From 7e14548fc691be4a4602857a01966913c44b7000 Mon Sep 17 00:00:00 2001 From: Fabio Alessandrelli Date: Thu, 2 Dec 2021 12:01:38 +0100 Subject: [Editor] Move some animation specific keying logic out of inspector. Most of the custom logic to handle special keying cases is now inside the AnimationPlayerEditorPlugin. The EditorInspector now emits a signal when inspecting a new object. --- editor/editor_inspector.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'editor/editor_inspector.cpp') diff --git a/editor/editor_inspector.cpp b/editor/editor_inspector.cpp index 75e518e050..1e1f25b6d1 100644 --- a/editor/editor_inspector.cpp +++ b/editor/editor_inspector.cpp @@ -2905,6 +2905,7 @@ void EditorInspector::edit(Object *p_object) { object->connect("property_list_changed", callable_mp(this, &EditorInspector::_changed_callback)); update_tree(); } + emit_signal("edited_object_changed"); } void EditorInspector::set_keying(bool p_active) { @@ -3543,6 +3544,7 @@ void EditorInspector::_bind_methods() { ADD_SIGNAL(MethodInfo("object_id_selected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("property_edited", PropertyInfo(Variant::STRING, "property"))); ADD_SIGNAL(MethodInfo("property_toggled", PropertyInfo(Variant::STRING, "property"), PropertyInfo(Variant::BOOL, "checked"))); + ADD_SIGNAL(MethodInfo("edited_object_changed")); ADD_SIGNAL(MethodInfo("restart_requested")); } -- cgit v1.2.3