mirror of
https://github.com/Relintai/pandemonium_engine.git
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13e1941f87
The editor inspector will now get the edited class name from the MultiNodeEdit when it is used. The name of the selected nodes is searched in the scene and if not found in the parent class(es). This is a mostly clean backport from Godot 4.0.
265 lines
7.9 KiB
C++
265 lines
7.9 KiB
C++
/*************************************************************************/
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/* multi_node_edit.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "multi_node_edit.h"
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#include "core/math/math_fieldwise.h"
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#include "editor_node.h"
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#include "core/error/error_macros.h"
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#include "core/containers/hash_map.h"
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#include "core/object/undo_redo.h"
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#include "editor/editor_inspector.h"
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#include "scene/main/node.h"
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bool MultiNodeEdit::_set(const StringName &p_name, const Variant &p_value) {
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return _set_impl(p_name, p_value, "");
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}
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bool MultiNodeEdit::_set_impl(const StringName &p_name, const Variant &p_value, const String &p_field) {
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Node *es = EditorNode::get_singleton()->get_edited_scene();
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if (!es) {
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return false;
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}
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String name = p_name;
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if (name == "scripts") { // script set is intercepted at object level (check Variant Object::get() ) ,so use a different name
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name = "script";
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}
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Node *node_path_target = nullptr;
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if (p_value.get_type() == Variant::NODE_PATH && p_value != NodePath()) {
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node_path_target = es->get_node(p_value);
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}
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UndoRedo *ur = EditorNode::get_undo_redo();
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ur->create_action(TTR("MultiNode Set") + " " + String(name), UndoRedo::MERGE_ENDS);
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for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {
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if (!es->has_node(E->get())) {
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continue;
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}
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Node *n = es->get_node(E->get());
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if (!n) {
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continue;
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}
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if (p_value.get_type() == Variant::NODE_PATH) {
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NodePath path;
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if (node_path_target) {
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path = n->get_path_to(node_path_target);
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}
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ur->add_do_property(n, name, path);
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} else {
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Variant new_value;
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if (p_field == "") {
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// whole value
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new_value = p_value;
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} else {
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// only one field
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new_value = fieldwise_assign(n->get(name), p_value, p_field);
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}
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ur->add_do_property(n, name, new_value);
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}
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ur->add_undo_property(n, name, n->get(name));
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}
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ur->add_do_method(EditorNode::get_singleton()->get_inspector(), "refresh");
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ur->add_undo_method(EditorNode::get_singleton()->get_inspector(), "refresh");
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ur->commit_action();
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return true;
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}
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bool MultiNodeEdit::_get(const StringName &p_name, Variant &r_ret) const {
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Node *es = EditorNode::get_singleton()->get_edited_scene();
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if (!es) {
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return false;
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}
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String name = p_name;
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if (name == "scripts") { // script set is intercepted at object level (check Variant Object::get() ) ,so use a different name
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name = "script";
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}
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for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {
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if (!es->has_node(E->get())) {
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continue;
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}
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const Node *n = es->get_node(E->get());
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if (!n) {
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continue;
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}
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bool found;
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r_ret = n->get(name, &found);
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if (found) {
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return true;
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}
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}
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return false;
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}
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void MultiNodeEdit::_get_property_list(List<PropertyInfo> *p_list) const {
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HashMap<String, PLData> usage;
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Node *es = EditorNode::get_singleton()->get_edited_scene();
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if (!es) {
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return;
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}
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int nc = 0;
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List<PLData *> data_list;
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for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {
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if (!es->has_node(E->get())) {
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continue;
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}
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Node *n = es->get_node(E->get());
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if (!n) {
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continue;
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}
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List<PropertyInfo> plist;
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n->get_property_list(&plist, true);
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for (List<PropertyInfo>::Element *F = plist.front(); F; F = F->next()) {
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if (F->get().name == "script") {
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continue; //added later manually, since this is intercepted before being set (check Variant Object::get() )
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}
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if (!usage.has(F->get().name)) {
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PLData pld;
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pld.uses = 0;
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pld.info = F->get();
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usage[F->get().name] = pld;
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data_list.push_back(usage.getptr(F->get().name));
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}
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// Make sure only properties with the same exact PropertyInfo data will appear
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if (usage[F->get().name].info == F->get()) {
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usage[F->get().name].uses++;
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}
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}
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nc++;
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}
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for (List<PLData *>::Element *E = data_list.front(); E; E = E->next()) {
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if (nc == E->get()->uses) {
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p_list->push_back(E->get()->info);
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}
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}
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p_list->push_back(PropertyInfo(Variant::OBJECT, "scripts", PROPERTY_HINT_RESOURCE_TYPE, "Script"));
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}
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void MultiNodeEdit::clear_nodes() {
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nodes.clear();
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}
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void MultiNodeEdit::add_node(const NodePath &p_node) {
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nodes.push_back(p_node);
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}
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int MultiNodeEdit::get_node_count() const {
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return nodes.size();
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}
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NodePath MultiNodeEdit::get_node(int p_index) const {
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ERR_FAIL_INDEX_V(p_index, nodes.size(), NodePath());
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return nodes[p_index];
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}
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StringName MultiNodeEdit::get_edited_class_name() const {
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Node *es = EditorNode::get_singleton()->get_edited_scene();
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if (!es) {
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return StringName("Node");
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}
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// Get the class name of the first node.
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StringName class_name;
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for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {
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Node *node = es->get_node_or_null(E->get());
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if (!node) {
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continue;
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}
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class_name = node->get_class_name();
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break;
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}
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if (class_name == StringName()) {
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return StringName("Node");
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}
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bool check_again = true;
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while (check_again) {
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check_again = false;
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if (class_name == StringName("Node") || class_name == StringName()) {
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// All nodes inherit from Node, so no need to continue checking.
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return StringName("Node");
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}
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// Check that all nodes inherit from class_name.
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for (const List<NodePath>::Element *E = nodes.front(); E; E = E->next()) {
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Node *node = es->get_node_or_null(E->get());
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if (!node) {
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continue;
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}
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const StringName node_class_name = node->get_class_name();
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if (class_name == node_class_name || ClassDB::is_parent_class(node_class_name, class_name)) {
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// class_name is the same or a parent of the node's class.
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continue;
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}
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// class_name is not a parent of the node's class, so check again with the parent class.
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class_name = ClassDB::get_parent_class(class_name);
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check_again = true;
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break;
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}
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}
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return class_name;
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}
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void MultiNodeEdit::set_property_field(const StringName &p_property, const Variant &p_value, const String &p_field) {
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_set_impl(p_property, p_value, p_field);
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}
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MultiNodeEdit::MultiNodeEdit() {
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}
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