Show transparency and accurate color for property
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@ -2028,7 +2028,7 @@ void PropertyEditor::set_item_text(TreeItem *p_item, int p_type, const String &p
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} break;
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case Variant::COLOR: {
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p_item->set_custom_bg_color(1, obj->get(p_name));
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tree->update();
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//p_item->set_text(1,obj->get(p_name));
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} break;
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@ -3168,7 +3168,7 @@ void PropertyEditor::update_tree() {
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item->set_cell_mode(1, TreeItem::CELL_MODE_CUSTOM);
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item->set_editable(1, !read_only);
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// item->set_text(1,obj->get(p.name));
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item->set_custom_bg_color(1, obj->get(p.name));
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item->set_custom_draw(1, this, "_draw_transparency");
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if (show_type_icons)
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item->set_icon(0, get_icon("Color", "EditorIcons"));
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@ -3309,6 +3309,24 @@ void PropertyEditor::update_tree() {
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}
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}
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void PropertyEditor::_draw_transparency(Object *t, const Rect2 &p_rect) {
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TreeItem *ti = t->cast_to<TreeItem>();
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if (!ti)
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return;
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Color color = obj->get(ti->get_metadata(1));
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Ref<Texture> arrow = tree->get_icon("select_arrow");
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// make a little space between consecutive color fields
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Rect2 area = p_rect;
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area.pos.y += 1;
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area.size.height -= 2;
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area.size.width -= arrow->get_size().width + 5;
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tree->draw_texture_rect(get_icon("Transparent", "EditorIcons"), area, true);
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tree->draw_rect(area, color);
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}
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void PropertyEditor::_item_selected() {
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TreeItem *item = tree->get_selected();
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@ -3790,6 +3808,7 @@ void PropertyEditor::_bind_methods() {
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ObjectTypeDB::bind_method("update_tree", &PropertyEditor::update_tree);
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ObjectTypeDB::bind_method("_resource_preview_done", &PropertyEditor::_resource_preview_done);
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ObjectTypeDB::bind_method("refresh", &PropertyEditor::refresh);
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ObjectTypeDB::bind_method("_draw_transparency", &PropertyEditor::_draw_transparency);
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ObjectTypeDB::bind_method(_MD("get_drag_data_fw"), &PropertyEditor::get_drag_data_fw);
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ObjectTypeDB::bind_method(_MD("can_drop_data_fw"), &PropertyEditor::can_drop_data_fw);
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@ -234,6 +234,7 @@ class PropertyEditor : public Control {
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _resource_preview_done(const String &p_path, const Ref<Texture> &p_preview, Variant p_ud);
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void _draw_transparency(Object *t, const Rect2 &p_rect);
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UndoRedo *undo_redo;
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