Editor: Fix "jump to owner" from subtree and refactor
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792502db84
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a0cd983927
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@ -1014,7 +1014,7 @@ void LimboAIEditor::_tab_input(const Ref<InputEvent> &p_input) {
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void LimboAIEditor::_show_tab_context_menu() {
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tab_menu->clear();
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tab_menu->add_item(TTR("Show in FileSystem"), TabMenu::TAB_SHOW_IN_FILESYSTEM);
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tab_menu->add_item(TTR("Open Owner Scene"), TabMenu::TAB_OPEN_OWNER);
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tab_menu->add_item(TTR("Jump to Owner"), TabMenu::TAB_JUMP_TO_OWNER);
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tab_menu->add_separator();
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tab_menu->add_item(TTR("Close Tab"), TabMenu::TAB_CLOSE);
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tab_menu->add_item(TTR("Close Other Tabs"), TabMenu::TAB_CLOSE_OTHER);
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@ -1035,12 +1035,12 @@ void LimboAIEditor::_tab_menu_option_selected(int p_id) {
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FS_DOCK_SELECT_FILE(path.get_slice("::", 0));
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}
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} break;
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case TAB_OPEN_OWNER: {
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case TAB_JUMP_TO_OWNER: {
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Ref<BehaviorTree> bt = history[idx_history];
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ERR_FAIL_NULL(bt);
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String bt_path = bt->get_path();
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if (!bt_path.is_empty()) {
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owner_picker->show(bt_path);
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owner_picker->pick_and_open_owner_of_resource(bt_path);
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}
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} break;
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case TAB_CLOSE: {
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@ -102,7 +102,7 @@ private:
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enum TabMenu {
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TAB_SHOW_IN_FILESYSTEM,
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TAB_OPEN_OWNER,
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TAB_JUMP_TO_OWNER,
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TAB_CLOSE,
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TAB_CLOSE_OTHER,
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TAB_CLOSE_RIGHT,
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@ -25,7 +25,7 @@
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#include <godot_cpp/classes/resource_loader.hpp>
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#endif
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Vector<String> OwnerPicker::find_owners(const String &p_path) const {
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Vector<String> OwnerPicker::_find_owners(const String &p_path) const {
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Vector<String> owners;
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List<EditorFileSystemDirectory *> dirs;
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@ -67,14 +67,14 @@ Vector<String> OwnerPicker::find_owners(const String &p_path) const {
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return owners;
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}
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void OwnerPicker::show(const String &p_path) {
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void OwnerPicker::pick_and_open_owner_of_resource(const String &p_path) {
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if (p_path.is_empty()) {
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return;
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}
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owners_item_list->clear();
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Vector<String> owners = find_owners(p_path);
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Vector<String> owners = _find_owners(p_path);
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for (int i = 0; i < owners.size(); i++) {
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owners_item_list->add_item(owners[i]);
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}
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@ -85,12 +85,12 @@ void OwnerPicker::show(const String &p_path) {
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}
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if (owners_item_list->get_item_count() == 1) {
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// Open scene immediately if there is only one owner scene.
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// Open owner immediately if there is only one owner.
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_selection_confirmed();
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} else if (owners_item_list->get_item_count() == 0) {
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owners_item_list->hide();
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set_title(TTR("Alert!"));
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set_text(TTR("This behavior tree is not used by any scene."));
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set_text(TTR("Couldn't find owner. Looks like it's not used by any other resource."));
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reset_size();
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popup_centered();
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} else {
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@ -111,10 +111,10 @@ void OwnerPicker::_item_activated(int p_item) {
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void OwnerPicker::_selection_confirmed() {
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for (int idx : owners_item_list->get_selected_items()) {
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String owner_path = owners_item_list->get_item_text(idx);
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if (RESOURCE_EXISTS(owner_path, "PackedScene")) {
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if (RESOURCE_IS_SCENE_FILE(owner_path)) {
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EditorInterface::get_singleton()->open_scene_from_path(owner_path);
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} else {
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RESOURCE_LOAD(owner_path, "");
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EditorInterface::get_singleton()->edit_resource(RESOURCE_LOAD(owner_path, ""));
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}
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}
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}
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@ -133,9 +133,9 @@ void OwnerPicker::_bind_methods() {
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OwnerPicker::OwnerPicker() {
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owners_item_list = memnew(ItemList);
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// Note: In my tests, editor couldn't process open request for multiple scenes at once.
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// Note: In my tests, editor couldn't process open request for multiple packed scenes at once.
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owners_item_list->set_select_mode(ItemList::SELECT_SINGLE);
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add_child(owners_item_list);
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}
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#endif // TOOLS_ENABLED
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#endif // TOOLS_ENABLED
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@ -36,9 +36,10 @@ protected:
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void _notification(int p_what);
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Vector<String> _find_owners(const String &p_path) const;
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public:
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Vector<String> find_owners(const String &p_path) const;
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void show(const String &p_path);
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void pick_and_open_owner_of_resource(const String &p_path);
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OwnerPicker();
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};
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@ -42,8 +42,8 @@
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#define RESOURCE_LOAD_NO_CACHE(m_path, m_hint) ResourceLoader::load(m_path, m_hint, ResourceFormatLoader::CACHE_MODE_IGNORE)
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#define RESOURCE_SAVE(m_res, m_path, m_flags) ResourceSaver::save(m_res, m_path, m_flags)
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#define RESOURCE_IS_CACHED(m_path) (ResourceCache::has(m_path))
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#define RESOURCE_GET_TYPE(m_path) (ResourceLoader::get_resource_type(m_path))
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#define RESOURCE_EXISTS(m_path, m_type_hint) (ResourceLoader::exists(m_path, m_type_hint))
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#define RESOURCE_IS_SCENE_FILE(m_path) (ResourceLoader::get_resource_type(m_path) == "PackedScene")
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#define GET_PROJECT_SETTINGS_DIR() EditorPaths::get_singleton()->get_project_settings_dir()
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#define EDIT_RESOURCE(m_res) EditorNode::get_singleton()->edit_resource(m_res)
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#define INSPECTOR_GET_EDITED_OBJECT() (InspectorDock::get_inspector_singleton()->get_edited_object())
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@ -127,7 +127,7 @@ using namespace godot;
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#define RESOURCE_LOAD_NO_CACHE(m_path, m_hint) ResourceLoader::get_singleton()->load(m_path, m_hint, ResourceLoader::CACHE_MODE_IGNORE)
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#define RESOURCE_SAVE(m_res, m_path, m_flags) ResourceSaver::get_singleton()->save(m_res, m_path, m_flags)
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#define RESOURCE_IS_CACHED(m_path) (ResourceLoader::get_singleton()->has_cached(res_path))
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#define RESOURCE_GET_TYPE(m_path) (ResourceLoader::get_resource_type(m_path))
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#define RESOURCE_IS_SCENE_FILE(m_path) (ResourceLoader::get_singleton()->get_recognized_extensions_for_type("PackedScene").has(m_path.get_extension()))
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#define RESOURCE_EXISTS(m_path, m_type_hint) (ResourceLoader::get_singleton()->exists(m_path, m_type_hint))
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#define GET_PROJECT_SETTINGS_DIR() EditorInterface::get_singleton()->get_editor_paths()->get_project_settings_dir()
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#define EDIT_RESOURCE(m_res) EditorInterface::get_singleton()->edit_resource(m_res)
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