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https://github.com/Relintai/pandemonium_engine.git
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Ported: AnimatedSprite Fix updating inspector when SpriteFrames is modified - kleonc
8ae246f15e
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parent
2e628b7fa8
commit
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@ -30,15 +30,6 @@
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#include "editor_inspector.h"
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#include "core/os/input.h"
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#include "core/os/keyboard.h"
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#include "editor_node.h"
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#include "editor_property_name_processor.h"
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#include "editor_scale.h"
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#include "editor_settings.h"
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#include "multi_node_edit.h"
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#include "scene/property_utils.h"
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#include "scene/resources/packed_scene.h"
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#include "core/array.h"
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#include "core/class_db.h"
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#include "core/dictionary.h"
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@ -46,7 +37,9 @@
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#include "core/hash_map.h"
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#include "core/math/math_defs.h"
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#include "core/math/math_funcs.h"
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#include "core/os/input.h"
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#include "core/os/input_event.h"
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#include "core/os/keyboard.h"
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#include "core/os/memory.h"
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#include "core/os/os.h"
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#include "core/script_language.h"
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@ -55,6 +48,11 @@
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#include "editor/doc/doc_data.h"
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#include "editor/editor_data.h"
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#include "editor/editor_help.h"
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#include "editor_node.h"
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#include "editor_property_name_processor.h"
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#include "editor_scale.h"
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#include "editor_settings.h"
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#include "multi_node_edit.h"
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#include "scene/2d/canvas_item.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/label.h"
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@ -64,7 +62,9 @@
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#include "scene/gui/scroll_bar.h"
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#include "scene/main/node.h"
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#include "scene/main/scene_tree.h"
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#include "scene/property_utils.h"
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#include "scene/resources/font.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/style_box.h"
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#include "servers/visual_server.h"
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@ -1437,8 +1437,7 @@ void EditorInspector::update_tree() {
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String group_base;
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VBoxContainer *category_vbox = nullptr;
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List<PropertyInfo>
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plist;
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List<PropertyInfo> plist;
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object->get_property_list(&plist, true);
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HashMap<String, VBoxContainer *> item_path;
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@ -53,6 +53,7 @@
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#include "editor/editor_node.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_inspector.h"
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#include "scene/2d/animated_sprite.h"
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#include "scene/3d/sprite_3d.h"
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#include "scene/gui/box_container.h"
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@ -769,9 +770,12 @@ void SpriteFramesEditor::_animation_name_edited() {
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undo_redo->add_undo_method(frames, "rename_animation", name, edited_anim);
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for (List<Node *>::Element *E = nodes.front(); E; E = E->next()) {
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String current = E->get()->call("get_animation");
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StringName current = E->get()->call("get_animation");
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if (current != edited_anim) {
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continue;
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}
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undo_redo->add_do_method(E->get(), "set_animation", name);
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undo_redo->add_undo_method(E->get(), "set_animation", edited_anim);
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undo_redo->add_undo_method(E->get(), "set_animation", current);
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}
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undo_redo->add_do_method(this, "_update_library");
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@ -799,8 +803,14 @@ void SpriteFramesEditor::_animation_add() {
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undo_redo->add_do_method(this, "_update_library");
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undo_redo->add_undo_method(this, "_update_library");
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// Assign the newly added animation to the edited anim sprite and to all other anim sprites having invalid animation.
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Object *edited_anim_sprite = EditorNode::get_singleton()->get_inspector()->get_edited_object();
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for (List<Node *>::Element *E = nodes.front(); E; E = E->next()) {
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String current = E->get()->call("get_animation");
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StringName current = E->get()->call("get_animation");
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if (frames->has_animation(current) && E->get() != edited_anim_sprite) {
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continue;
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}
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undo_redo->add_do_method(E->get(), "set_animation", name);
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undo_redo->add_undo_method(E->get(), "set_animation", current);
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}
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@ -830,15 +840,41 @@ void SpriteFramesEditor::_animation_remove_confirmed() {
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undo_redo->add_undo_method(frames, "add_animation", edited_anim);
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undo_redo->add_undo_method(frames, "set_animation_speed", edited_anim, frames->get_animation_speed(edited_anim));
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undo_redo->add_undo_method(frames, "set_animation_loop", edited_anim, frames->get_animation_loop(edited_anim));
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int fc = frames->get_frame_count(edited_anim);
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for (int i = 0; i < fc; i++) {
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Ref<Texture> frame = frames->get_frame(edited_anim, i);
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undo_redo->add_undo_method(frames, "add_frame", edited_anim, frame);
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}
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StringName new_edited_anim = StringName();
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List<StringName> anim_names;
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frames->get_animation_list(&anim_names);
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anim_names.sort_custom<StringName::AlphCompare>();
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// If removing not the last animation, make the first animation left the new edited one.
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if (anim_names.size() > 1) {
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new_edited_anim = edited_anim != anim_names.front()->get() ? anim_names.front()->get() : anim_names.front()->next()->get();
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List<Node *> nodes;
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_find_anim_sprites(EditorNode::get_singleton()->get_edited_scene(), &nodes, Ref<SpriteFrames>(frames));
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for (List<Node *>::Element *E = nodes.front(); E; E = E->next()) {
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StringName current = E->get()->call("get_animation");
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if (current != edited_anim) {
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continue;
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}
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undo_redo->add_do_method(E->get(), "set_animation", new_edited_anim);
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undo_redo->add_undo_method(E->get(), "set_animation", current);
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}
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}
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undo_redo->add_do_method(this, "_update_library");
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undo_redo->add_undo_method(this, "_update_library");
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edited_anim = StringName();
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edited_anim = new_edited_anim;
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undo_redo->commit_action();
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}
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@ -148,7 +148,7 @@ void SpriteFrames::clear(const StringName &p_anim) {
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void SpriteFrames::clear_all() {
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animations.clear();
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add_animation("default");
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add_animation("default"); // Also emits changed.
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}
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void SpriteFrames::add_animation(const StringName &p_anim) {
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@ -156,13 +156,16 @@ void SpriteFrames::add_animation(const StringName &p_anim) {
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animations[p_anim] = Anim();
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animations[p_anim].normal_name = String(p_anim) + NORMAL_SUFFIX;
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emit_changed();
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}
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bool SpriteFrames::has_animation(const StringName &p_anim) const {
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return animations.has(p_anim);
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}
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void SpriteFrames::remove_animation(const StringName &p_anim) {
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animations.erase(p_anim);
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if (animations.erase(p_anim)) {
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emit_changed();
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}
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}
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void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &p_next) {
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@ -173,17 +176,8 @@ void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &
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animations.erase(p_prev);
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animations[p_next] = anim;
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animations[p_next].normal_name = String(p_next) + NORMAL_SUFFIX;
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}
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Vector<String> SpriteFrames::_get_animation_list() const {
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Vector<String> ret;
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List<StringName> al;
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get_animation_list(&al);
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for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
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ret.push_back(E->get());
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}
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return ret;
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emit_changed();
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}
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void SpriteFrames::get_animation_list(List<StringName> *r_animations) const {
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@ -596,8 +590,12 @@ bool AnimatedSprite::is_flipped_v() const {
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void AnimatedSprite::_res_changed() {
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set_frame(frame);
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_change_notify("frame");
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_change_notify("animation");
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// Calling _change_notify("frame") and _change_notify("animation") instead wouldn't
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// make EditorInspector trigger calls to _validate_property(property) which would
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// lead to not updating valid values for "frame" and "animation" properties.
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_change_notify();
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update();
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}
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@ -58,8 +58,6 @@ class SpriteFrames : public Resource {
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Array _get_animations() const;
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void _set_animations(const Array &p_animations);
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Vector<String> _get_animation_list() const;
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protected:
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static void _bind_methods();
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