Swap rest pose actions in the Skeleton2D editor
The texts were changed before, but the actions weren't swapped around.
This led to unexpected behavior.
(cherry picked from commit 4ff1431993
)
This commit is contained in:
parent
9853108a4f
commit
cbf870aa59
2 changed files with 19 additions and 19 deletions
|
@ -52,22 +52,6 @@ void Skeleton2DEditor::_menu_option(int p_option) {
|
||||||
}
|
}
|
||||||
|
|
||||||
switch (p_option) {
|
switch (p_option) {
|
||||||
case MENU_OPTION_MAKE_REST: {
|
|
||||||
if (node->get_bone_count() == 0) {
|
|
||||||
err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
|
|
||||||
err_dialog->popup_centered_minsize();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
|
|
||||||
ur->create_action(TTR("Create Rest Pose from Bones"));
|
|
||||||
for (int i = 0; i < node->get_bone_count(); i++) {
|
|
||||||
Bone2D *bone = node->get_bone(i);
|
|
||||||
ur->add_do_method(bone, "set_rest", bone->get_transform());
|
|
||||||
ur->add_undo_method(bone, "set_rest", bone->get_rest());
|
|
||||||
}
|
|
||||||
ur->commit_action();
|
|
||||||
|
|
||||||
} break;
|
|
||||||
case MENU_OPTION_SET_REST: {
|
case MENU_OPTION_SET_REST: {
|
||||||
if (node->get_bone_count() == 0) {
|
if (node->get_bone_count() == 0) {
|
||||||
err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
|
err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
|
||||||
|
@ -84,6 +68,22 @@ void Skeleton2DEditor::_menu_option(int p_option) {
|
||||||
ur->commit_action();
|
ur->commit_action();
|
||||||
|
|
||||||
} break;
|
} break;
|
||||||
|
case MENU_OPTION_MAKE_REST: {
|
||||||
|
if (node->get_bone_count() == 0) {
|
||||||
|
err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
|
||||||
|
err_dialog->popup_centered_minsize();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
|
||||||
|
ur->create_action(TTR("Create Rest Pose from Bones"));
|
||||||
|
for (int i = 0; i < node->get_bone_count(); i++) {
|
||||||
|
Bone2D *bone = node->get_bone(i);
|
||||||
|
ur->add_do_method(bone, "set_rest", bone->get_transform());
|
||||||
|
ur->add_undo_method(bone, "set_rest", bone->get_rest());
|
||||||
|
}
|
||||||
|
ur->commit_action();
|
||||||
|
|
||||||
|
} break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -99,10 +99,10 @@ Skeleton2DEditor::Skeleton2DEditor() {
|
||||||
options->set_text(TTR("Skeleton2D"));
|
options->set_text(TTR("Skeleton2D"));
|
||||||
options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons"));
|
options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons"));
|
||||||
|
|
||||||
options->get_popup()->add_item(TTR("Reset to Rest Pose"), MENU_OPTION_MAKE_REST);
|
options->get_popup()->add_item(TTR("Reset to Rest Pose"), MENU_OPTION_SET_REST);
|
||||||
options->get_popup()->add_separator();
|
options->get_popup()->add_separator();
|
||||||
// Use the "Overwrite" word to highlight that this is a destructive operation.
|
// Use the "Overwrite" word to highlight that this is a destructive operation.
|
||||||
options->get_popup()->add_item(TTR("Overwrite Rest Pose"), MENU_OPTION_SET_REST);
|
options->get_popup()->add_item(TTR("Overwrite Rest Pose"), MENU_OPTION_MAKE_REST);
|
||||||
options->set_switch_on_hover(true);
|
options->set_switch_on_hover(true);
|
||||||
|
|
||||||
options->get_popup()->connect("id_pressed", this, "_menu_option");
|
options->get_popup()->connect("id_pressed", this, "_menu_option");
|
||||||
|
|
|
@ -40,8 +40,8 @@ class Skeleton2DEditor : public Control {
|
||||||
GDCLASS(Skeleton2DEditor, Control);
|
GDCLASS(Skeleton2DEditor, Control);
|
||||||
|
|
||||||
enum Menu {
|
enum Menu {
|
||||||
MENU_OPTION_MAKE_REST,
|
|
||||||
MENU_OPTION_SET_REST,
|
MENU_OPTION_SET_REST,
|
||||||
|
MENU_OPTION_MAKE_REST,
|
||||||
};
|
};
|
||||||
|
|
||||||
Skeleton2D *node;
|
Skeleton2D *node;
|
||||||
|
|
Loading…
Reference in a new issue