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Merge pull request #79209 from RedMser/reparent-remember-position
Fix "reparent to new node" not remembering index
This commit is contained in:
commit
61df6ff689
@ -2247,8 +2247,7 @@ void SceneTreeDock::_node_reparent(NodePath p_path, bool p_keep_global_xform) {
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}
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void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, Vector<Node *> p_nodes, bool p_keep_global_xform) {
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Node *new_parent = p_new_parent;
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ERR_FAIL_NULL(new_parent);
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ERR_FAIL_NULL(p_new_parent);
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if (p_nodes.size() == 0) {
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return; // Nothing to reparent.
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@ -2288,7 +2287,7 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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// Prevent selecting the hovered node and keep the reparented node(s) selected instead.
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hovered_but_reparenting = true;
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Node *validate = new_parent;
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Node *validate = p_new_parent;
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while (validate) {
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ERR_FAIL_COND_MSG(p_nodes.has(validate), "Selection changed at some point. Can't reparent.");
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validate = validate->get_parent();
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@ -2310,7 +2309,7 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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// No undo implemented for this yet.
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Node *node = p_nodes[ni];
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fill_path_renames(node, new_parent, &path_renames);
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fill_path_renames(node, p_new_parent, &path_renames);
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former_names.push_back(node->get_name());
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List<Node *> owned;
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@ -2320,7 +2319,7 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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owners.push_back(E);
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}
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bool same_parent = new_parent == node->get_parent();
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bool same_parent = p_new_parent == node->get_parent();
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if (same_parent && node->get_index(false) < p_position_in_parent + ni) {
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inc--; // If the child will generate a gap when moved, adjust.
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}
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@ -2331,17 +2330,17 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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need_edit = select_node_hovered_at_end_of_drag;
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} else {
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undo_redo->add_do_method(node->get_parent(), "remove_child", node);
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undo_redo->add_do_method(new_parent, "add_child", node, true);
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undo_redo->add_do_method(p_new_parent, "add_child", node, true);
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}
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int new_position_in_parent = p_position_in_parent == -1 ? -1 : p_position_in_parent + inc;
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if (new_position_in_parent >= 0 || same_parent) {
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undo_redo->add_do_method(new_parent, "move_child", node, new_position_in_parent);
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undo_redo->add_do_method(p_new_parent, "move_child", node, new_position_in_parent);
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}
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EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
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String old_name = former_names[ni];
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String new_name = new_parent->validate_child_name(node);
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String new_name = p_new_parent->validate_child_name(node);
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// Name was modified, fix the path renames.
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if (old_name.casecmp_to(new_name) != 0) {
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@ -2366,8 +2365,12 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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}
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}
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undo_redo->add_do_method(ed, "live_debug_reparent_node", edited_scene->get_path_to(node), edited_scene->get_path_to(new_parent), new_name, new_position_in_parent);
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undo_redo->add_undo_method(ed, "live_debug_reparent_node", NodePath(String(edited_scene->get_path_to(new_parent)).path_join(new_name)), edited_scene->get_path_to(node->get_parent()), node->get_name(), node->get_index(false));
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// FIXME: Live editing for "Reparent to New Node" option is broken.
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// We must get the path to `p_new_parent` *after* it was added to the scene.
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if (p_new_parent->is_inside_tree()) {
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undo_redo->add_do_method(ed, "live_debug_reparent_node", edited_scene->get_path_to(node), edited_scene->get_path_to(p_new_parent), new_name, new_position_in_parent);
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undo_redo->add_undo_method(ed, "live_debug_reparent_node", NodePath(String(edited_scene->get_path_to(p_new_parent)).path_join(new_name)), edited_scene->get_path_to(node->get_parent()), node->get_name(), node->get_index(false));
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}
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if (p_keep_global_xform) {
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if (Object::cast_to<Node2D>(node)) {
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@ -2387,7 +2390,7 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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undo_redo->add_do_method(AnimationPlayerEditor::get_singleton()->get_track_editor(), "set_root", node);
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}
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undo_redo->add_undo_method(new_parent, "remove_child", node);
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undo_redo->add_undo_method(p_new_parent, "remove_child", node);
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undo_redo->add_undo_method(node, "set_name", former_names[ni]);
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inc++;
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@ -2405,7 +2408,7 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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}
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int child_pos = node->get_index(false);
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bool reparented_to_container = Object::cast_to<Container>(new_parent) && Object::cast_to<Control>(node);
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bool reparented_to_container = Object::cast_to<Container>(p_new_parent) && Object::cast_to<Control>(node);
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undo_redo->add_undo_method(node->get_parent(), "add_child", node, true);
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undo_redo->add_undo_method(node->get_parent(), "move_child", node, child_pos);
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@ -2785,10 +2788,10 @@ void SceneTreeDock::_selection_changed() {
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_update_script_button();
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}
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void SceneTreeDock::_do_create(Node *p_parent) {
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Node *SceneTreeDock::_do_create(Node *p_parent) {
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Variant c = create_dialog->instantiate_selected();
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Node *child = Object::cast_to<Node>(c);
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ERR_FAIL_NULL(child);
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ERR_FAIL_NULL_V(child, nullptr);
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String new_name = p_parent->validate_child_name(child);
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if (GLOBAL_GET("editor/naming/node_name_casing").operator int() != NAME_CASING_PASCAL_CASE) {
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@ -2802,8 +2805,6 @@ void SceneTreeDock::_do_create(Node *p_parent) {
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if (edited_scene) {
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undo_redo->add_do_method(p_parent, "add_child", child, true);
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undo_redo->add_do_method(child, "set_owner", edited_scene);
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undo_redo->add_do_method(editor_selection, "clear");
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undo_redo->add_do_method(editor_selection, "add_node", child);
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undo_redo->add_do_reference(child);
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undo_redo->add_undo_method(p_parent, "remove_child", child);
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@ -2818,28 +2819,34 @@ void SceneTreeDock::_do_create(Node *p_parent) {
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undo_redo->add_undo_method(EditorNode::get_singleton(), "set_edited_scene", (Object *)nullptr);
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}
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undo_redo->add_do_method(this, "_post_do_create", child);
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undo_redo->commit_action();
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_push_item(c);
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editor_selection->clear();
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editor_selection->add_node(child);
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if (Object::cast_to<Control>(c)) {
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//make editor more comfortable, so some controls don't appear super shrunk
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Control *ct = Object::cast_to<Control>(c);
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Size2 ms = ct->get_minimum_size();
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return child;
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}
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void SceneTreeDock::_post_do_create(Node *p_child) {
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editor_selection->clear();
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editor_selection->add_node(p_child);
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_push_item(p_child);
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// Make editor more comfortable, so some controls don't appear super shrunk.
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Control *control = Object::cast_to<Control>(p_child);
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if (control) {
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Size2 ms = control->get_minimum_size();
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if (ms.width < 4) {
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ms.width = 40;
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}
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if (ms.height < 4) {
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ms.height = 40;
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}
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if (ct->is_layout_rtl()) {
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ct->set_position(ct->get_position() - Vector2(ms.x, 0));
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if (control->is_layout_rtl()) {
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control->set_position(control->get_position() - Vector2(ms.x, 0));
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}
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ct->set_size(ms);
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control->set_size(ms);
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}
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emit_signal(SNAME("node_created"), c);
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emit_signal(SNAME("node_created"), p_child);
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}
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void SceneTreeDock::_create() {
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@ -2922,22 +2929,24 @@ void SceneTreeDock::_create() {
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}
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Node *parent = nullptr;
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int original_position = -1;
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if (only_one_top_node) {
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parent = top_node->get_parent();
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original_position = top_node->get_index();
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} else {
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parent = top_node->get_parent()->get_parent();
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}
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_do_create(parent);
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action_for_history(TTR("Reparent to New Node"), editor_data->get_current_edited_scene_history_id());
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Node *last_created = _do_create(parent);
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Vector<Node *> nodes;
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for (Node *E : selection) {
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nodes.push_back(E);
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}
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// This works because editor_selection was cleared and populated with last created node in _do_create()
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Node *last_created = editor_selection->get_selected_node_list().front()->get();
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if (center_parent) {
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// Find parent type and only average positions of relevant nodes.
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Node3D *parent_node_3d = Object::cast_to<Node3D>(last_created);
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@ -2976,6 +2985,11 @@ void SceneTreeDock::_create() {
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}
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_do_reparent(last_created, -1, nodes, true);
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if (only_one_top_node) {
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undo_redo->add_do_method(parent, "move_child", last_created, original_position);
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}
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undo_redo->commit_action();
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}
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scene_tree->get_scene_tree()->grab_focus();
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@ -4390,6 +4404,7 @@ void SceneTreeDock::_edit_subresource(int p_idx, const PopupMenu *p_from_menu) {
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}
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void SceneTreeDock::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_post_do_create"), &SceneTreeDock::_post_do_create);
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ClassDB::bind_method(D_METHOD("_set_owners"), &SceneTreeDock::_set_owners);
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ClassDB::bind_method(D_METHOD("_reparent_nodes_to_root"), &SceneTreeDock::_reparent_nodes_to_root);
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ClassDB::bind_method(D_METHOD("_reparent_nodes_to_paths_with_transform_and_name"), &SceneTreeDock::_reparent_nodes_to_paths_with_transform_and_name);
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@ -179,7 +179,8 @@ class SceneTreeDock : public VBoxContainer {
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bool first_enter = true;
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void _create();
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void _do_create(Node *p_parent);
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Node *_do_create(Node *p_parent);
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void _post_do_create(Node *p_child);
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Node *scene_root = nullptr;
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Node *edited_scene = nullptr;
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Node *pending_click_select = nullptr;
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