godot/tools/editor/multi_node_edit.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

172 lines
5.2 KiB
C++

/*************************************************************************/
/* multi_node_edit.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#include "multi_node_edit.h"
#include "editor_node.h"
bool MultiNodeEdit::_set(const StringName& p_name, const Variant& p_value){
Node *es = EditorNode::get_singleton()->get_edited_scene();
if (!es)
return false;
String name = p_name;
if (name=="scripts/script") { // script/script set is intercepted at object level (check Variant Object::get() ) ,so use a different name
name="script/script";
}
UndoRedo *ur=EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("MultiNode Set")+" "+String(name));
for (const List<NodePath>::Element *E=nodes.front();E;E=E->next()) {
if (!es->has_node(E->get()))
continue;
Node*n=es->get_node(E->get());
if (!n)
continue;
if (p_value.get_type() == Variant::NODE_PATH) {
Node *tonode = n->get_node(p_value);
NodePath p_path = n->get_path_to(tonode);
ur->add_do_property(n,name,p_path);
} else {
ur->add_do_property(n,name,p_value);
}
ur->add_undo_property(n,name,n->get(name));
}
ur->add_do_method(EditorNode::get_singleton()->get_property_editor(),"refresh");
ur->add_undo_method(EditorNode::get_singleton()->get_property_editor(),"refresh");
ur->commit_action();
return true;
}
bool MultiNodeEdit::_get(const StringName& p_name,Variant &r_ret) const {
Node *es = EditorNode::get_singleton()->get_edited_scene();
if (!es)
return false;
String name=p_name;
if (name=="scripts/script") { // script/script set is intercepted at object level (check Variant Object::get() ) ,so use a different name
name="script/script";
}
for (const List<NodePath>::Element *E=nodes.front();E;E=E->next()) {
if (!es->has_node(E->get()))
continue;
const Node*n=es->get_node(E->get());
if (!n)
continue;
bool found;
r_ret=n->get(name,&found);
if (found)
return true;
}
return false;
}
void MultiNodeEdit::_get_property_list( List<PropertyInfo> *p_list) const{
HashMap<String,PLData> usage;
Node *es = EditorNode::get_singleton()->get_edited_scene();
if (!es)
return;
int nc=0;
List<PLData*> datas;
for (const List<NodePath>::Element *E=nodes.front();E;E=E->next()) {
if (!es->has_node(E->get()))
continue;
Node*n=es->get_node(E->get());
if (!n)
continue;
List<PropertyInfo> plist;
n->get_property_list(&plist,true);
for(List<PropertyInfo>::Element *F=plist.front();F;F=F->next()) {
if (F->get().name=="script/script")
continue; //added later manually, since this is intercepted before being set (check Variant Object::get() )
if (!usage.has(F->get().name)) {
PLData pld;
pld.uses=0;
pld.info=F->get();
usage[F->get().name]=pld;
datas.push_back(usage.getptr(F->get().name));
}
usage[F->get().name].uses++;
}
nc++;
}
for (List<PLData*>::Element *E=datas.front();E;E=E->next()) {
if (nc==E->get()->uses) {
p_list->push_back(E->get()->info);
}
}
p_list->push_back(PropertyInfo(Variant::OBJECT,"scripts/script",PROPERTY_HINT_RESOURCE_TYPE,"Script"));
}
void MultiNodeEdit::clear_nodes() {
nodes.clear();
}
void MultiNodeEdit::add_node(const NodePath& p_node){
nodes.push_back(p_node);
}
MultiNodeEdit::MultiNodeEdit()
{
}