godot/editor/multi_node_edit.h
PouleyKetchoupp 824bc3fed8 Keep focus on the top-most node for multi-selection in scene tree
Makes behavior consistent with selecting/deselecting single nodes and fixes a regression about the focused node being lost when multi-selecting.

Fixes #33332
2019-11-10 09:37:51 +01:00

66 lines
3.0 KiB
C++

/*************************************************************************/
/* multi_node_edit.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
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/*************************************************************************/
#ifndef MULTI_NODE_EDIT_H
#define MULTI_NODE_EDIT_H
#include "scene/main/node.h"
class MultiNodeEdit : public Reference {
GDCLASS(MultiNodeEdit, Reference);
List<NodePath> nodes;
struct PLData {
int uses;
PropertyInfo info;
};
bool _set_impl(const StringName &p_name, const Variant &p_value, const String &p_field);
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void clear_nodes();
void add_node(const NodePath &p_node);
int get_node_count() const;
NodePath get_node(int p_index) const;
void set_property_field(const StringName &p_property, const Variant &p_value, const String &p_field);
MultiNodeEdit();
};
#endif // MULTI_NODE_EDIT_H