Improve editor state persistence
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@ -300,7 +300,7 @@ void EditorData::get_editor_breakpoints(List<String> *p_breakpoints) {
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}
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}
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Dictionary EditorData::get_editor_states() const {
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Dictionary EditorData::get_editor_plugin_states() const {
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Dictionary metadata;
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for (int i = 0; i < editor_plugins.size(); i++) {
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Dictionary state = editor_plugins[i]->get_state();
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@ -319,7 +319,7 @@ Dictionary EditorData::get_scene_editor_states(int p_idx) const {
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return es.editor_states;
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}
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void EditorData::set_editor_states(const Dictionary &p_states) {
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void EditorData::set_editor_plugin_states(const Dictionary &p_states) {
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if (p_states.is_empty()) {
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for (EditorPlugin *ep : editor_plugins) {
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ep->clear();
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@ -891,7 +891,7 @@ void EditorData::save_edited_scene_state(EditorSelection *p_selection, EditorSel
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es.selection = p_selection->get_full_selected_node_list();
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es.history_current = p_history->current_elem_idx;
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es.history_stored = p_history->history;
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es.editor_states = get_editor_states();
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es.editor_states = get_editor_plugin_states();
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es.custom_state = p_custom;
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}
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@ -907,7 +907,7 @@ Dictionary EditorData::restore_edited_scene_state(EditorSelection *p_selection,
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for (Node *E : es.selection) {
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p_selection->add_node(E);
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}
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set_editor_states(es.editor_states);
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set_editor_plugin_states(es.editor_states);
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return es.custom_state;
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}
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