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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-06-21 12:09:00 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-06-28 09:28:29 -0700
commit3e4e530523e9ce22ef437af80d1beba83b46afad (patch)
treebc9ef844255f7f1949c2ee41c30b4de431feaa1c /editor
parent92f20fd70e6957cd65ccb7837fdc28f9b1e4a315 (diff)
NodePath properly updated in the editor in more cases
Fix more cases of node path needing an update when nodes are renamed or moved in the editor. Built-in node properties: Before, node paths were checked only for script export variables. Now all properties are checked from the node, which includes built-in node properties. Allows proper node path updates for nodes like remote transform, physics joints, etc. Arrays and dictionaries: Node paths nested in array and dictionary properties are now also updated in the editor. Also update the documentation to be clear about node path update in the editor and at runtime. Co-authored-by: latorril <latorril@gmail.com>
Diffstat (limited to 'editor')
-rw-r--r--editor/scene_tree_dock.cpp163
-rw-r--r--editor/scene_tree_dock.h3
2 files changed, 112 insertions, 54 deletions
diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp
index 8d6b7f3389..36ea5aea29 100644
--- a/editor/scene_tree_dock.cpp
+++ b/editor/scene_tree_dock.cpp
@@ -1409,9 +1409,102 @@ void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pai
_fill_path_renames(base_path, new_base_path, p_node, p_renames);
}
+bool SceneTreeDock::_update_node_path(const NodePath &p_root_path, NodePath &p_node_path, List<Pair<NodePath, NodePath>> *p_renames) {
+ NodePath root_path_new = p_root_path;
+ for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
+ if (p_root_path == F->get().first) {
+ root_path_new = F->get().second;
+ break;
+ }
+ }
+
+ // Goes through all paths to check if it's matching.
+ for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
+ NodePath rel_path_old = p_root_path.rel_path_to(F->get().first);
+
+ // If old path detected, then it needs to be replaced with the new one.
+ if (p_node_path == rel_path_old) {
+ NodePath rel_path_new = F->get().second;
+
+ // If not empty, get new relative path.
+ if (!rel_path_new.is_empty()) {
+ rel_path_new = root_path_new.rel_path_to(rel_path_new);
+ }
+
+ p_node_path = rel_path_new;
+ return true;
+ }
+
+ // Update the node itself if it has a valid node path and has not been deleted.
+ if (p_root_path == F->get().first && p_node_path != NodePath() && F->get().second != NodePath()) {
+ NodePath abs_path = NodePath(String(root_path_new).plus_file(p_node_path)).simplified();
+ NodePath rel_path_new = F->get().second.rel_path_to(abs_path);
+
+ p_node_path = rel_path_new;
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Variant &p_variant, List<Pair<NodePath, NodePath>> *p_renames) {
+ switch (p_variant.get_type()) {
+ case Variant::NODE_PATH: {
+ NodePath node_path = p_variant;
+ if (_update_node_path(p_root_path, node_path, p_renames)) {
+ p_variant = node_path;
+ return true;
+ }
+ } break;
+
+ case Variant::ARRAY: {
+ Array a = p_variant;
+ bool updated = false;
+ for (int i = 0; i < a.size(); i++) {
+ Variant value = a[i];
+ if (_check_node_path_recursive(p_root_path, value, p_renames)) {
+ if (!updated) {
+ a = a.duplicate(); // Need to duplicate for undo-redo to work.
+ updated = true;
+ }
+ a[i] = value;
+ }
+ }
+ if (updated) {
+ p_variant = a;
+ return true;
+ }
+ } break;
+
+ case Variant::DICTIONARY: {
+ Dictionary d = p_variant;
+ bool updated = false;
+ for (int i = 0; i < d.size(); i++) {
+ Variant value = d.get_value_at_index(i);
+ if (_check_node_path_recursive(p_root_path, value, p_renames)) {
+ if (!updated) {
+ d = d.duplicate(); // Need to duplicate for undo-redo to work.
+ updated = true;
+ }
+ d[d.get_key_at_index(i)] = value;
+ }
+ }
+ if (updated) {
+ p_variant = d;
+ return true;
+ }
+ } break;
+
+ default: {
+ }
+ }
+
+ return false;
+}
+
void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath>> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims) {
Map<Ref<Animation>, Set<int>> rem_anims;
-
if (!r_rem_anims) {
r_rem_anims = &rem_anims;
}
@@ -1424,60 +1517,22 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
return;
}
- // Renaming node paths used in script instances
- if (p_base->get_script_instance()) {
- ScriptInstance *si = p_base->get_script_instance();
-
- if (si) {
- List<PropertyInfo> properties;
- si->get_property_list(&properties);
- NodePath root_path = p_base->get_path();
-
- for (List<PropertyInfo>::Element *E = properties.front(); E; E = E->next()) {
- String propertyname = E->get().name;
- Variant p = p_base->get(propertyname);
- if (p.get_type() == Variant::NODE_PATH) {
- NodePath root_path_new = root_path;
- for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
- if (root_path == F->get().first) {
- root_path_new = F->get().second;
- break;
- }
- }
-
- // Goes through all paths to check if its matching
- for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
- NodePath rel_path_old = root_path.rel_path_to(F->get().first);
+ // Renaming node paths used in node properties.
+ List<PropertyInfo> properties;
+ p_base->get_property_list(&properties);
+ NodePath base_root_path = p_base->get_path();
- // if old path detected, then it needs to be replaced with the new one
- if (p == rel_path_old) {
- NodePath rel_path_new = F->get().second;
-
- // if not empty, get new relative path
- if (!rel_path_new.is_empty()) {
- rel_path_new = root_path_new.rel_path_to(F->get().second);
- }
-
- editor_data->get_undo_redo().add_do_property(p_base, propertyname, rel_path_new);
- editor_data->get_undo_redo().add_undo_property(p_base, propertyname, rel_path_old);
-
- p_base->set(propertyname, rel_path_new);
- break;
- }
-
- // update the node itself if it has a valid node path and has not been deleted
- if (root_path == F->get().first && p != NodePath() && F->get().second != NodePath()) {
- NodePath abs_path = NodePath(String(root_path).plus_file(p)).simplified();
- NodePath rel_path_new = F->get().second.rel_path_to(abs_path);
-
- editor_data->get_undo_redo().add_do_property(p_base, propertyname, rel_path_new);
- editor_data->get_undo_redo().add_undo_property(p_base, propertyname, p);
-
- p_base->set(propertyname, rel_path_new);
- }
- }
- }
- }
+ for (List<PropertyInfo>::Element *E = properties.front(); E; E = E->next()) {
+ if (!(E->get().usage & (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR))) {
+ continue;
+ }
+ String propertyname = E->get().name;
+ Variant old_variant = p_base->get(propertyname);
+ Variant updated_variant = old_variant;
+ if (_check_node_path_recursive(base_root_path, updated_variant, p_renames)) {
+ editor_data->get_undo_redo().add_do_property(p_base, propertyname, updated_variant);
+ editor_data->get_undo_redo().add_undo_property(p_base, propertyname, old_variant);
+ p_base->set(propertyname, updated_variant);
}
}
diff --git a/editor/scene_tree_dock.h b/editor/scene_tree_dock.h
index 53f31375f8..6d48949519 100644
--- a/editor/scene_tree_dock.h
+++ b/editor/scene_tree_dock.h
@@ -247,6 +247,9 @@ class SceneTreeDock : public VBoxContainer {
static SceneTreeDock *singleton;
static void _update_configuration_warning();
+ static bool _update_node_path(const NodePath &p_root_path, NodePath &p_node_path, List<Pair<NodePath, NodePath>> *p_renames);
+ static bool _check_node_path_recursive(const NodePath &p_root_path, Variant &p_variant, List<Pair<NodePath, NodePath>> *p_renames);
+
protected:
void _notification(int p_what);
static void _bind_methods();