godot/editor/multi_node_edit.cpp
FireForge a914dc0c46 Improvements to multi-node editing
- 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
2022-09-05 18:36:03 -05:00

308 lines
8.8 KiB
C++

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