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Merge pull request #13041 from RandomShaper/unify-node-duplicate

Let SceneTreeDock duplicate nodes via Node::duplicate()
This commit is contained in:
Rémi Verschelde
2017-11-20 08:59:40 +01:00
committed by GitHub
4 changed files with 45 additions and 88 deletions

View File

@@ -443,8 +443,8 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
List<Node *> owned;
node->get_owned_by(node->get_owner(), &owned);
Map<Node *, Node *> duplimap;
Node *dup = _duplicate(node, duplimap);
Map<const Node *, Node *> duplimap;
Node *dup = node->duplicate_from_editor(duplimap);
ERR_CONTINUE(!dup);
@@ -821,82 +821,6 @@ void SceneTreeDock::_node_renamed() {
_node_selected();
}
Node *SceneTreeDock::_duplicate(Node *p_node, Map<Node *, Node *> &duplimap) {
Node *node = NULL;
if (p_node->get_filename() != "") { //an instance
Ref<PackedScene> sd = ResourceLoader::load(p_node->get_filename());
ERR_FAIL_COND_V(!sd.is_valid(), NULL);
node = sd->instance(PackedScene::GEN_EDIT_STATE_INSTANCE);
ERR_FAIL_COND_V(!node, NULL);
node->set_scene_instance_load_placeholder(p_node->get_scene_instance_load_placeholder());
} else {
Object *obj = ClassDB::instance(p_node->get_class());
ERR_FAIL_COND_V(!obj, NULL);
node = Object::cast_to<Node>(obj);
if (!node)
memdelete(obj);
ERR_FAIL_COND_V(!node, NULL);
}
List<PropertyInfo> plist;
p_node->get_property_list(&plist);
for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
if (!(E->get().usage & PROPERTY_USAGE_STORAGE))
continue;
String name = E->get().name;
Variant value = p_node->get(name);
// Duplicate dictionaries and arrays, mainly needed for __meta__
if (value.get_type() == Variant::DICTIONARY) {
value = Dictionary(value).copy();
} else if (value.get_type() == Variant::ARRAY) {
value = Array(value).duplicate();
}
node->set(name, value);
}
List<Connection> conns;
p_node->get_all_signal_connections(&conns);
for (List<Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().flags & CONNECT_PERSIST) {
node->connect(E->get().signal, E->get().target, E->get().method, E->get().binds, E->get().flags);
}
}
List<Node::GroupInfo> group_info;
p_node->get_groups(&group_info);
for (List<Node::GroupInfo>::Element *E = group_info.front(); E; E = E->next()) {
if (E->get().persistent)
node->add_to_group(E->get().name, true);
}
node->set_name(p_node->get_name());
duplimap[p_node] = node;
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
if (p_node->get_owner() != child->get_owner())
continue; //don't bother with not in-scene nodes.
Node *dup = _duplicate(child, duplimap);
if (!dup) {
memdelete(node);
return NULL;
}
node->add_child(dup);
}
return node;
}
void SceneTreeDock::_set_owners(Node *p_owner, const Array &p_nodes) {
for (int i = 0; i < p_nodes.size(); i++) {