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Keep selected node visible after filter change
(Implemented both for the local and remote scene tree docks.)
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@@ -129,6 +129,8 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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updating_scene_tree = true;
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const String last_path = get_selected_path();
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const String filter = EditorNode::get_singleton()->get_scene_tree_dock()->get_filter();
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bool filter_changed = filter != last_filter;
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TreeItem *scroll_item = nullptr;
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// Nodes are in a flatten list, depth first. Use a stack of parents, avoid recursion.
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List<Pair<TreeItem *, int>> parents;
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@@ -162,11 +164,17 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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if (debugger_id == p_debugger) { // Can use remote id.
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if (node.id == inspected_object_id) {
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item->select(0);
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if (filter_changed) {
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scroll_item = item;
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}
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}
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} else { // Must use path
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if (last_path == _get_path(item)) {
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updating_scene_tree = false; // Force emission of new selection
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item->select(0);
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if (filter_changed) {
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scroll_item = item;
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}
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updating_scene_tree = true;
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}
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}
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@@ -183,6 +191,9 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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}
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parent->remove_child(item);
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memdelete(item);
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if (scroll_item == item) {
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scroll_item = nullptr;
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}
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if (had_siblings) {
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break; // Parent must survive.
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}
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@@ -199,6 +210,10 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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}
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}
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debugger_id = p_debugger; // Needed by hook, could be avoided if every debugger had its own tree
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if (scroll_item) {
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call_deferred("scroll_to_item", scroll_item);
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}
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last_filter = filter;
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updating_scene_tree = false;
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}
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