Merge pull request #42590 from Chaosus/vs_fix_move_undo_3.2
[3.2] Fix undo for moving multiple visual shader nodes
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commit
cc3c671f3b
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@ -1497,15 +1497,28 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
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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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VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
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drag_buffer.push_back({ type, p_node, p_from, p_to });
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if (!drag_dirty) {
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call_deferred("_nodes_dragged");
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}
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drag_dirty = true;
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}
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void VisualShaderEditor::_nodes_dragged() {
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drag_dirty = false;
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undo_redo->create_action(TTR("Node(s) Moved"));
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for (List<DragOp>::Element *E = drag_buffer.front(); E; E = E->next()) {
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undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E->get().type, E->get().node, E->get().to);
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undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E->get().type, E->get().node, E->get().from);
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}
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updating = true;
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undo_redo->create_action(TTR("Node Moved"));
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undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
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undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
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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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drag_buffer.clear();
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undo_redo->commit_action();
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updating = false;
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}
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@ -2331,6 +2344,7 @@ void VisualShaderEditor::_bind_methods() {
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ClassDB::bind_method("_clear_buffer", &VisualShaderEditor::_clear_buffer);
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ClassDB::bind_method("_show_preview_text", &VisualShaderEditor::_show_preview_text);
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ClassDB::bind_method("_update_preview", &VisualShaderEditor::_update_preview);
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ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
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ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
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ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
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@ -166,7 +166,16 @@ class VisualShaderEditor : public VBoxContainer {
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static VisualShaderEditor *singleton;
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struct DragOp {
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VisualShader::Type type;
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int node;
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Vector2 from;
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Vector2 to;
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};
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List<DragOp> drag_buffer;
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bool drag_dirty = false;
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void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node);
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void _nodes_dragged();
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bool updating;
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void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
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