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mirror of https://github.com/godotengine/godot.git synced 2026-01-03 19:11:41 +00:00

Eliminate interior mutability in get_selected_node_list.

This commit is contained in:
Yyf2333
2025-02-01 20:29:40 +08:00
committed by Yufeng Ying
parent 701505eb4f
commit df80265d3a
4 changed files with 26 additions and 26 deletions

View File

@@ -662,10 +662,10 @@ int Node3DEditorViewport::get_selected_count() const {
}
void Node3DEditorViewport::cancel_transform() {
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
Node3D *sp = Object::cast_to<Node3D>(E->get());
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
@@ -1227,10 +1227,10 @@ void Node3DEditorViewport::_compute_edit(const Point2 &p_point) {
se->original_local = selected->get_transform();
se->original = selected->get_global_transform();
} else {
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
Node3D *sp = Object::cast_to<Node3D>(E->get());
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
@@ -2430,7 +2430,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
return;
}
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
@@ -3173,7 +3173,7 @@ void Node3DEditorViewport::_notification(int p_what) {
selected_node = ruler_start_point;
}
} else {
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
if (selection.size() == 1) {
selected_node = Object::cast_to<Node3D>(selection.front()->get());
}
@@ -3566,7 +3566,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
Transform3D camera_transform = camera->get_global_transform();
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
undo_redo->create_action(TTR("Align Transform with View"));
@@ -3612,7 +3612,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
Transform3D camera_transform = camera->get_global_transform();
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
undo_redo->create_action(TTR("Align Rotation with View"));
for (Node *E : selection) {
@@ -4419,7 +4419,7 @@ Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos, Node3D
HashSet<RID> rids;
if (!preview_node->is_inside_tree() && !ruler->is_inside_tree()) {
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
Node3D *first_selected_node = Object::cast_to<Node3D>(selection.front()->get());
@@ -5078,10 +5078,10 @@ void Node3DEditorViewport::commit_transform() {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(_transform_name[_edit.mode]);
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
Node3D *sp = Object::cast_to<Node3D>(E->get());
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
@@ -5103,7 +5103,7 @@ void Node3DEditorViewport::commit_transform() {
void Node3DEditorViewport::apply_transform(Vector3 p_motion, double p_snap) {
bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW);
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
@@ -6297,9 +6297,9 @@ void Node3DEditor::update_transform_gizmo() {
count++;
}
} else {
List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
Node3D *sp = Object::cast_to<Node3D>(E->get());
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
@@ -6979,7 +6979,7 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
case MENU_LOCK_SELECTED: {
undo_redo->create_action(TTR("Lock Selected"));
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *spatial = Object::cast_to<Node3D>(E);
@@ -7000,7 +7000,7 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
case MENU_UNLOCK_SELECTED: {
undo_redo->create_action(TTR("Unlock Selected"));
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *spatial = Object::cast_to<Node3D>(E);
@@ -7021,7 +7021,7 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
case MENU_GROUP_SELECTED: {
undo_redo->create_action(TTR("Group Selected"));
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *spatial = Object::cast_to<Node3D>(E);
@@ -7041,7 +7041,7 @@ void Node3DEditor::_menu_item_pressed(int p_option) {
} break;
case MENU_UNGROUP_SELECTED: {
undo_redo->create_action(TTR("Ungroup Selected"));
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *spatial = Object::cast_to<Node3D>(E);
@@ -7957,7 +7957,7 @@ void Node3DEditor::_refresh_menu_icons() {
bool all_grouped = true;
bool has_node3d_item = false;
List<Node *> &selection = editor_selection->get_selected_node_list();
const List<Node *> &selection = editor_selection->get_selected_node_list();
if (selection.is_empty()) {
all_locked = false;