From 5c15083d40a879d63cb7871f740c1ad2a88fbb9c Mon Sep 17 00:00:00 2001 From: ajreckof <66184050+ajreckof@users.noreply.github.com> Date: Sun, 23 Apr 2023 18:32:59 +0200 Subject: [PATCH] properly update nodepath with batch rename --- editor/gui/scene_tree_editor.cpp | 101 ++++++++++++++++--------------- editor/gui/scene_tree_editor.h | 2 +- editor/rename_dialog.cpp | 6 +- 3 files changed, 54 insertions(+), 55 deletions(-) diff --git a/editor/gui/scene_tree_editor.cpp b/editor/gui/scene_tree_editor.cpp index 76e09769cc5..e898be1b72e 100644 --- a/editor/gui/scene_tree_editor.cpp +++ b/editor/gui/scene_tree_editor.cpp @@ -964,17 +964,54 @@ void SceneTreeEditor::set_selected(Node *p_node, bool p_emit_selected) { } } -void SceneTreeEditor::_rename_node(ObjectID p_node, const String &p_name) { - Object *o = ObjectDB::get_instance(p_node); - ERR_FAIL_COND(!o); - Node *n = Object::cast_to(o); - ERR_FAIL_COND(!n); - TreeItem *item = _find(tree->get_root(), n->get_path()); +void SceneTreeEditor::_rename_node(Node *p_node, const String &p_name) { + TreeItem *item = _find(tree->get_root(), p_node->get_path()); ERR_FAIL_COND(!item); + String new_name = p_name.validate_node_name(); - n->set_name(p_name); - item->set_metadata(0, n->get_path()); - item->set_text(0, p_name); + if (new_name != p_name) { + error->set_text(TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::get_invalid_node_name_characters()); + error->popup_centered(); + + if (new_name.is_empty()) { + item->set_text(0, p_node->get_name()); + return; + } + + item->set_text(0, new_name); + } + + if (new_name == p_node->get_name()) { + if (item->get_text(0).is_empty()) { + item->set_text(0, new_name); + } + + return; + } + // Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`. + new_name = new_name.strip_edges(); + + if (!is_scene_tree_dock) { + p_node->set_name(new_name); + item->set_metadata(0, p_node->get_path()); + emit_signal(SNAME("node_renamed")); + } else { + EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); + undo_redo->create_action("Rename Node", UndoRedo::MERGE_DISABLE, p_node); + + emit_signal(SNAME("node_prerename"), p_node, new_name); + + undo_redo->add_undo_method(p_node, "set_name", p_node->get_name()); + undo_redo->add_undo_method(item, "set_metadata", 0, p_node->get_path()); + undo_redo->add_undo_method(item, "set_text", 0, p_node->get_name()); + + p_node->set_name(p_name); + undo_redo->add_do_method(p_node, "set_name", new_name); + undo_redo->add_do_method(item, "set_metadata", 0, p_node->get_path()); + undo_redo->add_do_method(item, "set_text", 0, new_name); + + undo_redo->commit_action(); + } } void SceneTreeEditor::_renamed() { @@ -985,41 +1022,16 @@ void SceneTreeEditor::_renamed() { Node *n = get_node(np); ERR_FAIL_COND(!n); - String raw_new_name = which->get_text(0); - if (raw_new_name.strip_edges().is_empty()) { + String new_name = which->get_text(0); + if (new_name.strip_edges().is_empty()) { // If name is empty, fallback to class name. if (GLOBAL_GET("editor/naming/node_name_casing").operator int() != NAME_CASING_PASCAL_CASE) { - raw_new_name = Node::adjust_name_casing(n->get_class()); + new_name = Node::adjust_name_casing(n->get_class()); } else { - raw_new_name = n->get_class(); + new_name = n->get_class(); } } - String new_name = raw_new_name.validate_node_name(); - - if (new_name != raw_new_name) { - error->set_text(TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::get_invalid_node_name_characters()); - error->popup_centered(); - - if (new_name.is_empty()) { - which->set_text(0, n->get_name()); - return; - } - - which->set_text(0, new_name); - } - - if (new_name == n->get_name()) { - if (which->get_text(0).is_empty()) { - which->set_text(0, new_name); - } - - return; - } - - // Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`. - new_name = new_name.strip_edges(); - if (n->is_unique_name_in_owner() && get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name) != nullptr) { error->set_text(TTR("Another node already uses this unique name in the scene.")); error->popup_centered(); @@ -1027,18 +1039,7 @@ void SceneTreeEditor::_renamed() { return; } - if (!is_scene_tree_dock) { - n->set_name(new_name); - which->set_metadata(0, n->get_path()); - emit_signal(SNAME("node_renamed")); - } else { - EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); - undo_redo->create_action(TTR("Rename Node"), UndoRedo::MERGE_DISABLE, n); - emit_signal(SNAME("node_prerename"), n, new_name); - undo_redo->add_do_method(this, "_rename_node", n->get_instance_id(), new_name); - undo_redo->add_undo_method(this, "_rename_node", n->get_instance_id(), n->get_name()); - undo_redo->commit_action(); - } + _rename_node(n, new_name); } Node *SceneTreeEditor::get_selected() { diff --git a/editor/gui/scene_tree_editor.h b/editor/gui/scene_tree_editor.h index 20cc62d6750..88782560099 100644 --- a/editor/gui/scene_tree_editor.h +++ b/editor/gui/scene_tree_editor.h @@ -85,7 +85,7 @@ class SceneTreeEditor : public Control { void _notification(int p_what); void _selected_changed(); void _deselect_items(); - void _rename_node(ObjectID p_node, const String &p_name); + void _rename_node(Node *p_node, const String &p_name); void _cell_collapsed(Object *p_obj); diff --git a/editor/rename_dialog.cpp b/editor/rename_dialog.cpp index f42f34e110d..39affdd9f8b 100644 --- a/editor/rename_dialog.cpp +++ b/editor/rename_dialog.cpp @@ -588,7 +588,7 @@ void RenameDialog::rename() { if (!to_rename.is_empty()) { EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); - undo_redo->create_action(TTR("Batch Rename")); + undo_redo->create_action(TTR("Batch Rename"), UndoRedo::MERGE_DISABLE, root_node, true); // Make sure to iterate reversed so that child nodes will find parents. for (int i = to_rename.size() - 1; i >= 0; --i) { @@ -600,9 +600,7 @@ void RenameDialog::rename() { continue; } - scene_tree_editor->emit_signal(SNAME("node_prerename"), n, new_name); - undo_redo->add_do_method(scene_tree_editor, "_rename_node", n->get_instance_id(), new_name); - undo_redo->add_undo_method(scene_tree_editor, "_rename_node", n->get_instance_id(), n->get_name()); + scene_tree_editor->call("_rename_node", n, new_name); } undo_redo->commit_action();