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Improve MultiplayerSynchronizer editor usability
* Add a button to add properties (which lets you select node and property) * Add ability to drag properties and drop them to the editor. * Made the editor transient (not always visible on the bottom) since its not needed most of the time. * Added the ability to pin the editor, in case dragging properties from other nodes is desired.
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@@ -34,6 +34,10 @@
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#include "editor/editor_plugin.h"
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#include "scene/resources/scene_replication_config.h"
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#include "editor/editor_spin_slider.h"
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#include "editor/property_editor.h"
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#include "editor/property_selector.h"
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class ConfirmationDialog;
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class MultiplayerSynchronizer;
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class Tree;
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@@ -46,14 +50,23 @@ private:
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AcceptDialog *error_dialog = nullptr;
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ConfirmationDialog *delete_dialog = nullptr;
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Button *add_button = nullptr;
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Button *add_pick_button = nullptr;
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Button *add_from_path_button = nullptr;
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LineEdit *np_line_edit = nullptr;
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Label *drop_label = nullptr;
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Ref<SceneReplicationConfig> config;
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NodePath deleting;
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Tree *tree = nullptr;
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bool keying = false;
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PropertySelector *prop_selector = nullptr;
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SceneTreeDialog *pick_node = nullptr;
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NodePath adding_node_path;
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Button *pin = nullptr;
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Ref<Texture2D> _get_class_icon(const Node *p_node);
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void _add_pressed();
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@@ -64,6 +77,19 @@ private:
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void _dialog_closed(bool p_confirmed);
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void _add_property(const NodePath &p_property, bool p_spawn = true, bool p_sync = true);
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void _pick_node_filter_text_changed(const String &p_newtext);
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void _pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
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void _pick_node_filter_input(const Ref<InputEvent> &p_ie);
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void _pick_node_selected(NodePath p_path);
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void _pick_new_property();
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void _pick_node_property_selected(String p_name);
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bool _can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void _drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _add_sync_property(String p_path);
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protected:
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static void _bind_methods();
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@@ -76,6 +102,7 @@ public:
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MultiplayerSynchronizer *get_current() const { return current; }
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void property_keyed(const String &p_property);
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Button *get_pin() { return pin; }
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ReplicationEditor();
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~ReplicationEditor() {}
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};
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@@ -84,12 +111,15 @@ class ReplicationEditorPlugin : public EditorPlugin {
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GDCLASS(ReplicationEditorPlugin, EditorPlugin);
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private:
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Button *button = nullptr;
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ReplicationEditor *repl_editor = nullptr;
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void _node_removed(Node *p_node);
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void _keying_changed();
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void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance);
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void _pinned();
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protected:
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void _notification(int p_what);
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