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6f7525c396
We now cache the Node*<>TreeItem* mapping in the SceneTreeEditor. This allows us to make targeted updates to the Tree used to display the scene tree in the editor. Previously on almost all changes to the scene tree the editor would rebuild the entire widget, causing a large number of deallocations an allocations. We now carefully manipulate the Tree widget in-situ saving a large number of these allocations. In order to know what Nodes need to be updated we add a editor_state_changed signal to Node, this is a TOOLS_ENABLED, editor-only signal fired when changes to Node happen that are relevant to editor state. We also now make sure that when nodes are moved/renamed we don't check expensive properties that cannot contain NodePaths. This saves a lot of time when SceneTreeDock renames a node in a scene with a lot of MeshInstances. This makes renaming nodes go from ~27 seconds to ~2 seconds on large scenes. SceneTreeEditor instances will now also not do all of the potentially expensive update work if they are invisible. This behavior is turned off by default so it won't affect existing users. This change allows the editor to only update SceneTreeEditors that actually in view. In practice this means that for most changes instead of updating 6 SceneTreeEditors we only update 1 instantly, and the others only when they become visible. There is definitely more that could be done, but this is already a massive improvement. In complex scenes we see an improvement of 10x, things that used to take ~30 seconds now only take 2. This fixes #83460 I want to thank KoBeWi, TokisanGames, a-johnston, aniel080400 for their tireless testing. And AeioMuch for their testing and providing a fix for the hover issue.
93 lines
3.9 KiB
C++
93 lines
3.9 KiB
C++
/**************************************************************************/
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/* reparent_dialog.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "reparent_dialog.h"
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#include "core/string/print_string.h"
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#include "editor/gui/scene_tree_editor.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/check_box.h"
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void ReparentDialog::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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connect(SceneStringName(confirmed), callable_mp(this, &ReparentDialog::_reparent));
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} break;
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case NOTIFICATION_EXIT_TREE: {
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disconnect(SceneStringName(confirmed), callable_mp(this, &ReparentDialog::_reparent));
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} break;
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}
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}
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void ReparentDialog::_cancel() {
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hide();
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}
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void ReparentDialog::_reparent() {
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if (tree->get_selected()) {
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emit_signal(SNAME("reparent"), tree->get_selected()->get_path(), keep_transform->is_pressed());
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hide();
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}
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}
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void ReparentDialog::set_current(const HashSet<Node *> &p_selection) {
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tree->set_marked(p_selection, false, false);
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tree->set_selected(nullptr);
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}
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void ReparentDialog::_bind_methods() {
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ClassDB::bind_method("_cancel", &ReparentDialog::_cancel);
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ADD_SIGNAL(MethodInfo("reparent", PropertyInfo(Variant::NODE_PATH, "path"), PropertyInfo(Variant::BOOL, "keep_global_xform")));
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}
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ReparentDialog::ReparentDialog() {
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set_title(TTR("Reparent Node"));
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VBoxContainer *vbc = memnew(VBoxContainer);
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add_child(vbc);
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tree = memnew(SceneTreeEditor(false));
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tree->set_update_when_invisible(false);
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tree->set_show_enabled_subscene(true);
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tree->get_scene_tree()->connect("item_activated", callable_mp(this, &ReparentDialog::_reparent));
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vbc->add_margin_child(TTR("Select new parent:"), tree, true);
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keep_transform = memnew(CheckBox);
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keep_transform->set_text(TTR("Keep Global Transform"));
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keep_transform->set_pressed(true);
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vbc->add_child(keep_transform);
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set_ok_button_text(TTR("Reparent"));
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}
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ReparentDialog::~ReparentDialog() {
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}
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