Unify usage of undo_redo in editor

This commit is contained in:
kobewi
2022-08-29 12:10:32 +02:00
parent 604abb434f
commit 15831e381b
47 changed files with 205 additions and 224 deletions

View File

@ -68,6 +68,7 @@ void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_i
Node *n = get_node(np);
ERR_FAIL_COND(!n);
Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
if (p_id == BUTTON_SUBSCENE) {
if (n == get_scene_node()) {
if (n && n->get_scene_inherited_state().is_valid()) {
@ -167,6 +168,7 @@ void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_i
void SceneTreeEditor::_toggle_visible(Node *p_node) {
if (p_node->has_method("is_visible") && p_node->has_method("set_visible")) {
bool v = bool(p_node->call("is_visible"));
Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
undo_redo->add_do_method(p_node, "set_visible", !v);
undo_redo->add_undo_method(p_node, "set_visible", v);
}
@ -379,8 +381,7 @@ void SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {
item->set_tooltip_text(0, tooltip);
}
if (can_open_instance && undo_redo.is_valid()) { //Show buttons only when necessary(SceneTreeDock) to avoid crashes
if (can_open_instance && is_scene_tree_dock) { // Show buttons only when necessary (SceneTreeDock) to avoid crashes.
if (!p_node->is_connected("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed))) {
p_node->connect("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed).bind(p_node));
}
@ -997,11 +998,12 @@ void SceneTreeEditor::_renamed() {
return;
}
if (!undo_redo.is_valid()) {
if (!is_scene_tree_dock) {
n->set_name(new_name);
which->set_metadata(0, n->get_path());
emit_signal(SNAME("node_renamed"));
} else {
Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
undo_redo->create_action(TTR("Rename Node"));
emit_signal(SNAME("node_prerename"), n, new_name);
undo_redo->add_do_method(this, "_rename_node", n->get_instance_id(), new_name);
@ -1045,8 +1047,8 @@ String SceneTreeEditor::get_filter_term_warning() {
return filter_term_warning;
}
void SceneTreeEditor::set_undo_redo(Ref<EditorUndoRedoManager> p_undo_redo) {
undo_redo = p_undo_redo;
void SceneTreeEditor::set_as_scene_tree_dock() {
is_scene_tree_dock = true;
}
void SceneTreeEditor::set_display_foreign_nodes(bool p_display) {