diff options
Diffstat (limited to 'tools/editor/scene_tree_dock.cpp')
| -rw-r--r-- | tools/editor/scene_tree_dock.cpp | 49 |
1 files changed, 19 insertions, 30 deletions
diff --git a/tools/editor/scene_tree_dock.cpp b/tools/editor/scene_tree_dock.cpp index ab5c6e5044..4526fa26aa 100644 --- a/tools/editor/scene_tree_dock.cpp +++ b/tools/editor/scene_tree_dock.cpp @@ -382,11 +382,8 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) { ERR_FAIL_COND(!top_node->get_parent()); ERR_FAIL_COND(!bottom_node->get_parent()); - int top_node_pos = top_node->get_index(); int bottom_node_pos = bottom_node->get_index(); - - int top_node_pos_next = top_node_pos + (MOVING_DOWN ? 1 : -1); - int bottom_node_pos_next = bottom_node_pos + (MOVING_DOWN ? 1 : -1); + int top_node_pos_next = top_node->get_index() + (MOVING_DOWN ? 1 : -1); editor_data->get_undo_redo().add_do_method(top_node->get_parent(), "move_child", top_node, top_node_pos_next); editor_data->get_undo_redo().add_undo_method(bottom_node->get_parent(), "move_child", bottom_node, bottom_node_pos); @@ -1069,6 +1066,8 @@ void SceneTreeDock::_do_reparent(Node* p_new_parent,int p_position_in_parent,Vec List<Pair<NodePath,NodePath> > path_renames; + int inc=0; + for(int ni=0;ni<p_nodes.size();ni++) { //no undo for now, sorry @@ -1085,12 +1084,16 @@ void SceneTreeDock::_do_reparent(Node* p_new_parent,int p_position_in_parent,Vec } + if (new_parent==node->get_parent() && node->get_index() < p_position_in_parent+ni) { + //if child will generate a gap when moved, adjust + inc--; + } editor_data->get_undo_redo().add_do_method(node->get_parent(),"remove_child",node); editor_data->get_undo_redo().add_do_method(new_parent,"add_child",node); if (p_position_in_parent>=0) - editor_data->get_undo_redo().add_do_method(new_parent,"move_child",node,p_position_in_parent+ni); + editor_data->get_undo_redo().add_do_method(new_parent,"move_child",node,p_position_in_parent+inc); ScriptEditorDebugger *sed = ScriptEditor::get_singleton()->get_debugger(); String new_name = new_parent->validate_child_name(node->get_name()); @@ -1102,17 +1105,8 @@ void SceneTreeDock::_do_reparent(Node* p_new_parent,int p_position_in_parent,Vec editor_data->get_undo_redo().add_do_method(node,"set_global_transform",node->cast_to<Node2D>()->get_global_transform()); if (node->cast_to<Spatial>()) editor_data->get_undo_redo().add_do_method(node,"set_global_transform",node->cast_to<Spatial>()->get_global_transform()); - if (node->cast_to<Control>()) { - bool can_do_it=false; - Control *c=node->cast_to<Control>(); - if (c->get_parent()->cast_to<Container>()) - can_do_it=false; - for(int i=0;i<4;i++) { - if (c->get_anchor(Margin(i))!=ANCHOR_BEGIN) - can_do_it=false; - } + if (node->cast_to<Control>()) editor_data->get_undo_redo().add_do_method(node,"set_global_pos",node->cast_to<Control>()->get_global_pos()); - } } editor_data->get_undo_redo().add_do_method(this,"_set_owners",edited_scene,owners); @@ -1122,6 +1116,8 @@ void SceneTreeDock::_do_reparent(Node* p_new_parent,int p_position_in_parent,Vec editor_data->get_undo_redo().add_undo_method(new_parent,"remove_child",node); + inc++; + } //add and move in a second step.. (so old order is preserved) @@ -1153,17 +1149,8 @@ void SceneTreeDock::_do_reparent(Node* p_new_parent,int p_position_in_parent,Vec editor_data->get_undo_redo().add_undo_method(node,"set_transform",node->cast_to<Node2D>()->get_transform()); if (node->cast_to<Spatial>()) editor_data->get_undo_redo().add_undo_method(node,"set_transform",node->cast_to<Spatial>()->get_transform()); - if (node->cast_to<Control>()) { - bool can_do_it=false; - Control *c=node->cast_to<Control>(); - if (c->get_parent()->cast_to<Container>()) - can_do_it=false; - for(int i=0;i<4;i++) { - if (c->get_anchor(Margin(i))!=ANCHOR_BEGIN) - can_do_it=false; - } + if (node->cast_to<Control>()) editor_data->get_undo_redo().add_undo_method(node,"set_pos",node->cast_to<Control>()->get_pos()); - } } @@ -1543,7 +1530,7 @@ static bool _has_visible_children(Node* p_node) { for(int i=0;i<p_node->get_child_count();i++) { Node* child = p_node->get_child(i); - if (!_is_node_visible(p_node)) + if (!_is_node_visible(child)) continue; return true; @@ -1555,9 +1542,9 @@ static bool _has_visible_children(Node* p_node) { -static Node* _find_last_visible(Node*p_node) { +static Node* _find_last_visible(Node* p_node) { - Node*last=NULL; + Node* last=NULL; bool collapsed = p_node->has_meta("_editor_collapsed") ? (bool)p_node->get_meta("_editor_collapsed") : false; @@ -1583,7 +1570,7 @@ static Node* _find_last_visible(Node*p_node) { } -void SceneTreeDock::_normalize_drop(Node*& to_node, int &to_pos,int p_type) { +void SceneTreeDock::_normalize_drop(Node*& to_node, int &to_pos, int p_type) { to_pos=-1; @@ -1624,6 +1611,7 @@ void SceneTreeDock::_normalize_drop(Node*& to_node, int &to_pos,int p_type) { //just insert over this node because nothing is above at the same level to_pos=to_node->get_index(); to_node=to_node->get_parent(); + } } else if (p_type==1) { @@ -1650,12 +1638,13 @@ void SceneTreeDock::_normalize_drop(Node*& to_node, int &to_pos,int p_type) { break; } } - if (lower_sibling) { to_pos=lower_sibling->get_index(); } to_node=to_node->get_parent(); + + } #if 0 //quite complicated, look for next visible in tree |