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| author | Juan Linietsky | 2017-01-10 01:04:31 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2017-01-10 01:07:03 -0300 |
| commit | a503f8aadcb8cbc85bde589fb25ea06e599b367b (patch) | |
| tree | 070ebbf0dd6af2d43c5519f5e32045b3512f0e9e /tools/editor/property_editor.cpp | |
| parent | 68c008ca8d87a1f72fcf17467ee43714954e9ce4 (diff) | |
| download | godot-a503f8aadcb8cbc85bde589fb25ea06e599b367b.tar.gz godot-a503f8aadcb8cbc85bde589fb25ea06e599b367b.tar.zst godot-a503f8aadcb8cbc85bde589fb25ea06e599b367b.zip | |
Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
Diffstat (limited to 'tools/editor/property_editor.cpp')
| -rw-r--r-- | tools/editor/property_editor.cpp | 43 |
1 files changed, 42 insertions, 1 deletions
diff --git a/tools/editor/property_editor.cpp b/tools/editor/property_editor.cpp index 1a2749cd9..4c69412b3 100644 --- a/tools/editor/property_editor.cpp +++ b/tools/editor/property_editor.cpp @@ -226,8 +226,19 @@ void CustomPropertyEditor::_menu_option(int p_which) { ERR_FAIL_COND( inheritors_array.empty() ); + + String intype=inheritors_array[p_which-TYPE_BASE_ID]; + if (intype=="ViewportTexture") { + + scene_tree->set_title(TTR("Pick a Viewport")); + scene_tree->popup_centered_ratio(); + picking_viewport=true; + return; + + } + Object *obj = ClassDB::instance(intype); ERR_BREAK( !obj ); Resource *res=obj->cast_to<Resource>(); @@ -1126,6 +1137,22 @@ void CustomPropertyEditor::_color_changed(const Color& p_color) { void CustomPropertyEditor::_node_path_selected(NodePath p_path) { + if (picking_viewport) { + + Node* to_node=get_node(p_path); + if (!to_node->cast_to<Viewport>()) { + EditorNode::get_singleton()->show_warning("Selected node is not a Viewport!"); + return; + } + + Ref<ViewportTexture> vt; + vt.instance(); + vt->set_viewport_path_in_scene(get_tree()->get_edited_scene_root()->get_path_to(to_node)); + vt->setup_local_to_scene(); + v=vt; + emit_signal("variant_changed"); + return; + } if (hint==PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE && hint_text!=String()) { @@ -1262,7 +1289,8 @@ void CustomPropertyEditor::_action_pressed(int p_which) { if (p_which==0) { - + picking_viewport=false; + scene_tree->set_title(TTR("Pick a Node")); scene_tree->popup_centered_ratio(); } else if (p_which==1) { @@ -3807,6 +3835,8 @@ void PropertyEditor::_edit_set(const String& p_name, const Variant& p_value) { undo_redo->create_action(TTR("Set")+" "+p_name,UndoRedo::MERGE_ENDS); undo_redo->add_do_property(obj,p_name,p_value); undo_redo->add_undo_property(obj,p_name,obj->get(p_name)); + + undo_redo->add_do_method(this,"_changed_callback",obj,p_name); undo_redo->add_undo_method(this,"_changed_callback",obj,p_name); @@ -3816,6 +3846,17 @@ void PropertyEditor::_edit_set(const String& p_name, const Variant& p_value) { undo_redo->add_do_method(r,"set_edited",true); undo_redo->add_undo_method(r,"set_edited",false); } + + if (String(p_name)=="resource_local_to_scene") { + bool prev = obj->get(p_name); + bool next = p_value; + if (next) { + undo_redo->add_do_method(this,"setup_local_to_scene"); + } + if (prev) { + undo_redo->add_undo_method(this,"setup_local_to_scene"); + } + } } undo_redo->add_do_method(this,"emit_signal",_prop_edited,p_name); undo_redo->add_undo_method(this,"emit_signal",_prop_edited,p_name); |
