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| author | Juan Linietsky | 2015-06-22 00:03:19 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2015-06-22 00:04:15 -0300 |
| commit | e9bbb97acccc08ae03fde41e4cc6d2dc6722021a (patch) | |
| tree | 008459da8cb1c9343919e67482700e5704e0d1e6 /core/object.cpp | |
| parent | 37af8b413674936518a2ebe180f9e7bfcd5795bb (diff) | |
| download | godot-e9bbb97acccc08ae03fde41e4cc6d2dc6722021a.tar.gz godot-e9bbb97acccc08ae03fde41e4cc6d2dc6722021a.tar.zst godot-e9bbb97acccc08ae03fde41e4cc6d2dc6722021a.zip | |
Multiple scene editing *POTENTIALLY UNSTABLE*
-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
Diffstat (limited to 'core/object.cpp')
| -rw-r--r-- | core/object.cpp | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/core/object.cpp b/core/object.cpp index 83a6dada8..cdb2c6517 100644 --- a/core/object.cpp +++ b/core/object.cpp @@ -34,6 +34,7 @@ #include "core_string_names.h" #include "translation.h" #include "os/os.h" +#include "resource.h" #ifdef DEBUG_ENABLED @@ -1464,6 +1465,63 @@ StringName Object::tr(const StringName& p_message) const { } + +void Object::_clear_internal_resource_paths(const Variant &p_var) { + + switch(p_var.get_type()) { + + case Variant::OBJECT: { + + RES r = p_var; + if (!r.is_valid()) + return; + + if (!r->get_path().begins_with("res://") || r->get_path().find("::")==-1) + return; //not an internal resource + + Object *object=p_var; + if (!object) + return; + + r->set_path(""); + r->clear_internal_resource_paths(); + } break; + case Variant::ARRAY: { + + Array a=p_var; + for(int i=0;i<a.size();i++) { + _clear_internal_resource_paths(a[i]); + } + + } break; + case Variant::DICTIONARY: { + + Dictionary d=p_var; + List<Variant> keys; + d.get_key_list(&keys); + + for (List<Variant>::Element *E=keys.front();E;E=E->next()) { + + _clear_internal_resource_paths(E->get()); + _clear_internal_resource_paths(d[E->get()]); + } + } break; + } + +} + +void Object::clear_internal_resource_paths() { + + List<PropertyInfo> pinfo; + + get_property_list(&pinfo); + + for(List<PropertyInfo>::Element *E=pinfo.front();E;E=E->next()) { + + _clear_internal_resource_paths(get(E->get().name)); + } +} + void Object::_bind_methods() { ObjectTypeDB::bind_method(_MD("get_type"),&Object::get_type); |
