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authorreduz <reduzio@gmail.com>2021-07-17 13:35:28 -0300
committerreduz <reduzio@gmail.com>2021-07-17 13:35:28 -0300
commit7d20d78847b24586b3f25beb23b41d015a25fb0a (patch)
treeaa0dde228512eb458a49ecc77049c35ebc58924b
parentdeeec8894ad39d7254cf31f46321fb3cd869461f (diff)
Fix duplicate selection in SceneTree
* It seems both cell_selected and multi_selected were being triggered, * This caused inspector updating twice. * cell_selected connection and callback were removed. This may be a bug in Godot 3.x too, recommend checking.
-rw-r--r--editor/scene_tree_editor.cpp31
-rw-r--r--editor/scene_tree_editor.h3
2 files changed, 11 insertions, 23 deletions
diff --git a/editor/scene_tree_editor.cpp b/editor/scene_tree_editor.cpp
index 5958a09169..ad9ad3757c 100644
--- a/editor/scene_tree_editor.cpp
+++ b/editor/scene_tree_editor.cpp
@@ -521,7 +521,7 @@ void SceneTreeEditor::_node_removed(Node *p_node) {
if (p_node == selected) {
selected = nullptr;
- emit_signal("node_selected");
+ _emit_node_selected();
}
}
@@ -615,24 +615,6 @@ void SceneTreeEditor::_tree_changed() {
pending_test_update = true;
}
-void SceneTreeEditor::_selected_changed() {
- TreeItem *s = tree->get_selected();
- ERR_FAIL_COND(!s);
- NodePath np = s->get_metadata(0);
-
- Node *n = get_node(np);
-
- if (n == selected) {
- return;
- }
-
- selected = get_node(np);
-
- blocked++;
- emit_signal("node_selected");
- blocked--;
-}
-
void SceneTreeEditor::_deselect_items() {
// Clear currently selected items in scene tree dock.
if (editor_selection) {
@@ -641,6 +623,12 @@ void SceneTreeEditor::_deselect_items() {
}
}
+void SceneTreeEditor::_emit_node_selected() {
+ blocked++;
+ emit_signal("node_selected");
+ blocked--;
+}
+
void SceneTreeEditor::_cell_multi_selected(Object *p_object, int p_cell, bool p_selected) {
TreeItem *item = Object::cast_to<TreeItem>(p_object);
ERR_FAIL_COND(!item);
@@ -667,7 +655,7 @@ void SceneTreeEditor::_cell_multi_selected(Object *p_object, int p_cell, bool p_
// Selection changed to be single node, so emit "selected" (for single node) rather than "changed" (for multiple nodes)
if (editor_selection->get_selected_nodes().size() == 1) {
selected = editor_selection->get_selected_node_list()[0];
- emit_signal("node_selected");
+ _emit_node_selected();
} else {
emit_signal("node_changed");
}
@@ -759,7 +747,7 @@ void SceneTreeEditor::set_selected(Node *p_node, bool p_emit_selected) {
}
if (p_emit_selected) {
- emit_signal("node_selected");
+ _emit_node_selected();
}
}
@@ -1200,7 +1188,6 @@ SceneTreeEditor::SceneTreeEditor(bool p_label, bool p_can_rename, bool p_can_ope
tree->connect("empty_tree_rmb_selected", callable_mp(this, &SceneTreeEditor::_rmb_select));
}
- tree->connect("cell_selected", callable_mp(this, &SceneTreeEditor::_selected_changed));
tree->connect("item_edited", callable_mp(this, &SceneTreeEditor::_renamed), varray(), CONNECT_DEFERRED);
tree->connect("multi_selected", callable_mp(this, &SceneTreeEditor::_cell_multi_selected));
tree->connect("button_pressed", callable_mp(this, &SceneTreeEditor::_cell_button_pressed));
diff --git a/editor/scene_tree_editor.h b/editor/scene_tree_editor.h
index acd49e8d92..e833bf93e0 100644
--- a/editor/scene_tree_editor.h
+++ b/editor/scene_tree_editor.h
@@ -81,7 +81,6 @@ class SceneTreeEditor : public Control {
TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
void _notification(int p_what);
- void _selected_changed();
void _deselect_items();
void _rename_node(ObjectID p_node, const String &p_name);
@@ -133,6 +132,8 @@ class SceneTreeEditor : public Control {
Vector<StringName> valid_types;
+ void _emit_node_selected();
+
public:
void set_filter(const String &p_filter);
String get_filter() const;