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Extract editor run toolbar into its own component

- Simplify and update its logic.
- Simplify EditorScript.
- Improve EditorNode and other relevant includes.
- Fix scene-based path in the movie writer when
reloading a scene.
This commit is contained in:
Yuri Sizov
2023-04-12 21:02:28 +02:00
parent 27253f3eb2
commit 8a74d8438f
37 changed files with 771 additions and 538 deletions

View File

@@ -40,6 +40,7 @@
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/editor_run_bar.h"
#include "editor/gui/editor_spin_slider.h"
#include "editor/plugins/animation_player_editor_plugin.h"
#include "editor/plugins/node_3d_editor_gizmos.h"
@@ -7487,8 +7488,8 @@ void Node3DEditor::_notification(int p_what) {
SceneTreeDock::get_singleton()->get_tree_editor()->connect("node_changed", callable_mp(this, &Node3DEditor::_refresh_menu_icons));
editor_selection->connect("selection_changed", callable_mp(this, &Node3DEditor::_selection_changed));
EditorNode::get_singleton()->connect("stop_pressed", callable_mp(this, &Node3DEditor::_update_camera_override_button).bind(false));
EditorNode::get_singleton()->connect("play_pressed", callable_mp(this, &Node3DEditor::_update_camera_override_button).bind(true));
EditorRunBar::get_singleton()->connect("stop_pressed", callable_mp(this, &Node3DEditor::_update_camera_override_button).bind(false));
EditorRunBar::get_singleton()->connect("play_pressed", callable_mp(this, &Node3DEditor::_update_camera_override_button).bind(true));
_update_preview_environment();