Coding style fix in editor NodePath update
Added r_ prefix for reference arguments that can be modified.
(cherry picked from commit 62ce81ec15
)
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parent
daa0977c68
commit
5a66ab1ef4
2 changed files with 16 additions and 16 deletions
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@ -1397,7 +1397,7 @@ void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pai
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_fill_path_renames(base_path, new_base_path, p_node, p_renames);
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}
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bool SceneTreeDock::_update_node_path(const NodePath &p_root_path, NodePath &p_node_path, List<Pair<NodePath, NodePath>> *p_renames) {
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bool SceneTreeDock::_update_node_path(const NodePath &p_root_path, NodePath &r_node_path, List<Pair<NodePath, NodePath>> *p_renames) {
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NodePath root_path_new = p_root_path;
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for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
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if (p_root_path == F->get().first) {
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@ -1411,7 +1411,7 @@ bool SceneTreeDock::_update_node_path(const NodePath &p_root_path, NodePath &p_n
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NodePath rel_path_old = p_root_path.rel_path_to(F->get().first);
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// If old path detected, then it needs to be replaced with the new one.
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if (p_node_path == rel_path_old) {
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if (r_node_path == rel_path_old) {
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NodePath rel_path_new = F->get().second;
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// If not empty, get new relative path.
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@ -1419,16 +1419,16 @@ bool SceneTreeDock::_update_node_path(const NodePath &p_root_path, NodePath &p_n
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rel_path_new = root_path_new.rel_path_to(rel_path_new);
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}
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p_node_path = rel_path_new;
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r_node_path = rel_path_new;
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return true;
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}
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// Update the node itself if it has a valid node path and has not been deleted.
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if (p_root_path == F->get().first && p_node_path != NodePath() && F->get().second != NodePath()) {
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NodePath abs_path = NodePath(String(root_path_new).plus_file(p_node_path)).simplified();
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if (p_root_path == F->get().first && r_node_path != NodePath() && F->get().second != NodePath()) {
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NodePath abs_path = NodePath(String(root_path_new).plus_file(r_node_path)).simplified();
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NodePath rel_path_new = F->get().second.rel_path_to(abs_path);
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p_node_path = rel_path_new;
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r_node_path = rel_path_new;
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return true;
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}
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}
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@ -1436,18 +1436,18 @@ bool SceneTreeDock::_update_node_path(const NodePath &p_root_path, NodePath &p_n
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return false;
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}
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bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Variant &p_variant, List<Pair<NodePath, NodePath>> *p_renames) {
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switch (p_variant.get_type()) {
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bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Variant &r_variant, List<Pair<NodePath, NodePath>> *p_renames) {
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switch (r_variant.get_type()) {
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case Variant::NODE_PATH: {
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NodePath node_path = p_variant;
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NodePath node_path = r_variant;
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if (_update_node_path(p_root_path, node_path, p_renames)) {
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p_variant = node_path;
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r_variant = node_path;
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return true;
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}
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} break;
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case Variant::ARRAY: {
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Array a = p_variant;
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Array a = r_variant;
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bool updated = false;
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for (int i = 0; i < a.size(); i++) {
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Variant value = a[i];
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@ -1460,13 +1460,13 @@ bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Vari
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}
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}
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if (updated) {
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p_variant = a;
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r_variant = a;
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return true;
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}
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} break;
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case Variant::DICTIONARY: {
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Dictionary d = p_variant;
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Dictionary d = r_variant;
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bool updated = false;
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for (int i = 0; i < d.size(); i++) {
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Variant value = d.get_value_at_index(i);
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@ -1479,7 +1479,7 @@ bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Vari
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}
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}
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if (updated) {
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p_variant = d;
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r_variant = d;
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return true;
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}
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} break;
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@ -248,8 +248,8 @@ class SceneTreeDock : public VBoxContainer {
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bool profile_allow_editing;
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bool profile_allow_script_editing;
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static bool _update_node_path(const NodePath &p_root_path, NodePath &p_node_path, List<Pair<NodePath, NodePath>> *p_renames);
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static bool _check_node_path_recursive(const NodePath &p_root_path, Variant &p_variant, List<Pair<NodePath, NodePath>> *p_renames);
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static bool _update_node_path(const NodePath &p_root_path, NodePath &r_node_path, List<Pair<NodePath, NodePath>> *p_renames);
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static bool _check_node_path_recursive(const NodePath &p_root_path, Variant &r_variant, List<Pair<NodePath, NodePath>> *p_renames);
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protected:
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void _notification(int p_what);
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