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Diffstat (limited to 'tools/editor/scene_tree_dock.cpp')
-rw-r--r--tools/editor/scene_tree_dock.cpp22
1 files changed, 18 insertions, 4 deletions
diff --git a/tools/editor/scene_tree_dock.cpp b/tools/editor/scene_tree_dock.cpp
index 30ffdf6664..d2bc0e112e 100644
--- a/tools/editor/scene_tree_dock.cpp
+++ b/tools/editor/scene_tree_dock.cpp
@@ -39,16 +39,20 @@
#include "multi_node_edit.h"
#include "tools/editor/plugins/animation_player_editor_plugin.h"
#include "animation_editor.h"
-
+#include "scene/main/viewport.h"
void SceneTreeDock::_unhandled_key_input(InputEvent p_event) {
+ if (get_viewport()->get_modal_stack_top())
+ return; //ignore because of modal window
+
uint32_t sc = p_event.key.get_scancode_with_modifiers();
if (!p_event.key.pressed || p_event.key.echo)
return;
+
if (ED_IS_SHORTCUT("scene_tree/add_child_node", p_event)) {
_tool_selected(TOOL_NEW);
}
@@ -1065,6 +1069,8 @@ 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
@@ -1081,12 +1087,16 @@ 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());
@@ -1118,6 +1128,8 @@ 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)
@@ -1579,7 +1591,7 @@ 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;
@@ -1620,6 +1632,7 @@ 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) {
@@ -1646,12 +1659,13 @@ 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