Many fixes to scene tree node dragging, closes #5341
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54571e94ac
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2 changed files with 14 additions and 4 deletions
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@ -1069,6 +1069,8 @@ void SceneTreeDock::_do_reparent(Node* p_new_parent,int p_position_in_parent,Vec
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List<Pair<NodePath,NodePath> > path_renames;
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int inc=0;
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for(int ni=0;ni<p_nodes.size();ni++) {
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//no undo for now, sorry
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@ -1085,12 +1087,16 @@ void SceneTreeDock::_do_reparent(Node* p_new_parent,int p_position_in_parent,Vec
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}
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if (new_parent==node->get_parent() && node->get_index() < p_position_in_parent+ni) {
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//if child will generate a gap when moved, adjust
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inc--;
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}
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editor_data->get_undo_redo().add_do_method(node->get_parent(),"remove_child",node);
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editor_data->get_undo_redo().add_do_method(new_parent,"add_child",node);
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if (p_position_in_parent>=0)
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editor_data->get_undo_redo().add_do_method(new_parent,"move_child",node,p_position_in_parent+ni);
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editor_data->get_undo_redo().add_do_method(new_parent,"move_child",node,p_position_in_parent+inc);
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ScriptEditorDebugger *sed = ScriptEditor::get_singleton()->get_debugger();
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String new_name = new_parent->validate_child_name(node->get_name());
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@ -1122,6 +1128,8 @@ void SceneTreeDock::_do_reparent(Node* p_new_parent,int p_position_in_parent,Vec
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editor_data->get_undo_redo().add_undo_method(new_parent,"remove_child",node);
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inc++;
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}
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//add and move in a second step.. (so old order is preserved)
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@ -1624,6 +1632,7 @@ void SceneTreeDock::_normalize_drop(Node*& to_node, int &to_pos,int p_type) {
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//just insert over this node because nothing is above at the same level
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to_pos=to_node->get_index();
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to_node=to_node->get_parent();
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}
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} else if (p_type==1) {
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@ -1650,12 +1659,13 @@ void SceneTreeDock::_normalize_drop(Node*& to_node, int &to_pos,int p_type) {
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break;
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}
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}
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if (lower_sibling) {
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to_pos=lower_sibling->get_index();
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}
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to_node=to_node->get_parent();
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}
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#if 0
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//quite complicated, look for next visible in tree
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