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godot/editor/inspector/multi_node_edit.h
Malcolm Anderson 2f1e8dad74 Add Instant Preview to Quick Open dialog
Add toggle for instant preview

Always keep search box selected so that keyboard navigation works

Add default setting for Instant Preview

Directly set property value for resource via Quick Load menu (no undo/redo or dirty-scene functionality yet)

Add undo/redo functionality

Update class reference

Update doc/classes/EditorSettings.xml

Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com>

Slight improvement(?) to wording of setting

Allow previewing without committing change

Address various suggestions/improvements

Only allow Instant Preview to be used if Quick Open menu is being used to modify a property

Only allow property-based Quick Load when resource to modify is defined (otherwise default to old behavior)

Apply suggestions from code review

Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>

Address comments/suggestions

Get rid of duplicated code and use original callback strategy

(Attempt to) fix Instant Preview for editing multiple nodes at once and undo/redo stack for single nodes

Fix cancelling Quick Open when multiple nodes are selected

Prevent initially selected item in Quick Open dialog from overwriting the currently selected property

Apply suggestions from code review

Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Make a few changes/improvements based on feedback

- Combine some duplicated code into `_finish_dialog_setup()`
- Move `ERR_FAIL_NULL(p_obj);` to top of checks
- Fix renaming of `is_instant_preview_enabled()` across code, and remove now-redundant conditions where it is used
- Make `EditorResourcePicker::property_path` be `StringName` not `String`
2025-09-29 15:12:21 -07:00

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3.9 KiB
C++

/**************************************************************************/
/* multi_node_edit.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/object/ref_counted.h"
class MultiNodeEdit : public RefCounted {
GDCLASS(MultiNodeEdit, RefCounted);
friend class EditorQuickOpenDialog;
LocalVector<NodePath> nodes;
bool notify_property_list_changed_pending = false;
struct PLData {
int uses = 0;
PropertyInfo info;
};
bool _set_impl(const StringName &p_name, const Variant &p_value, const String &p_field, bool p_undo_redo = true);
void _queue_notify_property_list_changed();
void _notify_property_list_changed();
protected:
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
bool _hide_script_from_inspector() { return true; }
bool _hide_metadata_from_inspector() { return true; }
bool _property_can_revert(const StringName &p_name) const;
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
String _get_editor_name() const;
void add_node(const NodePath &p_node);
int get_node_count() const;
NodePath get_node(int p_index) const;
StringName get_edited_class_name() const;
void set_property_field(const StringName &p_property, const Variant &p_value, const String &p_field);
// If the nodes selected are the same independently of order then return true.
bool is_same_selection(const MultiNodeEdit *p_other) const {
if (get_node_count() != p_other->get_node_count()) {
return false;
}
HashSet<NodePath> nodes_in_selection;
for (const NodePath &node : p_other->nodes) {
nodes_in_selection.insert(node);
}
for (const NodePath &node : nodes) {
if (!nodes_in_selection.has(node)) {
return false;
}
}
return true;
}
};