SpriteFramesEditor Show AtlasTexture's source texture path in the frame's tooltip
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1 changed files with 19 additions and 8 deletions
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@ -821,19 +821,30 @@ void SpriteFramesEditor::_update_library(bool p_skip_selector) {
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for (int i = 0; i < frames->get_frame_count(edited_anim); i++) {
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String name;
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Ref<Texture2D> icon;
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Ref<Texture> frame = frames->get_frame(edited_anim, i);
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if (frames->get_frame(edited_anim, i).is_null()) {
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if (frame.is_null()) {
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name = itos(i) + ": " + TTR("(empty)");
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} else {
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name = itos(i) + ": " + frames->get_frame(edited_anim, i)->get_name();
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icon = frames->get_frame(edited_anim, i);
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name = itos(i) + ": " + frame->get_name();
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}
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tree->add_item(name, icon);
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if (frames->get_frame(edited_anim, i).is_valid()) {
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tree->set_item_tooltip(tree->get_item_count() - 1, frames->get_frame(edited_anim, i)->get_path());
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tree->add_item(name, frame);
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if (frame.is_valid()) {
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String tooltip = frame->get_path();
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// Frame is often saved as an AtlasTexture subresource within a scene/resource file,
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// thus its path might be not what the user is looking for. So we're also showing
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// subsequent source texture paths.
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String prefix = String::utf8("┖╴");
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Ref<AtlasTexture> at = frame;
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while (at.is_valid() && at->get_atlas().is_valid()) {
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tooltip += "\n" + prefix + at->get_atlas()->get_path();
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prefix = " " + prefix;
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at = at->get_atlas();
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}
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tree->set_item_tooltip(tree->get_item_count() - 1, tooltip);
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}
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if (sel == i) {
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tree->select(tree->get_item_count() - 1);
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