_request(int);
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void _on_nodes_delete();
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void _removed_from_graph();
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