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Fix behavior of 'Editable Children' toggle.

Prevents losing nodes owned by the edited scene when
toggling editable_children off on an instanced scene,
and makes the toggle compatible with undo-redo.
This commit is contained in:
SaracenOne 2022-05-12 16:36:37 +01:00 committed by Rémi Verschelde
parent 2ccc5c7575
commit cb8a743e18
No known key found for this signature in database
GPG Key ID: C3336907360768E1
3 changed files with 120 additions and 10 deletions

@ -8061,6 +8061,8 @@ void Node3DEditor::_bind_methods() {
ClassDB::bind_method("_clear_subgizmo_selection", &Node3DEditor::_clear_subgizmo_selection);
ClassDB::bind_method("_refresh_menu_icons", &Node3DEditor::_refresh_menu_icons);
ClassDB::bind_method("update_all_gizmos", &Node3DEditor::update_all_gizmos);
ADD_SIGNAL(MethodInfo("transform_key_request"));
ADD_SIGNAL(MethodInfo("item_lock_status_changed"));
ADD_SIGNAL(MethodInfo("item_group_status_changed"));

@ -29,7 +29,6 @@
/**************************************************************************/
#include "scene_tree_dock.h"
#include "node_dock.h"
#include "core/config/project_settings.h"
#include "core/input/input.h"
@ -50,6 +49,7 @@
#include "editor/gui/editor_file_dialog.h"
#include "editor/inspector_dock.h"
#include "editor/multi_node_edit.h"
#include "editor/node_dock.h"
#include "editor/plugins/animation_player_editor_plugin.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#include "editor/plugins/node_3d_editor_plugin.h"
@ -2320,20 +2320,123 @@ void SceneTreeDock::_toggle_placeholder_from_selection() {
}
}
void SceneTreeDock::_toggle_editable_children(Node *p_node) {
if (p_node) {
bool editable = !EditorNode::get_singleton()->get_edited_scene()->is_editable_instance(p_node);
EditorNode::get_singleton()->get_edited_scene()->set_editable_instance(p_node, editable);
if (editable) {
p_node->set_scene_instance_load_placeholder(false);
void SceneTreeDock::_reparent_nodes_to_root(Node *p_root, const Array &p_nodes, Node *p_owner) {
List<Node *> nodes;
for (int i = 0; i < p_nodes.size(); i++) {
Node *node = Object::cast_to<Node>(p_nodes[i]);
ERR_FAIL_NULL(node);
nodes.push_back(node);
}
for (Node *node : nodes) {
node->set_owner(p_owner);
List<Node *> owned;
node->get_owned_by(p_owner, &owned);
String original_name = node->get_name();
node->reparent(p_root);
node->set_name(original_name);
for (Node *F : owned) {
F->set_owner(p_owner);
}
}
}
void SceneTreeDock::_reparent_nodes_to_paths_with_transform_and_name(Node *p_root, const Array &p_nodes, const Array &p_paths, const Array &p_transforms, const Array &p_names, Node *p_owner) {
ERR_FAIL_COND(p_nodes.size() != p_paths.size());
ERR_FAIL_COND(p_nodes.size() != p_transforms.size());
ERR_FAIL_COND(p_nodes.size() != p_names.size());
for (int i = 0; i < p_nodes.size(); i++) {
Node *node = Object::cast_to<Node>(p_nodes[i]);
ERR_FAIL_NULL(node);
const NodePath &np = p_paths[i];
Node *parent_node = p_root->get_node_or_null(np);
ERR_FAIL_NULL(parent_node);
List<Node *> owned;
node->get_owned_by(p_owner, &owned);
node->reparent(parent_node);
node->set_name(p_names[i]);
Node3D *node_3d = Object::cast_to<Node3D>(node);
if (node_3d) {
node_3d->set_transform(p_transforms[i]);
} else {
Node2D *node_2d = Object::cast_to<Node2D>(node);
if (node_2d) {
node_2d->set_transform(p_transforms[i]);
}
}
Node3DEditor::get_singleton()->update_all_gizmos(p_node);
scene_tree->update_tree();
for (Node *F : owned) {
F->set_owner(p_owner);
}
}
}
void SceneTreeDock::_toggle_editable_children(Node *p_node) {
if (!p_node) {
return;
}
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Toggle Editable Children"));
bool editable = !EditorNode::get_singleton()->get_edited_scene()->is_editable_instance(p_node);
undo_redo->add_undo_method(EditorNode::get_singleton()->get_edited_scene(), "set_editable_instance", p_node, !editable);
undo_redo->add_do_method(EditorNode::get_singleton()->get_edited_scene(), "set_editable_instance", p_node, editable);
if (editable) {
bool original_scene_instance_load_placeholder = p_node->get_scene_instance_load_placeholder();
undo_redo->add_undo_method(p_node, "set_scene_instance_load_placeholder", original_scene_instance_load_placeholder);
undo_redo->add_do_method(p_node, "set_scene_instance_load_placeholder", false);
} else {
List<Node *> owned;
p_node->get_owned_by(edited_scene, &owned);
// Get the original paths, transforms, and names for undo.
Array owned_nodes_array;
Array paths_array;
Array transform_array;
Array name_array;
for (Node *owned_node : owned) {
if (owned_node != p_node && owned_node != edited_scene && owned_node->get_owner() == edited_scene && owned_node->get_parent()->get_owner() != edited_scene) {
owned_nodes_array.push_back(owned_node);
paths_array.push_back(p_node->get_path_to(owned_node->get_parent()));
name_array.push_back(owned_node->get_name());
Node3D *node_3d = Object::cast_to<Node3D>(owned_node);
if (node_3d) {
transform_array.push_back(node_3d->get_transform());
} else {
Node2D *node_2d = Object::cast_to<Node2D>(owned_node);
if (node_2d) {
transform_array.push_back(node_2d->get_transform());
} else {
transform_array.push_back(Variant());
}
}
}
}
if (!owned_nodes_array.is_empty()) {
undo_redo->add_undo_method(this, "_reparent_nodes_to_paths_with_transform_and_name", p_node, owned_nodes_array, paths_array, transform_array, name_array, edited_scene);
undo_redo->add_do_method(this, "_reparent_nodes_to_root", p_node, owned_nodes_array, edited_scene);
}
}
undo_redo->add_undo_method(Node3DEditor::get_singleton(), "update_all_gizmos", p_node);
undo_redo->add_do_method(Node3DEditor::get_singleton(), "update_all_gizmos", p_node);
undo_redo->add_undo_method(scene_tree, "update_tree");
undo_redo->add_do_method(scene_tree, "update_tree");
undo_redo->commit_action();
}
void SceneTreeDock::_delete_confirm(bool p_cut) {
List<Node *> remove_list = editor_selection->get_selected_node_list();
@ -3957,6 +4060,8 @@ void SceneTreeDock::_edit_subresource(int p_idx, const PopupMenu *p_from_menu) {
void SceneTreeDock::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_owners"), &SceneTreeDock::_set_owners);
ClassDB::bind_method(D_METHOD("_reparent_nodes_to_root"), &SceneTreeDock::_reparent_nodes_to_root);
ClassDB::bind_method(D_METHOD("_reparent_nodes_to_paths_with_transform_and_name"), &SceneTreeDock::_reparent_nodes_to_paths_with_transform_and_name);
ClassDB::bind_method(D_METHOD("_update_script_button"), &SceneTreeDock::_update_script_button);

@ -223,6 +223,9 @@ class SceneTreeDock : public VBoxContainer {
void _delete_dialog_closed();
void _toggle_editable_children_from_selection();
void _reparent_nodes_to_root(Node *p_root, const Array &p_nodes, Node *p_owner);
void _reparent_nodes_to_paths_with_transform_and_name(Node *p_root, const Array &p_nodes, const Array &p_paths, const Array &p_transforms, const Array &p_names, Node *p_owner);
void _toggle_editable_children(Node *p_node);
void _toggle_placeholder_from_selection();