Implement Scene Unique Nodes

Implements https://github.com/godotengine/godot-proposals/issues/4096

* Nodes can be marked unique to the scene in the editor (or via code).
* Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched.
* Implementation is very optimal, as these nodes are cached.
This commit is contained in:
reduz
2022-04-16 12:23:32 +02:00
parent f4b0c7a1ea
commit 8580f377a3
12 changed files with 190 additions and 7 deletions

View File

@ -148,6 +148,13 @@ void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_i
TabContainer *tab_container = Object::cast_to<TabContainer>(NodeDock::get_singleton()->get_parent());
NodeDock::get_singleton()->get_parent()->call("set_current_tab", tab_container->get_tab_idx_from_control(NodeDock::get_singleton()));
NodeDock::get_singleton()->show_groups();
} else if (p_id == BUTTON_UNIQUE) {
undo_redo->create_action(TTR("Disable Scene Unique Name"));
undo_redo->add_do_method(n, "set_unique_name_in_owner", false);
undo_redo->add_undo_method(n, "set_unique_name_in_owner", true);
undo_redo->add_do_method(this, "_update_tree");
undo_redo->add_undo_method(this, "_update_tree");
undo_redo->commit_action();
}
}
@ -260,6 +267,10 @@ bool SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent, bool p_scroll
item->add_button(0, get_theme_icon(SNAME("NodeWarning"), SNAME("EditorIcons")), BUTTON_WARNING, false, TTR("Node configuration warning:") + "\n" + warning);
}
if (p_node->is_unique_name_in_owner()) {
item->add_button(0, get_theme_icon(SNAME("SceneUniqueName"), SNAME("EditorIcons")), BUTTON_UNIQUE, false, vformat(TTR("This node can be accessed from within anywhere in the scene by preceding it with the '%s' prefix in a node path.\nClick to disable this."), UNIQUE_NODE_PREFIX));
}
int num_connections = p_node->get_persistent_signal_connection_count();
int num_groups = p_node->get_persistent_group_count();
@ -832,6 +843,13 @@ void SceneTreeEditor::_renamed() {
// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`.
new_name = new_name.strip_edges();
if (n->is_unique_name_in_owner() && get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name) != nullptr) {
error->set_text(TTR("Another node already uses this unique name in the scene."));
error->popup_centered();
which->set_text(0, n->get_name());
return;
}
if (!undo_redo) {
n->set_name(new_name);
which->set_metadata(0, n->get_path());