mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
a914dc0c46
- Show revert button for properties that are not default for all selected nodes - Show property documentation tooltips - Show common class name and icon and number of selected nodes in EditorPath, e.g. "Node2D (4 Selected)" - Hide metadata for MultiNodeEdit and AnimationMultiTrackKeyEdit - Hide script for MultiNodeEdit
308 lines
8.8 KiB
C++
308 lines
8.8 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/editor_node.h"
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#include "editor/editor_undo_redo_manager.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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Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
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ur->create_action(vformat(TTR("Set %s on %d nodes"), name, get_node_count()), UndoRedo::MERGE_ENDS);
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for (const NodePath &E : nodes) {
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Node *n = es->get_node_or_null(E);
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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.is_empty()) {
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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->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 NodePath &E : nodes) {
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const Node *n = es->get_node_or_null(E);
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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 NodePath &E : nodes) {
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Node *n = es->get_node_or_null(E);
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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 (const PropertyInfo &F : plist) {
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if (F.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.name)) {
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PLData pld;
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pld.uses = 0;
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pld.info = F;
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usage[F.name] = pld;
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data_list.push_back(usage.getptr(F.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.name].info == F) {
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usage[F.name].uses++;
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}
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}
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nc++;
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}
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for (const PLData *E : data_list) {
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if (nc == E->uses) {
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p_list->push_back(E->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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String MultiNodeEdit::_get_editor_name() const {
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return vformat(TTR("%s (%d Selected)"), get_edited_class_name(), get_node_count());
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}
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bool MultiNodeEdit::_property_can_revert(const StringName &p_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 false;
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}
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if (ClassDB::has_property(get_edited_class_name(), p_name)) {
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StringName class_name;
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for (const NodePath &E : nodes) {
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Node *node = es->get_node_or_null(E);
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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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}
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Variant default_value = ClassDB::class_get_default_property_value(class_name, p_name);
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for (const NodePath &E : nodes) {
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Node *node = es->get_node_or_null(E);
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if (!node) {
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continue;
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}
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if (node->get(p_name) != default_value) {
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// A node that doesn't have the default value has been found, so show the revert button.
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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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// Don't show the revert button if the edited class doesn't have the property.
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return false;
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}
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bool MultiNodeEdit::_property_get_revert(const StringName &p_name, Variant &r_property) 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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for (const NodePath &E : nodes) {
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Node *node = es->get_node_or_null(E);
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if (!node) {
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continue;
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}
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r_property = ClassDB::class_get_default_property_value(node->get_class_name(), p_name);
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return true;
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}
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return false;
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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 SNAME("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 NodePath &E : nodes) {
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Node *node = es->get_node_or_null(E);
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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 SNAME("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 == SNAME("Node") || class_name == StringName()) {
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// All nodes inherit from Node, so no need to continue checking.
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return SNAME("Node");
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}
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// Check that all nodes inherit from class_name.
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for (const NodePath &E : nodes) {
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Node *node = es->get_node_or_null(E);
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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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void MultiNodeEdit::_bind_methods() {
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ClassDB::bind_method("_hide_script_from_inspector", &MultiNodeEdit::_hide_script_from_inspector);
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ClassDB::bind_method("_hide_metadata_from_inspector", &MultiNodeEdit::_hide_metadata_from_inspector);
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ClassDB::bind_method("_get_editor_name", &MultiNodeEdit::_get_editor_name);
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}
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MultiNodeEdit::MultiNodeEdit() {
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}
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