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Merge pull request #13041 from RandomShaper/unify-node-duplicate
Let SceneTreeDock duplicate nodes via Node::duplicate()
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@@ -443,8 +443,8 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
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List<Node *> owned;
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node->get_owned_by(node->get_owner(), &owned);
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Map<Node *, Node *> duplimap;
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Node *dup = _duplicate(node, duplimap);
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Map<const Node *, Node *> duplimap;
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Node *dup = node->duplicate_from_editor(duplimap);
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ERR_CONTINUE(!dup);
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@@ -821,82 +821,6 @@ void SceneTreeDock::_node_renamed() {
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_node_selected();
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}
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Node *SceneTreeDock::_duplicate(Node *p_node, Map<Node *, Node *> &duplimap) {
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Node *node = NULL;
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if (p_node->get_filename() != "") { //an instance
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Ref<PackedScene> sd = ResourceLoader::load(p_node->get_filename());
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ERR_FAIL_COND_V(!sd.is_valid(), NULL);
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node = sd->instance(PackedScene::GEN_EDIT_STATE_INSTANCE);
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ERR_FAIL_COND_V(!node, NULL);
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node->set_scene_instance_load_placeholder(p_node->get_scene_instance_load_placeholder());
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} else {
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Object *obj = ClassDB::instance(p_node->get_class());
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ERR_FAIL_COND_V(!obj, NULL);
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node = Object::cast_to<Node>(obj);
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if (!node)
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memdelete(obj);
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ERR_FAIL_COND_V(!node, NULL);
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}
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List<PropertyInfo> plist;
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p_node->get_property_list(&plist);
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for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
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if (!(E->get().usage & PROPERTY_USAGE_STORAGE))
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continue;
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String name = E->get().name;
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Variant value = p_node->get(name);
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// Duplicate dictionaries and arrays, mainly needed for __meta__
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if (value.get_type() == Variant::DICTIONARY) {
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value = Dictionary(value).copy();
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} else if (value.get_type() == Variant::ARRAY) {
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value = Array(value).duplicate();
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}
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node->set(name, value);
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}
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List<Connection> conns;
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p_node->get_all_signal_connections(&conns);
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for (List<Connection>::Element *E = conns.front(); E; E = E->next()) {
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if (E->get().flags & CONNECT_PERSIST) {
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node->connect(E->get().signal, E->get().target, E->get().method, E->get().binds, E->get().flags);
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}
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}
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List<Node::GroupInfo> group_info;
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p_node->get_groups(&group_info);
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for (List<Node::GroupInfo>::Element *E = group_info.front(); E; E = E->next()) {
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if (E->get().persistent)
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node->add_to_group(E->get().name, true);
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}
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node->set_name(p_node->get_name());
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duplimap[p_node] = node;
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for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *child = p_node->get_child(i);
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if (p_node->get_owner() != child->get_owner())
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continue; //don't bother with not in-scene nodes.
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Node *dup = _duplicate(child, duplimap);
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if (!dup) {
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memdelete(node);
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return NULL;
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}
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node->add_child(dup);
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}
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return node;
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}
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void SceneTreeDock::_set_owners(Node *p_owner, const Array &p_nodes) {
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for (int i = 0; i < p_nodes.size(); i++) {
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