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Double click on scene tree element to focus currently selected node

In 3D it will focus in the first viewport
Enable double click for trees
This commit is contained in:
Daniel J. Ramirez
2016-07-28 14:37:52 -05:00
parent 3cc08ab1f1
commit 70c9979cce
8 changed files with 167 additions and 81 deletions

View File

@@ -2979,57 +2979,7 @@ void CanvasItemEditor::_popup_callback(int p_op) {
case VIEW_CENTER_TO_SELECTION:
case VIEW_FRAME_TO_SELECTION: {
Vector2 center(0.f, 0.f);
Rect2 rect;
int count = 0;
Map<Node*,Object*> &selection = editor_selection->get_selection();
for(Map<Node*,Object*>::Element *E=selection.front();E;E=E->next()) {
CanvasItem *canvas_item = E->key()->cast_to<CanvasItem>();
if (!canvas_item) continue;
if (canvas_item->get_viewport()!=EditorNode::get_singleton()->get_scene_root())
continue;
// counting invisible items, for now
//if (!canvas_item->is_visible()) continue;
++count;
Rect2 item_rect = canvas_item->get_item_rect();
Vector2 pos = canvas_item->get_global_transform().get_origin();
Vector2 scale = canvas_item->get_global_transform().get_scale();
real_t angle = canvas_item->get_global_transform().get_rotation();
Matrix32 t(angle, Vector2(0.f,0.f));
item_rect = t.xform(item_rect);
Rect2 canvas_item_rect(pos + scale*item_rect.pos, scale*item_rect.size);
if (count == 1) {
rect = canvas_item_rect;
} else {
rect = rect.merge(canvas_item_rect);
}
};
if (count==0) break;
if (p_op == VIEW_CENTER_TO_SELECTION) {
center = rect.pos + rect.size/2;
Vector2 offset = viewport->get_size()/2 - editor->get_scene_root()->get_global_canvas_transform().xform(center);
h_scroll->set_val(h_scroll->get_val() - offset.x/zoom);
v_scroll->set_val(v_scroll->get_val() - offset.y/zoom);
} else { // VIEW_FRAME_TO_SELECTION
if (rect.size.x > CMP_EPSILON && rect.size.y > CMP_EPSILON) {
float scale_x = viewport->get_size().x/rect.size.x;
float scale_y = viewport->get_size().y/rect.size.y;
zoom = scale_x < scale_y? scale_x:scale_y;
zoom *= 0.90;
_update_scroll(0);
call_deferred("_popup_callback", VIEW_CENTER_TO_SELECTION);
}
}
_focus_selection(p_op);
} break;
case SKELETON_MAKE_BONES: {
@@ -3142,6 +3092,62 @@ template< class P, class C > void CanvasItemEditor::space_selected_items() {
}
#endif
void CanvasItemEditor::_focus_selection(int p_op) {
Vector2 center(0.f, 0.f);
Rect2 rect;
int count = 0;
Map<Node*,Object*> &selection = editor_selection->get_selection();
for(Map<Node*,Object*>::Element *E=selection.front();E;E=E->next()) {
CanvasItem *canvas_item = E->key()->cast_to<CanvasItem>();
if (!canvas_item) continue;
if (canvas_item->get_viewport()!=EditorNode::get_singleton()->get_scene_root())
continue;
// counting invisible items, for now
//if (!canvas_item->is_visible()) continue;
++count;
Rect2 item_rect = canvas_item->get_item_rect();
Vector2 pos = canvas_item->get_global_transform().get_origin();
Vector2 scale = canvas_item->get_global_transform().get_scale();
real_t angle = canvas_item->get_global_transform().get_rotation();
Matrix32 t(angle, Vector2(0.f,0.f));
item_rect = t.xform(item_rect);
Rect2 canvas_item_rect(pos + scale*item_rect.pos, scale*item_rect.size);
if (count == 1) {
rect = canvas_item_rect;
} else {
rect = rect.merge(canvas_item_rect);
}
};
if (count==0) return;
if (p_op == VIEW_CENTER_TO_SELECTION) {
center = rect.pos + rect.size/2;
Vector2 offset = viewport->get_size()/2 - editor->get_scene_root()->get_global_canvas_transform().xform(center);
h_scroll->set_val(h_scroll->get_val() - offset.x/zoom);
v_scroll->set_val(v_scroll->get_val() - offset.y/zoom);
} else { // VIEW_FRAME_TO_SELECTION
if (rect.size.x > CMP_EPSILON && rect.size.y > CMP_EPSILON) {
float scale_x = viewport->get_size().x/rect.size.x;
float scale_y = viewport->get_size().y/rect.size.y;
zoom = scale_x < scale_y? scale_x:scale_y;
zoom *= 0.90;
_update_scroll(0);
call_deferred("_popup_callback", VIEW_CENTER_TO_SELECTION);
}
}
}
void CanvasItemEditor::_bind_methods() {
ObjectTypeDB::bind_method("_node_removed",&CanvasItemEditor::_node_removed);
@@ -3247,6 +3253,12 @@ VSplitContainer *CanvasItemEditor::get_bottom_split() {
return bottom_split;
}
void CanvasItemEditor::focus_selection() {
_focus_selection(VIEW_CENTER_TO_SELECTION);
}
CanvasItemEditor::CanvasItemEditor(EditorNode *p_editor) {
tool = TOOL_SELECT;