You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-11 13:10:58 +00:00
Implemented SkeletonEditorGizmo
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
This commit is contained in:
@@ -6930,7 +6930,7 @@ EditorNode::EditorNode() {
|
||||
add_child(editor_interface);
|
||||
|
||||
//more visually meaningful to have this later
|
||||
raise_bottom_panel_item(AnimationPlayerEditor::singleton);
|
||||
raise_bottom_panel_item(AnimationPlayerEditor::get_singleton());
|
||||
|
||||
add_editor_plugin(VersionControlEditorPlugin::get_singleton());
|
||||
add_editor_plugin(memnew(ShaderEditorPlugin(this)));
|
||||
@@ -7204,20 +7204,24 @@ bool EditorPluginList::forward_gui_input(const Ref<InputEvent> &p_event) {
|
||||
return discard;
|
||||
}
|
||||
|
||||
bool EditorPluginList::forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool serve_when_force_input_enabled) {
|
||||
bool discard = false;
|
||||
EditorPlugin::AfterGUIInput EditorPluginList::forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool serve_when_force_input_enabled) {
|
||||
EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
|
||||
|
||||
for (int i = 0; i < plugins_list.size(); i++) {
|
||||
if ((!serve_when_force_input_enabled) && plugins_list[i]->is_input_event_forwarding_always_enabled()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (plugins_list[i]->forward_spatial_gui_input(p_camera, p_event)) {
|
||||
discard = true;
|
||||
EditorPlugin::AfterGUIInput current_after = plugins_list[i]->forward_spatial_gui_input(p_camera, p_event);
|
||||
if (current_after == EditorPlugin::AFTER_GUI_INPUT_STOP) {
|
||||
after = EditorPlugin::AFTER_GUI_INPUT_STOP;
|
||||
}
|
||||
if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_DESELECT) {
|
||||
after = EditorPlugin::AFTER_GUI_INPUT_DESELECT;
|
||||
}
|
||||
}
|
||||
|
||||
return discard;
|
||||
return after;
|
||||
}
|
||||
|
||||
void EditorPluginList::forward_canvas_draw_over_viewport(Control *p_overlay) {
|
||||
|
||||
Reference in New Issue
Block a user