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Keep focus on the top-most node for multi-selection in scene tree

Makes behavior consistent with selecting/deselecting single nodes and fixes a regression about the focused node being lost when multi-selecting.

Fixes #33332
This commit is contained in:
PouleyKetchoupp
2019-11-10 09:37:51 +01:00
parent 94f00eb6c5
commit 824bc3fed8
3 changed files with 36 additions and 8 deletions

View File

@@ -71,6 +71,7 @@
#include "editor/import/resource_importer_texture.h"
#include "editor/import/resource_importer_texture_atlas.h"
#include "editor/import/resource_importer_wav.h"
#include "editor/multi_node_edit.h"
#include "editor/plugins/animation_blend_space_1d_editor.h"
#include "editor/plugins/animation_blend_space_2d_editor.h"
#include "editor/plugins/animation_blend_tree_editor_plugin.h"
@@ -1742,15 +1743,37 @@ void EditorNode::_edit_current() {
} else {
Node *selected_node = NULL;
if (current_obj->is_class("ScriptEditorDebuggerInspectedObject")) {
editable_warning = TTR("This is a remote object, so changes to it won't be kept.\nPlease read the documentation relevant to debugging to better understand this workflow.");
capitalize = false;
disable_folding = true;
} else if (current_obj->is_class("MultiNodeEdit")) {
Node *scene = get_edited_scene();
if (scene) {
MultiNodeEdit *multi_node_edit = Object::cast_to<MultiNodeEdit>(current_obj);
int node_count = multi_node_edit->get_node_count();
if (node_count > 0) {
List<Node *> multi_nodes;
for (int node_index = 0; node_index < node_count; ++node_index) {
Node *node = scene->get_node(multi_node_edit->get_node(node_index));
if (node) {
multi_nodes.push_back(node);
}
}
if (!multi_nodes.empty()) {
// Pick the top-most node
multi_nodes.sort_custom<Node::Comparator>();
selected_node = multi_nodes.front()->get();
}
}
}
}
get_inspector()->edit(current_obj);
node_dock->set_node(NULL);
scene_tree_dock->set_selected(NULL);
scene_tree_dock->set_selected(selected_node);
inspector_dock->update(NULL);
}