Little fix: don't create an empty undo/redo command when trying to add a second Input GraphNode

This commit is contained in:
Mariano Javier Suligoy 2015-07-25 22:05:45 -03:00
parent 5ffd818fb1
commit add0105c4e
3 changed files with 14 additions and 0 deletions

View file

@ -142,6 +142,15 @@ ShaderGraph::GraphError ShaderGraph::get_graph_error(ShaderType p_type) const {
return shader[p_type].error;
}
int ShaderGraph::node_count(ShaderType p_which, int p_type)
{
int count=0;
for (Map<int,Node>::Element *E=shader[p_which].node_map.front();E;E=E->next())
if (E->get().type==p_type)
count++;
return count;
}
void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader);

View file

@ -365,6 +365,8 @@ public:
GraphError get_graph_error(ShaderType p_type) const;
int node_count(ShaderType p_which, int p_type);
static int get_type_input_count(NodeType p_type);
static int get_type_output_count(NodeType p_type);
static SlotType get_type_input_type(NodeType p_type,int p_idx);

View file

@ -2162,6 +2162,9 @@ void ShaderGraphView::_notification(int p_what) {
void ShaderGraphView::add_node(int p_type, const Vector2 &location) {
if ((p_type==ShaderGraph::NODE_INPUT||p_type==ShaderGraph::NODE_INPUT) && graph->node_count(type, p_type)>0)
return;
List<int> existing;
graph->get_node_list(type,&existing);
existing.sort();