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authorBenjamin Riley <benriley94@msn.com>2019-09-25 17:06:05 +1000
committerBenjamin Riley <benriley94@msn.com>2019-09-25 17:08:08 +1000
commit2115bced93dc85ea04d5d5b51d022063a05c4c2f (patch)
tree330426e8b1e7f3ff59680cc021c818001fc4af0d /editor
parent0ea54eeb0672c405d7ad0edf8444f0d86158f8b6 (diff)
'Save Branch as Scene' adds to undo history
When saving a branch as a scene, can now undo replacing the original branch with the new branch scene. 'Save Branch as Scene' previously would not mark the original scene as changed, and therefore no prompt would appear if the scene was closed immediately after saving the branch. The new branch scene is not deleted when undo-ing.
Diffstat (limited to 'editor')
-rw-r--r--editor/scene_tree_dock.cpp43
1 files changed, 29 insertions, 14 deletions
diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp
index 2ddf1f7056..4ca38ff75e 100644
--- a/editor/scene_tree_dock.cpp
+++ b/editor/scene_tree_dock.cpp
@@ -250,22 +250,37 @@ void SceneTreeDock::_replace_with_branch_scene(const String &p_file, Node *base)
return;
}
+ UndoRedo *undo_redo = editor->get_undo_redo();
+ undo_redo->create_action(TTR("Replace with Branch Scene"));
+
Node *parent = base->get_parent();
int pos = base->get_index();
- parent->remove_child(base);
- parent->add_child(instanced_scene);
- parent->move_child(instanced_scene, pos);
- instanced_scene->set_owner(edited_scene);
- editor_selection->clear();
- editor_selection->add_node(instanced_scene);
- scene_tree->set_selected(instanced_scene);
-
- // Delete the node as late as possible because before another one is selected
- // an editor plugin could be referencing it to do something with it before
- // switching to another (or to none); and since some steps of changing the
- // editor state are deferred, the safest thing is to do this is as the last
- // step of this function and also by enqueing instead of memdelete()-ing it here
- base->queue_delete();
+ undo_redo->add_do_method(parent, "remove_child", base);
+ undo_redo->add_undo_method(parent, "remove_child", instanced_scene);
+ undo_redo->add_do_method(parent, "add_child", instanced_scene);
+ undo_redo->add_undo_method(parent, "add_child", base);
+ undo_redo->add_do_method(parent, "move_child", instanced_scene, pos);
+ undo_redo->add_undo_method(parent, "move_child", base, pos);
+
+ List<Node *> owned;
+ base->get_owned_by(base->get_owner(), &owned);
+ Array owners;
+ for (List<Node *>::Element *F = owned.front(); F; F = F->next()) {
+ owners.push_back(F->get());
+ }
+ undo_redo->add_do_method(instanced_scene, "set_owner", edited_scene);
+ undo_redo->add_undo_method(this, "_set_owners", edited_scene, owners);
+
+ undo_redo->add_do_method(editor_selection, "clear");
+ undo_redo->add_undo_method(editor_selection, "clear");
+ undo_redo->add_do_method(editor_selection, "add_node", instanced_scene);
+ undo_redo->add_undo_method(editor_selection, "add_node", base);
+ undo_redo->add_do_property(scene_tree, "set_selected", instanced_scene);
+ undo_redo->add_undo_property(scene_tree, "set_selected", base);
+
+ undo_redo->add_do_reference(instanced_scene);
+ undo_redo->add_undo_reference(base);
+ undo_redo->commit_action();
}
bool SceneTreeDock::_cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node) {