diff options
-rw-r--r-- | doc/classes/Node.xml | 12 | ||||
-rw-r--r-- | editor/scene_tree_dock.cpp | 3 | ||||
-rw-r--r-- | scene/main/node.cpp | 18 | ||||
-rw-r--r-- | scene/main/node.h | 2 |
4 files changed, 15 insertions, 20 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 0c0d16753a..04c8d2bf57 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -129,21 +129,19 @@ child_node.get_parent().remove_child(child_node) add_child(child_node) [/codeblock] - If you need the child node to be added below a specific node in the list of children, use [method add_child_below_node] instead of this method. + If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method. [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </description> </method> - <method name="add_child_below_node"> + <method name="add_sibling"> <return type="void"> </return> - <argument index="0" name="preceding_node" type="Node"> + <argument index="0" name="sibling" type="Node"> </argument> - <argument index="1" name="node" type="Node"> - </argument> - <argument index="2" name="legible_unique_name" type="bool" default="false"> + <argument index="1" name="legible_unique_name" type="bool" default="false"> </argument> <description> - Adds a child node below the [code]preceding_node[/code]. + Adds a [code]sibling[/code] node to current's node parent, at the the same level as that node, right below it. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type. Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children. </description> diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp index e73c52047b..514bb8dd03 100644 --- a/editor/scene_tree_dock.cpp +++ b/editor/scene_tree_dock.cpp @@ -579,7 +579,8 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) { dup->set_name(parent->validate_child_name(dup)); - editor_data->get_undo_redo().add_do_method(parent, "add_child_below_node", add_below_node, dup); + editor_data->get_undo_redo().add_do_method(add_below_node, "add_sibling", dup); + for (List<Node *>::Element *F = owned.front(); F; F = F->next()) { if (!duplimap.has(F->get())) { continue; diff --git a/scene/main/node.cpp b/scene/main/node.cpp index ad4d3c54be..c9d430c656 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -1234,17 +1234,13 @@ void Node::add_child(Node *p_child, bool p_legible_unique_name) { _add_child_nocheck(p_child, p_child->data.name); } -void Node::add_child_below_node(Node *p_node, Node *p_child, bool p_legible_unique_name) { - ERR_FAIL_NULL(p_node); - ERR_FAIL_NULL(p_child); - - add_child(p_child, p_legible_unique_name); +void Node::add_sibling(Node *p_sibling, bool p_legible_unique_name) { + ERR_FAIL_NULL(p_sibling); + ERR_FAIL_COND_MSG(p_sibling == this, "Can't add sibling '" + p_sibling->get_name() + "' to itself."); // adding to itself! + ERR_FAIL_COND_MSG(data.blocked > 0, "Parent node is busy setting up children, add_sibling() failed. Consider using call_deferred(\"add_sibling\", sibling) instead."); - if (is_a_parent_of(p_node)) { - move_child(p_child, p_node->get_index() + 1); - } else { - WARN_PRINT("Cannot move under node " + p_node->get_name() + " as " + p_child->get_name() + " does not share a parent."); - } + get_parent()->add_child(p_sibling, p_legible_unique_name); + get_parent()->move_child(p_sibling, this->get_index() + 1); } void Node::_propagate_validate_owner() { @@ -2710,7 +2706,7 @@ void Node::_bind_methods() { GLOBAL_DEF("node/name_casing", NAME_CASING_PASCAL_CASE); ProjectSettings::get_singleton()->set_custom_property_info("node/name_casing", PropertyInfo(Variant::INT, "node/name_casing", PROPERTY_HINT_ENUM, "PascalCase,camelCase,snake_case")); - ClassDB::bind_method(D_METHOD("add_child_below_node", "preceding_node", "node", "legible_unique_name"), &Node::add_child_below_node, DEFVAL(false)); + ClassDB::bind_method(D_METHOD("add_sibling", "sibling", "legible_unique_name"), &Node::add_sibling, DEFVAL(false)); ClassDB::bind_method(D_METHOD("set_name", "name"), &Node::set_name); ClassDB::bind_method(D_METHOD("get_name"), &Node::get_name); diff --git a/scene/main/node.h b/scene/main/node.h index d1665d1236..7595aabd9a 100644 --- a/scene/main/node.h +++ b/scene/main/node.h @@ -266,7 +266,7 @@ public: void set_name(const String &p_name); void add_child(Node *p_child, bool p_legible_unique_name = false); - void add_child_below_node(Node *p_node, Node *p_child, bool p_legible_unique_name = false); + void add_sibling(Node *p_sibling, bool p_legible_unique_name = false); void remove_child(Node *p_child); int get_child_count() const; |