Add ability to drag-toggle visibility in scene tree editor#118634
Add ability to drag-toggle visibility in scene tree editor#118634mihe wants to merge 1 commit intogodotengine:masterfrom
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Seems the drag is not being interrupted/reset on focus lost, this can lead to incorrect state. To see it in action
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On that note, maybe there should be a way to cancel the drag? Like RMB or Escape. |
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Fixed (?) by resetting the drag state on
I assume |
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It turned out that |
passivestar
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Tested, works as expected. A much needed UX improvement.
Co-authored-by: Kasper Arnklit Frandsen <kasper.arnklit@gmail.com>
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Calinou
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Tested locally, it works as expected (including undo/redo and crossing gaps of nodes without visibility toggles). Code looks good to me.
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This pr looks good, I included the extra api for a generic click and drag in my own pr because it was requested in the issue I linked and this doesn't, but it's probably cleaner as a result. I'll close my pr since this one supersedes it. |
Resolves godotengine/godot-proposals#5488.
Supersedes #102009.
This adds the ability to drag-toggle the visibility of nodes in the scene node editor, where the toggled state of the first node is applied to any subsequent node whose visibility button you drag across.
Unlike #102009 this involves no
Treechanges (which seemed to be a point of contention there) and is instead contained almost entirely within thegui_inputhandler ofSceneTreeEditor.visibility-dragging.webm
A couple of noteworthy quirks:
Treebutton handling when starting the drag operation, the visibility button you start from will be in a pressed state for the duration of the drag.Disclaimer: AI tooling was used to review this change, which prompted a few minor changes, all of which have been carefully reviewed to the best of my ability.