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[VisualShader] Remove invalid graph connections when ports are removed
Co-authored-by: EddieBreeg <eddiebreeg0@protonmail.com>
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parent
fe01776f05
commit
0b9b479ba7
@ -6747,8 +6747,35 @@ public:
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undo_redo->add_do_property(node.ptr(), p_property, p_value);
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undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
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Ref<VisualShaderNode> vsnode = editor->get_visual_shader()->get_node(shader_type, node_id);
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ERR_FAIL_COND(vsnode.is_null());
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// Check for invalid connections due to removed ports.
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// We need to know the new state of the node to generate the proper undo/redo instructions.
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// Quite hacky but the best way I could come up with for now.
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Ref<VisualShaderNode> vsnode_new = vsnode->duplicate();
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vsnode_new->set(p_property, p_value);
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const int input_port_count = vsnode_new->get_input_port_count();
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const int output_port_count = vsnode_new->get_output_port_count();
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List<VisualShader::Connection> conns;
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editor->get_visual_shader()->get_node_connections(shader_type, &conns);
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VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
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bool undo_node_already_updated = false;
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for (const VisualShader::Connection &c : conns) {
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if ((c.from_node == node_id && c.from_port >= output_port_count) || (c.to_node == node_id && c.to_port >= input_port_count)) {
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undo_redo->add_do_method(editor->get_visual_shader().ptr(), "disconnect_nodes", shader_type, c.from_node, c.from_port, c.to_node, c.to_port);
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undo_redo->add_do_method(graph_plugin, "disconnect_nodes", shader_type, c.from_node, c.from_port, c.to_node, c.to_port);
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// We need to update the node before reconnecting to avoid accessing a non-existing port.
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undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
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undo_node_already_updated = true;
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undo_redo->add_undo_method(editor->get_visual_shader().ptr(), "connect_nodes", shader_type, c.from_node, c.from_port, c.to_node, c.to_port);
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undo_redo->add_undo_method(graph_plugin, "connect_nodes", shader_type, c.from_node, c.from_port, c.to_node, c.to_port);
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}
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}
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if (p_value.get_type() == Variant::OBJECT) {
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Ref<Resource> prev_res = node->get(p_property);
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Ref<Resource> prev_res = vsnode->get(p_property);
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Ref<Resource> curr_res = p_value;
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if (curr_res.is_null()) {
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@ -6763,14 +6790,16 @@ public:
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}
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}
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if (p_property != "constant") {
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VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
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if (graph_plugin) {
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undo_redo->add_do_method(editor, "_update_next_previews", node_id);
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undo_redo->add_undo_method(editor, "_update_next_previews", node_id);
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undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
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undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
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if (!undo_node_already_updated) {
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undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
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}
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}
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}
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undo_redo->commit_action();
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updating = false;
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@ -555,7 +555,10 @@ public:
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void update_custom_type(const Ref<Resource> &p_resource);
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virtual Size2 get_minimum_size() const override;
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void edit(VisualShader *p_visual_shader);
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Ref<VisualShader> get_visual_shader() const { return visual_shader; }
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VisualShaderEditor();
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};
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