godot/editor/scene/scene_tree_editor.cpp

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/**************************************************************************/
/* scene_tree_editor.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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#include "scene_tree_editor.h"
#include "core/config/project_settings.h"
#include "core/object/script_language.h"
#include "editor/animation/animation_player_editor_plugin.h"
#include "editor/docks/editor_dock_manager.h"
#include "editor/docks/node_dock.h"
#include "editor/editor_node.h"
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#include "editor/editor_string_names.h"
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#include "editor/editor_undo_redo_manager.h"
#include "editor/file_system/editor_file_system.h"
#include "editor/scene/canvas_item_editor_plugin.h"
#include "editor/script/script_editor_plugin.h"
#include "editor/settings/editor_settings.h"
#include "editor/themes/editor_scale.h"
#include "scene/2d/node_2d.h"
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#include "scene/gui/flow_container.h"
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#include "scene/gui/label.h"
#include "scene/gui/texture_rect.h"
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
Node *SceneTreeEditor::get_scene_node() const {
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ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
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return get_tree()->get_edited_scene_root();
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}
PackedStringArray SceneTreeEditor::_get_node_configuration_warnings(Node *p_node) {
PackedStringArray warnings = p_node->get_configuration_warnings();
if (p_node == get_scene_node()) {
Node2D *node_2d = Object::cast_to<Node2D>(p_node);
if (node_2d) {
// Note: Warn for Node2D but not all CanvasItems, don't warn for Control nodes.
// Control nodes may have reasons to use a transformed root node like anchors.
if (!node_2d->get_position().is_zero_approx()) {
warnings.append(TTR("The root node of a scene is recommended to not be transformed, since instances of the scene will usually override this. Reset the transform and reload the scene to remove this warning."));
}
}
Node3D *node_3d = Object::cast_to<Node3D>(p_node);
if (node_3d) {
if (!node_3d->get_position().is_zero_approx()) {
warnings.append(TTR("The root node of a scene is recommended to not be transformed, since instances of the scene will usually override this. Reset the transform and reload the scene to remove this warning."));
}
}
}
return warnings;
}
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PackedStringArray SceneTreeEditor::_get_node_accessibility_configuration_warnings(Node *p_node) {
PackedStringArray warnings = p_node->get_accessibility_configuration_warnings();
return warnings;
}
void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button) {
if (p_button != MouseButton::LEFT) {
return;
}
if (connect_to_script_mode) {
Improve Scene Tree editor performance 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.
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return; // Don't do anything in this mode.
}
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TreeItem *item = Object::cast_to<TreeItem>(p_item);
ERR_FAIL_NULL(item);
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NodePath np = item->get_metadata(0);
Node *n = get_node(np);
ERR_FAIL_NULL(n);
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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if (p_id == BUTTON_SUBSCENE) {
if (n == get_scene_node()) {
if (n && n->get_scene_inherited_state().is_valid()) {
emit_signal(SNAME("open"), n->get_scene_inherited_state()->get_path());
}
} else {
emit_signal(SNAME("open"), n->get_scene_file_path());
}
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} else if (p_id == BUTTON_SCRIPT) {
Ref<Script> script_typed = n->get_script();
if (script_typed.is_valid()) {
emit_signal(SNAME("open_script"), script_typed);
}
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} else if (p_id == BUTTON_VISIBILITY) {
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undo_redo->create_action(TTR("Toggle Visible"));
_toggle_visible(n);
List<Node *> selection = editor_selection->get_top_selected_node_list();
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if (selection.size() > 1 && selection.find(n) != nullptr) {
for (Node *nv : selection) {
ERR_FAIL_NULL(nv);
if (nv == n) {
continue;
}
_toggle_visible(nv);
}
}
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undo_redo->commit_action();
} else if (p_id == BUTTON_LOCK) {
undo_redo->create_action(TTR("Unlock Node"));
undo_redo->add_do_method(n, "remove_meta", "_edit_lock_");
undo_redo->add_undo_method(n, "set_meta", "_edit_lock_", true);
undo_redo->add_do_method(this, "_update_tree");
undo_redo->add_undo_method(this, "_update_tree");
undo_redo->add_do_method(this, "emit_signal", "node_changed");
undo_redo->add_undo_method(this, "emit_signal", "node_changed");
undo_redo->commit_action();
} else if (p_id == BUTTON_PIN) {
if (n->is_class("AnimationMixer")) {
AnimationPlayerEditor::get_singleton()->unpin();
_update_tree();
}
} else if (p_id == BUTTON_GROUP) {
undo_redo->create_action(TTR("Ungroup Children"));
if (n->is_class("CanvasItem") || n->is_class("Node3D")) {
undo_redo->add_do_method(n, "remove_meta", "_edit_group_");
undo_redo->add_undo_method(n, "set_meta", "_edit_group_", true);
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undo_redo->add_do_method(this, "_update_tree");
undo_redo->add_undo_method(this, "_update_tree");
undo_redo->add_do_method(this, "emit_signal", "node_changed");
undo_redo->add_undo_method(this, "emit_signal", "node_changed");
}
undo_redo->commit_action();
} else if (p_id == BUTTON_WARNING) {
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PackedStringArray warnings = _get_node_configuration_warnings(n);
if (accessibility_warnings) {
warnings.append_array(_get_node_accessibility_configuration_warnings(n));
}
if (warnings.is_empty()) {
return;
}
// Improve looks on tooltip, extra spacing on non-bullet point newlines.
const String bullet_point = U"";
String all_warnings;
for (const String &w : warnings) {
all_warnings += "\n" + bullet_point + w;
}
// Limit the line width while keeping some padding.
// It is not efficient, but it does not have to be.
const PackedInt32Array boundaries = TS->string_get_word_breaks(all_warnings, "", 80);
PackedStringArray lines;
for (int i = 0; i < boundaries.size(); i += 2) {
const int start = boundaries[i];
const int end = boundaries[i + 1];
const String line = all_warnings.substr(start, end - start);
lines.append(line);
}
Improve Scene Tree editor performance 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.
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// We don't want the first two newlines.
all_warnings = String("\n").join(lines).indent(" ").replace(U"", U"\n").substr(2);
warning->set_text(all_warnings);
warning->popup_centered();
} else if (p_id == BUTTON_SIGNALS) {
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editor_selection->clear();
editor_selection->add_node(n);
set_selected(n);
EditorDockManager::get_singleton()->focus_dock(NodeDock::get_singleton());
NodeDock::get_singleton()->show_connections();
} else if (p_id == BUTTON_GROUPS) {
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editor_selection->clear();
editor_selection->add_node(n);
set_selected(n);
EditorDockManager::get_singleton()->focus_dock(NodeDock::get_singleton());
NodeDock::get_singleton()->show_groups();
} else if (p_id == BUTTON_UNIQUE) {
bool ask_before_revoking_unique_name = EDITOR_GET("docks/scene_tree/ask_before_revoking_unique_name");
revoke_node = n;
if (ask_before_revoking_unique_name) {
String msg = vformat(TTR("Revoke unique name for node \"%s\"?"), n->get_name());
ask_before_revoke_checkbox->set_pressed(false);
revoke_dialog_label->set_text(msg);
revoke_dialog->reset_size();
revoke_dialog->popup_centered();
} else {
_revoke_unique_name();
}
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}
}
void SceneTreeEditor::_update_ask_before_revoking_unique_name() {
if (ask_before_revoke_checkbox->is_pressed()) {
EditorSettings::get_singleton()->set("docks/scene_tree/ask_before_revoking_unique_name", false);
ask_before_revoke_checkbox->set_pressed(false);
}
_revoke_unique_name();
}
void SceneTreeEditor::_revoke_unique_name() {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Disable Scene Unique Name"));
undo_redo->add_do_method(revoke_node, "set_unique_name_in_owner", false);
undo_redo->add_undo_method(revoke_node, "set_unique_name_in_owner", true);
undo_redo->add_do_method(this, "_update_tree");
undo_redo->add_undo_method(this, "_update_tree");
undo_redo->commit_action();
}
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void SceneTreeEditor::_toggle_visible(Node *p_node) {
if (p_node->has_method("is_visible") && p_node->has_method("set_visible")) {
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bool v = bool(p_node->call("is_visible"));
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->add_do_method(p_node, "set_visible", !v);
undo_redo->add_undo_method(p_node, "set_visible", v);
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}
}
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Improve Scene Tree editor performance 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.
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void SceneTreeEditor::_update_node_path(Node *p_node, bool p_recursive) {
if (!p_node) {
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return;
}
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Improve Scene Tree editor performance 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.
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HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node);
if (!I) {
return;
}
I->value.item->set_metadata(0, p_node->get_path());
if (!p_recursive) {
return;
}
int cc = p_node->get_child_count(false);
for (int i = 0; i < cc; i++) {
Node *c = p_node->get_child(i, false);
_update_node_path(c, p_recursive);
}
}
void SceneTreeEditor::_update_node_subtree(Node *p_node, TreeItem *p_parent, bool p_force) {
if (!p_node) {
return;
}
// Only owned nodes are editable, since nodes can create their own (manually owned) child nodes,
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// which the editor needs not to know about.
bool part_of_subscene = false;
if (!display_foreign && p_node->get_owner() != get_scene_node() && p_node != get_scene_node()) {
if ((show_enabled_subscene || can_open_instance) && p_node->get_owner() && (get_scene_node()->is_editable_instance(p_node->get_owner()))) {
part_of_subscene = true;
Improve Scene Tree editor performance 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.
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// Allow.
} else {
Improve Scene Tree editor performance 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.
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// Stale node, remove recursively.
node_cache.remove(p_node, true);
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return;
}
} else {
part_of_subscene = p_node != get_scene_node() && get_scene_node()->get_scene_inherited_state().is_valid() && get_scene_node()->get_scene_inherited_state()->find_node_by_path(get_scene_node()->get_path_to(p_node)) >= 0;
}
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Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node);
TreeItem *item = nullptr;
bool is_new = false;
if (I) {
item = I->value.item;
TreeItem *current_parent = item->get_parent();
// Our parent might be re-created because of a changed type.
if (p_parent && p_parent != current_parent) {
if (current_parent) {
current_parent->remove_child(item);
}
p_parent->add_child(item);
I->value.removed = false;
_move_node_item(p_parent, I);
}
if (I->value.has_moved_children) {
_move_node_children(I);
}
} else {
int index = -1;
// Check to see if there is a root node for us to reuse.
if (!p_parent) {
item = tree->get_root();
if (!item) {
item = tree->create_item(nullptr);
index = 0;
}
} else {
index = p_node->get_index(false);
item = tree->create_item(p_parent, index);
}
I = node_cache.add(p_node, item);
I->value.index = index;
is_new = true;
}
if (!(p_force || I->value.dirty)) {
// Nothing to do.
return;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
_update_node(p_node, item, part_of_subscene);
I->value.dirty = false;
I->value.can_process = p_node->can_process();
// Force update all our children if we are new or if we were forced to update.
bool force_update_children = p_force || is_new;
// Update all our children.
for (int i = 0; i < p_node->get_child_count(false); i++) {
_update_node_subtree(p_node->get_child(i, false), item, force_update_children);
}
if (valid_types.size()) {
bool valid = false;
for (const StringName &E : valid_types) {
if (p_node->is_class(E) ||
EditorNode::get_singleton()->is_object_of_custom_type(p_node, E)) {
valid = true;
break;
} else {
Ref<Script> node_script = p_node->get_script();
while (node_script.is_valid()) {
if (node_script->get_path() == E) {
valid = true;
break;
}
node_script = node_script->get_base_script();
}
if (valid) {
break;
}
}
}
if (!valid) {
_set_item_custom_color(item, get_theme_color(SNAME("font_disabled_color"), EditorStringName(Editor)));
item->set_selectable(0, false);
item->deselect(0);
if (selected == p_node) {
selected = nullptr;
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
}
}
}
}
void SceneTreeEditor::_update_node(Node *p_node, TreeItem *p_item, bool p_part_of_subscene) {
// Reset item properties that are not explicitly set in the default case.
p_item->clear_buttons();
p_item->remove_meta(SNAME("custom_color"));
p_item->clear_custom_color(0);
p_item->set_selectable(0, true);
p_item->set_text(0, p_node->get_name());
p_item->set_text_overrun_behavior(0, TextServer::OVERRUN_NO_TRIMMING);
if (can_rename && !p_part_of_subscene) {
p_item->set_editable(0, true);
}
2014-02-09 22:10:30 -03:00
if (can_rename) {
bool collapsed = p_node->is_displayed_folded();
if (collapsed) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->set_collapsed(true);
}
2014-02-09 22:10:30 -03:00
}
Ref<Texture2D> icon = EditorNode::get_singleton()->get_object_icon(p_node, "Node");
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->set_icon(0, icon);
p_item->set_metadata(0, p_node->get_path());
if (!p_node->is_connected("child_order_changed", callable_mp(this, &SceneTreeEditor::_node_child_order_changed))) {
p_node->connect("child_order_changed", callable_mp(this, &SceneTreeEditor::_node_child_order_changed).bind(p_node));
}
if (!p_node->is_connected("editor_state_changed", callable_mp(this, &SceneTreeEditor::_node_editor_state_changed))) {
p_node->connect("editor_state_changed", callable_mp(this, &SceneTreeEditor::_node_editor_state_changed).bind(p_node));
}
if (connecting_signal || (can_open_instance && is_scene_tree_dock)) {
if (!p_node->is_connected(CoreStringName(script_changed), callable_mp(this, &SceneTreeEditor::_node_script_changed))) {
p_node->connect(CoreStringName(script_changed), callable_mp(this, &SceneTreeEditor::_node_script_changed).bind(p_node));
}
}
if (connecting_signal) {
// Add script icons for all scripted nodes.
Ref<Script> scr = p_node->get_script();
if (scr.is_valid()) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, get_editor_theme_icon(SNAME("Script")), BUTTON_SCRIPT);
if (EditorNode::get_singleton()->get_object_custom_type_base(p_node) == scr) {
// Disable button on custom scripts (pure visual cue).
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->set_button_disabled(0, p_item->get_button_count(0) - 1, true);
}
}
}
if (connect_to_script_mode) {
2023-08-13 02:33:39 +02:00
Color accent = get_theme_color(SNAME("accent_color"), EditorStringName(Editor));
Ref<Script> scr = p_node->get_script();
bool has_custom_script = scr.is_valid() && EditorNode::get_singleton()->get_object_custom_type_base(p_node) == scr;
if (scr.is_null() || has_custom_script) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
_set_item_custom_color(p_item, get_theme_color(SNAME("font_disabled_color"), EditorStringName(Editor)));
p_item->set_selectable(0, false);
accent.a *= 0.7;
}
if (marked.has(p_node)) {
2019-06-05 23:13:57 -03:00
String node_name = p_node->get_name();
if (connecting_signal) {
node_name += " " + TTR("(Connecting From)");
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->set_text(0, node_name);
_set_item_custom_color(p_item, accent);
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
} else if (p_part_of_subscene) {
2025-03-20 00:07:31 +08:00
if (valid_types.is_empty()) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
_set_item_custom_color(p_item, get_theme_color(SNAME("warning_color"), EditorStringName(Editor)));
}
} else if (marked.has(p_node)) {
2019-06-05 23:13:57 -03:00
String node_name = p_node->get_name();
if (connecting_signal) {
node_name += " " + TTR("(Connecting From)");
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->set_text(0, node_name);
p_item->set_selectable(0, marked_selectable);
_set_item_custom_color(p_item, get_theme_color(SNAME("accent_color"), EditorStringName(Editor)));
} else if (!p_node->can_process()) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
_set_item_custom_color(p_item, get_theme_color(SNAME("font_disabled_color"), EditorStringName(Editor)));
2014-02-09 22:10:30 -03:00
} else if (!marked_selectable && !marked_children_selectable) {
Node *node = p_node;
while (node) {
if (marked.has(node)) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->set_selectable(0, false);
_set_item_custom_color(p_item, get_theme_color(SNAME("error_color"), EditorStringName(Editor)));
2014-02-09 22:10:30 -03:00
break;
}
node = node->get_parent();
}
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (can_rename) { // TODO Should be can edit..
2025-03-21 09:55:22 +02:00
PackedStringArray warnings = _get_node_configuration_warnings(p_node);
if (accessibility_warnings) {
warnings.append_array(_get_node_accessibility_configuration_warnings(p_node));
}
const int num_warnings = warnings.size();
if (num_warnings > 0) {
StringName warning_icon;
if (num_warnings == 1) {
warning_icon = SNAME("NodeWarning");
} else if (num_warnings <= 3) {
warning_icon = vformat("NodeWarnings%d", num_warnings);
} else {
warning_icon = SNAME("NodeWarnings4Plus");
}
// Improve looks on tooltip, extra spacing on non-bullet point newlines.
const String bullet_point = U"";
String all_warnings;
for (const String &w : warnings) {
all_warnings += "\n\n" + bullet_point + w.replace("\n", "\n ");
}
if (num_warnings == 1) {
all_warnings.remove_at(0); // With only one warning, two newlines do not look great.
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, get_editor_theme_icon(warning_icon), BUTTON_WARNING, false, TTR("Node configuration warning:") + all_warnings);
}
if (p_node->is_unique_name_in_owner()) {
const bool disabled = p_node->get_owner() != EditorNode::get_singleton()->get_edited_scene();
String button_text = vformat(TTR("This node can be accessed from anywhere within the scene it belongs to by using the '%s' prefix in the node path."), UNIQUE_NODE_PREFIX);
if (!disabled) {
button_text += "\n" + TTR("Click to disable this.");
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, get_editor_theme_icon(SNAME("SceneUniqueName")), BUTTON_UNIQUE, disabled, button_text);
}
int num_connections = p_node->get_persistent_signal_connection_count();
int num_groups = p_node->get_persistent_group_count();
String msg_temp;
if (num_connections >= 1) {
2024-03-22 22:53:26 +01:00
Array arr = { num_connections };
msg_temp += TTRN("Node has one connection.", "Node has {num} connections.", num_connections).format(arr, "{num}");
2022-05-12 15:18:27 +02:00
if (num_groups >= 1) {
msg_temp += "\n";
}
}
if (num_groups >= 1) {
2022-05-12 15:18:27 +02:00
msg_temp += TTRN("Node is in this group:", "Node is in the following groups:", num_groups) + "\n";
List<GroupInfo> groups;
p_node->get_groups(&groups);
for (const GroupInfo &E : groups) {
if (E.persistent) {
msg_temp += String::utf8("") + String(E.name) + "\n";
}
}
} else {
msg_temp += "\n";
}
Ref<Texture2D> icon_temp;
SceneTreeEditorButton signal_temp = BUTTON_SIGNALS;
String msg_temp_end = TTR("Click to show signals dock.");
if (num_connections >= 1 && num_groups >= 1) {
2023-08-13 02:33:39 +02:00
icon_temp = get_editor_theme_icon(SNAME("SignalsAndGroups"));
} else if (num_connections >= 1) {
2023-08-13 02:33:39 +02:00
icon_temp = get_editor_theme_icon(SNAME("Signals"));
} else if (num_groups >= 1) {
2023-08-13 02:33:39 +02:00
icon_temp = get_editor_theme_icon(SNAME("Groups"));
signal_temp = BUTTON_GROUPS;
msg_temp_end = TTR("Click to show groups dock.");
}
if (num_connections >= 1 || num_groups >= 1) {
msg_temp += msg_temp_end;
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, icon_temp, signal_temp, false, msg_temp);
}
}
{
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
_update_node_tooltip(p_node, p_item);
Callable delay_update_tooltip = callable_mp(this, &SceneTreeEditor::_queue_update_node_tooltip);
if (p_node->is_connected("editor_description_changed", delay_update_tooltip)) {
p_node->disconnect("editor_description_changed", delay_update_tooltip);
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_node->connect("editor_description_changed", delay_update_tooltip.bind(p_item));
2014-02-09 22:10:30 -03:00
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
// Show buttons only when necessary (SceneTreeDock) to avoid crashes.
if (can_open_instance && is_scene_tree_dock) {
Ref<Script> scr = p_node->get_script();
if (scr.is_valid()) {
String additional_notes;
Color button_color = Color(1, 1, 1);
// Can't set tooltip after adding button, need to do it before.
if (scr->is_tool()) {
if (Engine::get_singleton()->is_recovery_mode_hint()) {
additional_notes += "\n" + TTR("This script can run in the editor.\nIt is currently disabled due to recovery mode.");
button_color = get_theme_color(SNAME("warning_color"), EditorStringName(Editor));
} else {
additional_notes += "\n" + TTR("This script is currently running in the editor.");
button_color = get_theme_color(SNAME("accent_color"), EditorStringName(Editor));
}
}
if (EditorNode::get_singleton()->get_object_custom_type_base(p_node) == scr) {
additional_notes += "\n" + TTR("This script is a custom type.");
button_color.a = 0.5;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, get_editor_theme_icon(SNAME("Script")), BUTTON_SCRIPT, false, TTR("Open Script:") + " " + scr->get_path() + additional_notes);
p_item->set_button_color(0, p_item->get_button_count(0) - 1, button_color);
2014-02-09 22:10:30 -03:00
}
if (p_node->has_meta("_edit_lock_")) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, get_editor_theme_icon(SNAME("Lock")), BUTTON_LOCK, false, TTR("Node is locked.\nClick to unlock it."));
}
if (p_node->has_meta("_edit_group_")) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, get_editor_theme_icon(SNAME("Group")), BUTTON_GROUP, false, TTR("Children are not selectable.\nClick to make them selectable."));
}
if (p_node->has_method("is_visible") && p_node->has_method("set_visible") && p_node->has_signal(SceneStringName(visibility_changed))) {
bool is_visible = p_node->call("is_visible");
if (is_visible) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, get_editor_theme_icon(SNAME("GuiVisibilityVisible")), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));
} else {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, get_editor_theme_icon(SNAME("GuiVisibilityHidden")), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));
}
const Callable vis_changed = callable_mp(this, &SceneTreeEditor::_node_visibility_changed);
if (!p_node->is_connected(SceneStringName(visibility_changed), vis_changed)) {
p_node->connect(SceneStringName(visibility_changed), vis_changed.bind(p_node));
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
_update_visibility_color(p_node, p_item);
}
2014-02-09 22:10:30 -03:00
if (p_node->is_class("AnimationMixer")) {
bool is_pinned = AnimationPlayerEditor::get_singleton()->get_editing_node() == p_node && AnimationPlayerEditor::get_singleton()->is_pinned();
if (is_pinned) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->add_button(0, get_editor_theme_icon(SNAME("Pin")), BUTTON_PIN, false, TTR("AnimationPlayer is pinned.\nClick to unpin."));
}
2014-02-09 22:10:30 -03:00
}
}
if (editor_selection) {
if (editor_selection->is_selected(p_node)) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->select(0);
2014-02-09 22:10:30 -03:00
}
}
if (selected == p_node) {
if (!editor_selection) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->select(0);
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
p_item->set_as_cursor(0);
2014-02-09 22:10:30 -03:00
}
Improve Scene Tree editor performance 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.
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}
2016-03-09 00:00:52 +01:00
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
void SceneTreeEditor::_update_if_clean() {
if (tree_dirty) {
return;
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}
Improve Scene Tree editor performance 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.
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callable_mp(this, &SceneTreeEditor::_update_tree).call_deferred(false);
tree_dirty = true;
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}
void SceneTreeEditor::_queue_update_node_tooltip(Node *p_node, TreeItem *p_item) {
Callable update_tooltip = callable_mp(this, &SceneTreeEditor::_update_node_tooltip);
if (update_node_tooltip_delay->is_connected("timeout", update_tooltip)) {
update_node_tooltip_delay->disconnect("timeout", update_tooltip);
}
update_node_tooltip_delay->connect("timeout", update_tooltip.bind(p_node, p_item));
update_node_tooltip_delay->start();
}
void SceneTreeEditor::_update_node_tooltip(Node *p_node, TreeItem *p_item) {
// Display the node name in all tooltips so that long node names can be previewed
// without having to rename them.
String tooltip = p_node->get_name();
if (p_node == get_scene_node() && p_node->get_scene_inherited_state().is_valid()) {
if (p_item->get_button_by_id(0, BUTTON_SUBSCENE) == -1) {
p_item->add_button(0, get_editor_theme_icon(SNAME("InstanceOptions")), BUTTON_SUBSCENE, false, TTR("Open in Editor"));
}
tooltip += String("\n" + TTR("Inherits:") + " " + p_node->get_scene_inherited_state()->get_path());
} else if (p_node != get_scene_node() && !p_node->get_scene_file_path().is_empty() && can_open_instance) {
if (p_item->get_button_by_id(0, BUTTON_SUBSCENE) == -1) {
p_item->add_button(0, get_editor_theme_icon(SNAME("InstanceOptions")), BUTTON_SUBSCENE, false, TTR("Open in Editor"));
}
tooltip += String("\n" + TTR("Instance:") + " " + p_node->get_scene_file_path());
}
StringName custom_type = EditorNode::get_singleton()->get_object_custom_type_name(p_node);
tooltip += "\n" + TTR("Type:") + " " + (custom_type != StringName() ? String(custom_type) : p_node->get_class());
if (!p_node->get_editor_description().is_empty()) {
const PackedInt32Array boundaries = TS->string_get_word_breaks(p_node->get_editor_description(), "", 80);
tooltip += "\n";
for (int i = 0; i < boundaries.size(); i += 2) {
const int start = boundaries[i];
const int end = boundaries[i + 1];
tooltip += "\n" + p_node->get_editor_description().substr(start, end - start + 1).rstrip("\n");
}
}
p_item->set_tooltip_text(0, tooltip);
}
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void SceneTreeEditor::_node_visibility_changed(Node *p_node) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node, false);
if (!I) {
// We leave these signals connected when switching tabs.
// If the node is not in cache it was for a different tab.
return;
}
if (!p_node || (p_node != get_scene_node() && !p_node->get_owner())) {
return;
}
TreeItem *item = _find(tree->get_root(), p_node->get_path());
if (!item) {
return;
}
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int idx = item->get_button_by_id(0, BUTTON_VISIBILITY);
ERR_FAIL_COND(idx == -1);
bool node_visible = false;
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if (p_node->has_method("is_visible")) {
node_visible = p_node->call("is_visible");
if (p_node->is_class("CanvasItem") || p_node->is_class("CanvasLayer") || p_node->is_class("Window")) {
CanvasItemEditor::get_singleton()->get_viewport_control()->queue_redraw();
}
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}
if (node_visible) {
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item->set_button(0, idx, get_editor_theme_icon(SNAME("GuiVisibilityVisible")));
} else {
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item->set_button(0, idx, get_editor_theme_icon(SNAME("GuiVisibilityHidden")));
}
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_update_visibility_color(p_node, item);
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}
void SceneTreeEditor::_update_visibility_color(Node *p_node, TreeItem *p_item) {
if (p_node->has_method("is_visible_in_tree")) {
Color color(1, 1, 1, 1);
2017-07-03 00:27:27 +09:00
bool visible_on_screen = p_node->call("is_visible_in_tree");
if (!visible_on_screen) {
color.a = 0.6;
}
int idx = p_item->get_button_by_id(0, BUTTON_VISIBILITY);
p_item->set_button_color(0, idx, color);
}
}
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void SceneTreeEditor::_set_item_custom_color(TreeItem *p_item, Color p_color) {
p_item->set_custom_color(0, p_color);
p_item->set_meta(SNAME("custom_color"), p_color);
}
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void SceneTreeEditor::_node_script_changed(Node *p_node) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node, false);
if (!I) {
// We leave these signals connected when switching tabs.
// If the node is not in cache it was for a different tab.
return;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
node_cache.mark_dirty(p_node);
_update_if_clean();
}
void SceneTreeEditor::_move_node_children(HashMap<Node *, CachedNode>::Iterator &p_I) {
TreeItem *item = p_I->value.item;
Node *node = p_I->key;
int cc = node->get_child_count(false);
for (int i = 0; i < cc; i++) {
HashMap<Node *, CachedNode>::Iterator CI = node_cache.get(node->get_child(i, false));
if (CI) {
_move_node_item(item, CI);
}
}
p_I->value.has_moved_children = false;
}
void SceneTreeEditor::_move_node_item(TreeItem *p_parent, HashMap<Node *, CachedNode>::Iterator &p_I) {
if (!p_parent) {
return;
}
Node *node = p_I->key;
int current_node_index = node->get_index(false);
int current_item_index = -1;
TreeItem *item = p_I->value.item;
if (item->get_parent() != p_parent) {
TreeItem *p = item->get_parent();
if (p) {
item->get_parent()->remove_child(item);
}
p_parent->add_child(item);
p_I->value.removed = false;
current_item_index = p_parent->get_child_count() - 1;
p_I->value.index = current_item_index;
}
if (p_I->value.index != current_node_index) {
// If we just re-parented we know our index.
if (current_item_index == -1) {
current_item_index = item->get_index();
}
// Are we already in the right place?
if (current_node_index == current_item_index) {
p_I->value.index = current_node_index;
return;
}
// Are we the first node?
if (current_node_index == 0) {
// There has to be at least 1 other node, otherwise we would not have gotten here.
TreeItem *neighbor_item = p_parent->get_child(0);
item->move_before(neighbor_item);
} else {
TreeItem *neighbor_item = p_parent->get_child(CLAMP(current_node_index - 1, 0, p_parent->get_child_count() - 1));
item->move_after(neighbor_item);
}
p_I->value.index = current_node_index;
}
}
void SceneTreeEditor::_node_child_order_changed(Node *p_node) {
// Do not try to change children on nodes currently marked for removal.
HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node, false);
if (I) {
node_cache.mark_dirty(I->key);
I->value.has_moved_children = true;
}
_update_if_clean();
}
void SceneTreeEditor::_node_editor_state_changed(Node *p_node) {
node_cache.mark_dirty(p_node);
HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node, false);
if (I) {
if (p_node->is_inside_tree() && p_node->can_process() != I->value.can_process) {
// All our children also change process mode.
node_cache.mark_children_dirty(p_node, true);
}
}
_update_if_clean();
}
void SceneTreeEditor::_node_added(Node *p_node) {
if (!get_scene_node()) {
return;
}
if (p_node != get_scene_node() && !get_scene_node()->is_ancestor_of(p_node)) {
return;
}
node_cache.mark_dirty(p_node);
_update_if_clean();
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}
void SceneTreeEditor::_node_removed(Node *p_node) {
if (EditorNode::get_singleton()->is_exiting()) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
return; // Speed up exit.
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (EditorNode::get_singleton()->is_changing_scene()) {
return; // Switching tabs we will be destroying node cache anyway.
}
2014-02-09 22:10:30 -03:00
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (!get_scene_node()) {
return;
2014-02-09 22:10:30 -03:00
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (p_node != get_scene_node() && !get_scene_node()->is_ancestor_of(p_node)) {
return;
2014-02-09 22:10:30 -03:00
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
node_cache.remove(p_node);
_update_if_clean();
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}
void SceneTreeEditor::_node_renamed(Node *p_node) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (!get_scene_node()) {
return;
}
if (p_node != get_scene_node() && !get_scene_node()->is_ancestor_of(p_node)) {
return;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
node_cache.mark_dirty(p_node);
// Recursively update child node paths.
_update_node_path(p_node, true);
emit_signal(SNAME("node_renamed"));
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
_update_if_clean();
}
void SceneTreeEditor::_update_tree(bool p_scroll_to_selected) {
if (!is_inside_tree()) {
2014-02-09 22:10:30 -03:00
tree_dirty = false;
return;
}
Node *scene_node = get_scene_node();
if (node_cache.current_scene_node != scene_node) {
_reset();
marked.clear();
node_cache.current_scene_node = scene_node;
node_cache.force_update = true;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (!update_when_invisible && !is_visible_in_tree()) {
return;
}
if (tree->is_editing()) {
return;
}
2014-02-09 22:10:30 -03:00
updating_tree = true;
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
last_hash = hash_djb2_one_64(0);
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (node_cache.current_scene_node) {
// Handle pinning/unpinning the animation player only do this once per iteration.
Node *pinned_node = AnimationPlayerEditor::get_singleton()->get_editing_node();
// If pinned state changed, update the currently pinned node.
if (AnimationPlayerEditor::get_singleton()->is_pinned() != node_cache.current_has_pin) {
node_cache.current_has_pin = AnimationPlayerEditor::get_singleton()->is_pinned();
if (node_cache.has(pinned_node)) {
node_cache.mark_dirty(pinned_node);
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
}
// If the current pinned node changed update both the old and new node.
if (node_cache.current_pinned_node != pinned_node) {
// get_editing_node() will return deleted nodes. If the nodes are not in cache don't try to mark them.
if (node_cache.has(pinned_node)) {
node_cache.mark_dirty(pinned_node);
}
if (node_cache.has(node_cache.current_pinned_node)) {
node_cache.mark_dirty(node_cache.current_pinned_node);
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
node_cache.current_pinned_node = pinned_node;
}
_update_node_subtree(get_scene_node(), nullptr, node_cache.force_update);
2014-02-09 22:10:30 -03:00
_compute_hash(get_scene_node(), last_hash);
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
node_cache.delete_pending();
2014-02-09 22:10:30 -03:00
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
2014-02-09 22:10:30 -03:00
updating_tree = false;
tree_dirty = false;
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
node_cache.force_update = false;
2022-05-24 17:24:25 +02:00
if (!filter.strip_edges().is_empty() || !show_all_nodes) {
2022-05-24 17:24:25 +02:00
_update_filter(nullptr, p_scroll_to_selected);
}
}
bool SceneTreeEditor::_update_filter(TreeItem *p_parent, bool p_scroll_to_selected) {
if (!p_parent) {
p_parent = tree->get_root();
filter_term_warning.clear();
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}
2022-06-04 00:04:49 +02:00
if (!p_parent) {
// Tree is empty, nothing to do here.
return false;
}
// Now find other reasons to keep this Node, too.
PackedStringArray terms = filter.to_lower().split_spaces();
bool keep = _item_matches_all_terms(p_parent, terms);
bool selectable = keep;
bool is_root = p_parent == tree->get_root();
if (keep) {
Node *n = get_node(p_parent->get_metadata(0));
if (!p_parent->is_visible() || (is_root && tree->is_root_hidden())) {
// Place back moved out children from when this item has hidden.
HashMap<Node *, CachedNode>::Iterator I = node_cache.get(n, false);
if (I && I->value.has_moved_children) {
_update_node_subtree(I->value.node, nullptr, true);
}
}
if (!valid_types.is_empty()) {
selectable = false;
for (const StringName &E : valid_types) {
if (n->is_class(E) ||
EditorNode::get_singleton()->is_object_of_custom_type(n, E)) {
selectable = true;
break;
} else {
Ref<Script> node_script = n->get_script();
while (node_script.is_valid()) {
if (node_script->get_path() == E) {
selectable = true;
break;
}
node_script = node_script->get_base_script();
}
if (selectable) {
break;
}
}
}
}
}
bool keep_for_children = false;
for (TreeItem *child = p_parent->get_first_child(); child; child = child->get_next()) {
// Always keep if at least one of the children are kept.
keep_for_children = _update_filter(child, p_scroll_to_selected) || keep_for_children;
}
if (!is_root) {
if (show_all_nodes) {
p_parent->set_visible(keep_for_children || keep);
} else {
// Show only selectable nodes, or parents of selectable.
p_parent->set_visible(keep_for_children || selectable);
}
}
if (selectable) {
Color custom_color = p_parent->get_meta(SNAME("custom_color"), Color(0, 0, 0, 0));
if (custom_color == Color(0, 0, 0, 0)) {
p_parent->clear_custom_color(0);
} else {
p_parent->set_custom_color(0, custom_color);
}
p_parent->set_selectable(0, true);
} else if (keep_for_children) {
p_parent->set_visible(!hide_filtered_out_parents || is_root);
if (!p_parent->is_visible()) {
TreeItem *filtered_parent = p_parent->get_parent();
while (filtered_parent) {
if (filtered_parent == tree->get_root() || (filtered_parent->is_selectable(0) && filtered_parent->is_visible())) {
break;
}
filtered_parent = filtered_parent->get_parent();
}
if (filtered_parent) {
for (Variant &item : p_parent->get_children()) {
TreeItem *ti = Object::cast_to<TreeItem>(item);
bool is_selected = ti->is_selected(0);
p_parent->remove_child(ti);
filtered_parent->add_child(ti);
TreeItem *prev = p_parent->get_prev();
if (prev) {
ti->move_after(prev);
}
if (is_selected) {
ti->select(0);
}
HashMap<Node *, CachedNode>::Iterator I = node_cache.get(get_node(p_parent->get_metadata(0)), false);
if (I) {
I->value.has_moved_children = true;
}
}
return false;
}
} else {
p_parent->set_custom_color(0, get_theme_color(SNAME("font_disabled_color"), EditorStringName(Editor)));
p_parent->set_selectable(0, false);
p_parent->deselect(0);
}
}
if (is_root) {
tree->set_hide_root(hide_filtered_out_parents && !selectable);
if (tree->is_root_hidden()) {
p_parent->set_collapsed(false);
}
2022-05-24 17:24:25 +02:00
}
if (editor_selection) {
Node *n = get_node(p_parent->get_metadata(0));
if (selectable) {
2022-05-24 17:24:25 +02:00
if (p_scroll_to_selected && n && editor_selection->is_selected(n)) {
// Needs to be deferred to account for possible root visibility change.
callable_mp(tree, &Tree::scroll_to_item).call_deferred(p_parent, false);
2022-05-24 17:24:25 +02:00
}
} else if (n) {
editor_selection->remove_node(n);
p_parent->deselect(0);
2022-05-24 17:24:25 +02:00
}
}
return p_parent->is_visible();
}
bool SceneTreeEditor::_node_matches_class_term(const Node *p_item_node, const String &p_term) {
if (p_term.is_empty()) {
// Defend against https://github.com/godotengine/godot/issues/82473
return true;
}
Ref<Script> item_script = p_item_node->get_script();
while (item_script.is_valid()) {
String global_name = item_script->get_global_name();
if (global_name.to_lower().contains(p_term)) {
return true;
}
item_script = item_script->get_base_script();
}
String type = p_item_node->get_class();
// Every Node is a Node, duh!
while (type != "Node") {
if (type.to_lower().contains(p_term)) {
return true;
}
type = ClassDB::get_parent_class(type);
}
return false;
}
bool SceneTreeEditor::_item_matches_all_terms(TreeItem *p_item, const PackedStringArray &p_terms) {
if (p_terms.is_empty()) {
return true;
}
for (int i = 0; i < p_terms.size(); i++) {
const String &term = p_terms[i];
// Recognize special filter.
if (term.contains_char(':') && !term.get_slicec(':', 0).is_empty()) {
String parameter = term.get_slicec(':', 0);
String argument = term.get_slicec(':', 1);
if (parameter == "type" || parameter == "t") {
// Filter by Type.
Node *item_node = get_node(p_item->get_metadata(0));
if (!_node_matches_class_term(item_node, argument)) {
return false;
}
} else if (parameter == "group" || parameter == "g") {
// Filter by Group.
Node *node = get_node(p_item->get_metadata(0));
if (argument.is_empty()) {
// When argument is empty, match all Nodes belonging to any exposed group.
if (node->get_persistent_group_count() == 0) {
return false;
}
} else {
List<Node::GroupInfo> group_info_list;
node->get_groups(&group_info_list);
bool term_in_groups = false;
for (const Node::GroupInfo &group_info : group_info_list) {
if (!group_info.persistent) {
continue; // Ignore internal groups.
}
if (String(group_info.name).to_lower().contains(argument)) {
term_in_groups = true;
break;
}
}
if (!term_in_groups) {
return false;
}
}
} else if (filter_term_warning.is_empty()) {
filter_term_warning = vformat(TTR("\"%s\" is not a known filter."), parameter);
continue;
}
} else {
// Default.
if (!p_item->get_text(0).to_lower().contains(term)) {
return false;
}
}
}
return true;
2014-02-09 22:10:30 -03:00
}
void SceneTreeEditor::_compute_hash(Node *p_node, uint64_t &hash) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
// Nodes are added and removed by Node* pointers.
hash = hash_djb2_one_64((ptrdiff_t)p_node, hash);
// This hash is non-commutative: if the node order changes so will the hash.
2014-02-09 22:10:30 -03:00
for (int i = 0; i < p_node->get_child_count(); i++) {
_compute_hash(p_node->get_child(i), hash);
}
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
void SceneTreeEditor::_reset() {
// Stop any waiting change to tooltip.
update_node_tooltip_delay->stop();
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
tree->clear();
node_cache.clear();
}
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void SceneTreeEditor::_test_update_tree() {
pending_test_update = false;
if (!is_inside_tree()) {
2014-02-09 22:10:30 -03:00
return;
}
2014-02-09 22:10:30 -03:00
if (tree_dirty) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
return; // Don't even bother.
}
2014-02-09 22:10:30 -03:00
uint64_t hash = hash_djb2_one_64(0);
if (get_scene_node()) {
2014-02-09 22:10:30 -03:00
_compute_hash(get_scene_node(), hash);
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
// Test hash.
if (hash == last_hash) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
return; // Did not change.
}
2014-02-09 22:10:30 -03:00
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
_update_if_clean();
2014-02-09 22:10:30 -03:00
}
void SceneTreeEditor::_tree_process_mode_changed() {
2023-12-18 15:46:56 +01:00
callable_mp(this, &SceneTreeEditor::_update_tree).call_deferred(false);
tree_dirty = true;
}
2014-02-09 22:10:30 -03:00
void SceneTreeEditor::_tree_changed() {
if (EditorNode::get_singleton()->is_exiting()) {
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
return; // Speed up exit.
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (pending_test_update) {
2014-02-09 22:10:30 -03:00
return;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (tree_dirty) {
2014-02-09 22:10:30 -03:00
return;
}
2014-02-09 22:10:30 -03:00
2023-12-18 15:46:56 +01:00
callable_mp(this, &SceneTreeEditor::_test_update_tree).call_deferred();
2014-02-09 22:10:30 -03:00
pending_test_update = true;
}
void SceneTreeEditor::_selected_changed() {
TreeItem *s = tree->get_selected();
ERR_FAIL_NULL(s);
NodePath np = s->get_metadata(0);
Node *n = get_node(np);
if (n == selected) {
return;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
selected = n;
blocked++;
emit_signal(SNAME("node_selected"));
blocked--;
}
void SceneTreeEditor::_deselect_items() {
2021-03-13 00:58:25 +08:00
// Clear currently selected items in scene tree dock.
if (editor_selection) {
editor_selection->clear();
emit_signal(SNAME("node_changed"));
}
}
2014-02-09 22:10:30 -03:00
void SceneTreeEditor::_cell_multi_selected(Object *p_object, int p_cell, bool p_selected) {
TreeItem *item = Object::cast_to<TreeItem>(p_object);
ERR_FAIL_NULL(item);
2014-02-09 22:10:30 -03:00
if (!item->is_visible()) {
return;
}
2014-02-09 22:10:30 -03:00
NodePath np = item->get_metadata(0);
Node *n = get_node(np);
if (!n) {
2014-02-09 22:10:30 -03:00
return;
}
2014-02-09 22:10:30 -03:00
if (!editor_selection) {
2014-02-09 22:10:30 -03:00
return;
}
2014-02-09 22:10:30 -03:00
if (p_selected) {
editor_selection->add_node(n);
} else {
editor_selection->remove_node(n);
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
// Emitted "selected" in _selected_changed() when select single node, so select multiple node emit "changed".
if (editor_selection->get_selected_nodes().size() > 1) {
emit_signal(SNAME("node_changed"));
}
2014-02-09 22:10:30 -03:00
}
void SceneTreeEditor::_tree_scroll_to_item(ObjectID p_item_id) {
ERR_FAIL_NULL(tree);
TreeItem *item = ObjectDB::get_instance<TreeItem>(p_item_id);
if (item) {
tree->scroll_to_item(item, true);
}
}
2014-02-09 22:10:30 -03:00
void SceneTreeEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
get_tree()->connect("tree_changed", callable_mp(this, &SceneTreeEditor::_tree_changed));
get_tree()->connect("tree_process_mode_changed", callable_mp(this, &SceneTreeEditor::_tree_process_mode_changed));
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
get_tree()->connect("node_added", callable_mp(this, &SceneTreeEditor::_node_added));
get_tree()->connect("node_removed", callable_mp(this, &SceneTreeEditor::_node_removed));
get_tree()->connect("node_renamed", callable_mp(this, &SceneTreeEditor::_node_renamed));
get_tree()->connect(SceneStringName(node_configuration_warning_changed), callable_mp(this, &SceneTreeEditor::_warning_changed));
tree->connect("item_collapsed", callable_mp(this, &SceneTreeEditor::_cell_collapsed));
_update_tree();
} break;
case NOTIFICATION_EXIT_TREE: {
get_tree()->disconnect("tree_changed", callable_mp(this, &SceneTreeEditor::_tree_changed));
get_tree()->disconnect("tree_process_mode_changed", callable_mp(this, &SceneTreeEditor::_tree_process_mode_changed));
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
get_tree()->disconnect("node_added", callable_mp(this, &SceneTreeEditor::_node_added));
get_tree()->disconnect("node_removed", callable_mp(this, &SceneTreeEditor::_node_removed));
get_tree()->disconnect("node_renamed", callable_mp(this, &SceneTreeEditor::_node_renamed));
tree->disconnect("item_collapsed", callable_mp(this, &SceneTreeEditor::_cell_collapsed));
get_tree()->disconnect(SceneStringName(node_configuration_warning_changed), callable_mp(this, &SceneTreeEditor::_warning_changed));
} break;
case NOTIFICATION_THEME_CHANGED: {
2023-08-13 02:33:39 +02:00
tree->add_theme_constant_override("icon_max_width", get_theme_constant(SNAME("class_icon_size"), EditorStringName(Editor)));
2025-04-20 11:12:07 +08:00
[[fallthrough]];
}
case NOTIFICATION_TRANSLATION_CHANGED: {
// When we change theme or translation we need to re-do everything.
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
_reset();
_update_tree();
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
if (is_visible()) {
TreeItem *item = nullptr;
if (selected) {
// Scroll to selected node.
item = _find(tree->get_root(), selected->get_path());
} else if (marked.size() == 1) {
// Scroll to a single marked node.
Node *marked_node = *marked.begin();
if (marked_node) {
item = _find(tree->get_root(), marked_node->get_path());
}
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
bool has_item = item;
if (update_when_invisible) {
if (has_item) {
ObjectID item_id = item->get_instance_id();
callable_mp(this, &SceneTreeEditor::_tree_scroll_to_item).call_deferred(item_id);
}
} else {
callable_mp(this, &SceneTreeEditor::_update_tree).call_deferred(has_item);
}
}
} break;
2018-02-25 23:04:16 +07:00
}
2014-02-09 22:10:30 -03:00
}
TreeItem *SceneTreeEditor::_find(TreeItem *p_node, const NodePath &p_path) {
if (!p_node) {
2020-04-02 01:20:12 +02:00
return nullptr;
}
2016-03-09 00:00:52 +01:00
2014-02-09 22:10:30 -03:00
NodePath np = p_node->get_metadata(0);
if (np == p_path) {
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return p_node;
}
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TreeItem *children = p_node->get_first_child();
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while (children) {
TreeItem *n = _find(children, p_path);
if (n) {
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return n;
}
2014-02-09 22:10:30 -03:00
children = children->get_next();
}
2016-03-09 00:00:52 +01:00
2020-04-02 01:20:12 +02:00
return nullptr;
2014-02-09 22:10:30 -03:00
}
void SceneTreeEditor::set_selected(Node *p_node, bool p_emit_selected) {
ERR_FAIL_COND(blocked > 0);
if (pending_test_update) {
2014-02-09 22:10:30 -03:00
_test_update_tree();
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
if (tree_dirty) {
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_update_tree();
}
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if (selected == p_node) {
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return;
}
2016-03-09 00:00:52 +01:00
2020-04-02 01:20:12 +02:00
TreeItem *item = p_node ? _find(tree->get_root(), p_node->get_path()) : nullptr;
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if (item) {
selected = p_node;
if (auto_expand_selected) {
// Make visible when it's collapsed.
TreeItem *node = item->get_parent();
while (node && node != tree->get_root()) {
node->set_collapsed(false);
node = node->get_parent();
}
item->select(0);
item->set_as_cursor(0);
tree->ensure_cursor_is_visible();
} else {
// Ensure the node is selected and visible for the user if the node
// is not collapsed.
bool collapsed = false;
TreeItem *node = item;
while (node && node != tree->get_root()) {
if (node->is_collapsed()) {
collapsed = true;
break;
}
node = node->get_parent();
}
if (!collapsed) {
item->select(0);
item->set_as_cursor(0);
tree->ensure_cursor_is_visible();
}
}
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} else {
if (!p_node) {
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selected = nullptr;
}
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selected = p_node;
}
if (p_emit_selected) {
emit_signal(SNAME("node_selected"));
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}
}
void SceneTreeEditor::rename_node(Node *p_node, const String &p_name, TreeItem *p_item) {
TreeItem *item;
if (p_item) {
item = p_item; // During batch rename the paths may change, so using _find() is unreliable.
} else {
item = _find(tree->get_root(), p_node->get_path());
}
ERR_FAIL_NULL(item);
bool check_for_unique_name_token = !p_name.is_empty() && p_name[0] == '%';
String substr_name = p_name;
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if (check_for_unique_name_token) {
substr_name = p_name.substr(1);
// No need to do anything else with this if already unique.
if (p_node->is_unique_name_in_owner()) {
check_for_unique_name_token = false;
// Do not set scene root as unique.
} else if (get_tree()->get_edited_scene_root() == p_node) {
check_for_unique_name_token = false;
String text = TTR("Root nodes cannot be accessed as unique names in their own scene. Instantiate in another scene and set as unique name there.");
if (error->is_visible()) {
error->set_text(error->get_text() + "\n\n" + text);
} else {
error->set_text(text);
error->popup_centered();
}
}
}
String new_name = substr_name.validate_node_name();
// If p_name only has "%" at the beginning and no other invalid characters, do not error.
if (new_name != substr_name) {
String text = TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::get_invalid_node_name_characters();
if (error->is_visible()) {
if (!error->get_meta("invalid_character", false)) {
error->set_text(error->get_text() + "\n\n" + text);
error->set_meta("invalid_character", true);
}
} else {
error->set_text(text);
error->set_meta("invalid_character", true);
error->set_meta("same_unique_name", false);
error->popup_centered();
}
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
// 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 (new_name.is_empty() && p_node->get_owner() != nullptr && !p_node->get_scene_file_path().is_empty()) {
// If name is empty and node is root of an instance, revert to the original name.
const Ref<PackedScene> node_scene = ResourceLoader::load(p_node->get_scene_file_path());
if (node_scene.is_valid()) {
const Ref<SceneState> &state = node_scene->get_state();
if (state->get_node_count() > 0) {
new_name = state->get_node_name(0); // Root's name.
}
}
}
if (new_name.is_empty()) {
// If name is still empty, fallback to class name.
if (GLOBAL_GET("editor/naming/node_name_casing").operator int() != NAME_CASING_PASCAL_CASE) {
new_name = Node::adjust_name_casing(p_node->get_class());
} else {
new_name = p_node->get_class();
}
}
new_name = p_node->get_parent()->prevalidate_child_name(p_node, new_name);
if (new_name == p_node->get_name()) {
item->set_text(0, new_name);
// If setting name as unique, check for existing unique node below first.
if (!check_for_unique_name_token) {
return;
}
}
2023-01-10 16:18:38 +07:00
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
// We previously made sure name is not the same as current name
// so that it won't complain about already used unique name when not changing name.
if ((check_for_unique_name_token || p_node->is_unique_name_in_owner()) && get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name)) {
check_for_unique_name_token = false;
String text = vformat(TTR("A node with the unique name %s already exists in this scene."), new_name);
if (error->is_visible()) {
if (!error->get_meta("same_unique_name", false)) {
error->set_text(error->get_text() + "\n\n" + text);
error->set_meta("same_unique_name", true);
}
} else {
error->set_text(text);
error->set_meta("same_unique_name", true);
error->set_meta("invalid_character", false);
error->popup_centered();
}
item->set_text(0, p_node->get_name());
if (p_node->is_unique_name_in_owner()) {
return;
}
}
// If same name and check_for_unique_name_token is still true, now set as unique.
// This is separate from final action so "Rename Node" is not added to undo history.
if (new_name == p_node->get_name()) {
if (check_for_unique_name_token) {
if (!is_scene_tree_dock) {
p_node->set_unique_name_in_owner(true);
} else {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Enable Scene Unique Name(s)"));
undo_redo->add_undo_method(p_node, "set_unique_name_in_owner", false);
undo_redo->add_do_method(p_node, "set_unique_name_in_owner", true);
undo_redo->commit_action();
}
}
return;
}
if (!is_scene_tree_dock) {
p_node->set_name(new_name);
if (check_for_unique_name_token) {
p_node->set_unique_name_in_owner(true);
}
item->set_metadata(0, p_node->get_path());
emit_signal(SNAME("node_renamed"));
} else {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Rename Node"), UndoRedo::MERGE_DISABLE, p_node);
if (check_for_unique_name_token) {
undo_redo->add_undo_method(p_node, "set_unique_name_in_owner", false);
}
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());
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);
if (check_for_unique_name_token) {
undo_redo->add_do_method(p_node, "set_unique_name_in_owner", true);
}
undo_redo->commit_action();
}
}
void SceneTreeEditor::_edited() {
TreeItem *which = tree->get_next_selected(nullptr);
ERR_FAIL_NULL(which);
TreeItem *edited = tree->get_edited();
ERR_FAIL_NULL(edited);
if (is_scene_tree_dock && tree->get_next_selected(which)) {
List<Node *> nodes_to_rename;
for (TreeItem *item = which; item; item = tree->get_next_selected(item)) {
Node *n = get_node(item->get_metadata(0));
ERR_FAIL_NULL(n);
nodes_to_rename.push_back(n);
}
ERR_FAIL_COND(nodes_to_rename.is_empty());
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Rename Nodes"), UndoRedo::MERGE_DISABLE, nodes_to_rename.front()->get(), true);
TreeItem *item = which;
String new_name = edited->get_text(0);
for (Node *n : nodes_to_rename) {
rename_node(n, new_name, item);
item = tree->get_next_selected(item);
}
undo_redo->commit_action();
} else {
Node *n = get_node(which->get_metadata(0));
ERR_FAIL_NULL(n);
rename_node(n, which->get_text(0));
}
2014-02-09 22:10:30 -03:00
}
Node *SceneTreeEditor::get_selected() {
return selected;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
void SceneTreeEditor::_update_marking_list(const HashSet<Node *> &p_marked) {
for (Node *N : p_marked) {
HashMap<Node *, CachedNode>::Iterator I = node_cache.get(N);
if (I) {
node_cache.mark_dirty(N);
node_cache.mark_children_dirty(N, true);
}
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
}
void SceneTreeEditor::set_marked(const HashSet<Node *> &p_marked, bool p_selectable, bool p_children_selectable) {
_update_if_clean();
_update_marking_list(marked);
_update_marking_list(p_marked);
2014-02-09 22:10:30 -03:00
marked = p_marked;
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
2014-02-09 22:10:30 -03:00
marked_selectable = p_selectable;
marked_children_selectable = p_children_selectable;
_update_tree();
}
void SceneTreeEditor::set_marked(Node *p_marked, bool p_selectable, bool p_children_selectable) {
HashSet<Node *> s;
if (p_marked) {
2014-02-09 22:10:30 -03:00
s.insert(p_marked);
}
2014-02-09 22:10:30 -03:00
set_marked(s, p_selectable, p_children_selectable);
}
void SceneTreeEditor::set_filter(const String &p_filter) {
filter = p_filter;
2022-05-24 17:24:25 +02:00
_update_filter(nullptr, true);
}
String SceneTreeEditor::get_filter() const {
return filter;
}
String SceneTreeEditor::get_filter_term_warning() {
return filter_term_warning;
}
void SceneTreeEditor::set_show_all_nodes(bool p_show_all_nodes) {
show_all_nodes = p_show_all_nodes;
_update_filter(nullptr, true);
}
2022-08-29 12:10:32 +02:00
void SceneTreeEditor::set_as_scene_tree_dock() {
is_scene_tree_dock = true;
2022-03-25 18:06:46 +01:00
}
2014-02-09 22:10:30 -03:00
void SceneTreeEditor::set_display_foreign_nodes(bool p_display) {
display_foreign = p_display;
_update_tree();
}
void SceneTreeEditor::set_valid_types(const Vector<StringName> &p_valid) {
valid_types = p_valid;
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
node_cache.force_update = true;
callable_mp(this, &SceneTreeEditor::_update_tree).call_deferred(false);
tree_dirty = true;
}
2014-02-09 22:10:30 -03:00
void SceneTreeEditor::set_editor_selection(EditorSelection *p_selection) {
editor_selection = p_selection;
tree->set_select_mode(Tree::SELECT_MULTI);
tree->set_cursor_can_exit_tree(false);
editor_selection->connect("selection_changed", callable_mp(this, &SceneTreeEditor::_selection_changed));
2014-02-09 22:10:30 -03:00
}
void SceneTreeEditor::_update_selection(TreeItem *item) {
ERR_FAIL_NULL(item);
2014-02-09 22:10:30 -03:00
NodePath np = item->get_metadata(0);
if (!has_node(np)) {
return;
}
2014-02-09 22:10:30 -03:00
Node *n = get_node(np);
if (!n) {
2014-02-09 22:10:30 -03:00
return;
}
2014-02-09 22:10:30 -03:00
if (editor_selection->is_selected(n)) {
if (!item->is_selected(0)) {
item->select(0);
}
} else {
if (item->is_selected(0)) {
TreeItem *previous_cursor_item = tree->get_selected();
item->deselect(0);
Improve Scene Tree editor performance 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.
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if (previous_cursor_item) {
previous_cursor_item->set_as_cursor(0);
}
}
}
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TreeItem *c = item->get_first_child();
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while (c) {
_update_selection(c);
c = c->get_next();
}
}
void SceneTreeEditor::_selection_changed() {
if (!editor_selection) {
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return;
}
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TreeItem *root = tree->get_root();
if (!root) {
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return;
}
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_update_selection(root);
}
void SceneTreeEditor::_cell_collapsed(Object *p_obj) {
if (updating_tree) {
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return;
}
if (!can_rename) {
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return;
}
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TreeItem *ti = Object::cast_to<TreeItem>(p_obj);
if (!ti) {
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return;
}
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bool collapsed = ti->is_collapsed();
NodePath np = ti->get_metadata(0);
Node *n = get_node(np);
ERR_FAIL_NULL(n);
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n->set_display_folded(collapsed);
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}
Variant SceneTreeEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
if (!can_rename) {
Improve Scene Tree editor performance 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.
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return Variant(); // Not editable tree.
}
if (tree->get_button_id_at_position(p_point) != -1) {
Improve Scene Tree editor performance 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.
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return Variant(); // Dragging from button.
}
Vector<Node *> selected_nodes;
Vector<Ref<Texture2D>> icons;
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TreeItem *next = tree->get_next_selected(nullptr);
while (next) {
NodePath np = next->get_metadata(0);
Node *n = get_node(np);
if (n) {
selected_nodes.push_back(n);
icons.push_back(next->get_icon(0));
}
next = tree->get_next_selected(next);
}
if (selected_nodes.is_empty()) {
return Variant();
}
VBoxContainer *vb = memnew(VBoxContainer);
Array objs;
int list_max = 10;
float opacity_step = 1.0f / list_max;
float opacity_item = 1.0f;
for (int i = 0; i < selected_nodes.size(); i++) {
if (i < list_max) {
HBoxContainer *hb = memnew(HBoxContainer);
TextureRect *tf = memnew(TextureRect);
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int icon_size = get_theme_constant(SNAME("class_icon_size"), EditorStringName(Editor));
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tf->set_custom_minimum_size(Size2(icon_size, icon_size));
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_CENTERED);
tf->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
tf->set_texture(icons[i]);
hb->add_child(tf);
Label *label = memnew(Label(selected_nodes[i]->get_name()));
label->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
hb->add_child(label);
vb->add_child(hb);
hb->set_modulate(Color(1, 1, 1, opacity_item));
opacity_item -= opacity_step;
}
NodePath p = selected_nodes[i]->get_path();
objs.push_back(p);
}
set_drag_preview(vb);
Dictionary drag_data;
drag_data["type"] = "nodes";
drag_data["nodes"] = objs;
tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN | Tree::DROP_MODE_ON_ITEM);
emit_signal(SNAME("nodes_dragged"));
return drag_data;
}
bool SceneTreeEditor::_is_script_type(const StringName &p_type) const {
return (script_types->has(p_type));
}
bool SceneTreeEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
if (!can_rename) {
Improve Scene Tree editor performance 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.
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return false; // Not editable tree.
}
Dictionary d = p_data;
if (!d.has("type")) {
return false;
}
TreeItem *item = (p_point == Vector2(Math::INF, Math::INF)) ? tree->get_selected() : tree->get_item_at_position(p_point);
if (!item) {
return false;
}
int section = (p_point == Vector2(Math::INF, Math::INF)) ? tree->get_drop_section_at_position(tree->get_item_rect(item).position) : tree->get_drop_section_at_position(p_point);
if (section < -1 || (section == -1 && !item->get_parent())) {
return false;
}
if (String(d["type"]) == "files") {
Vector<String> files = d["files"];
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if (files.is_empty()) {
Improve Scene Tree editor performance 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.
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return false; // TODO Weird?
}
if (_is_script_type(EditorFileSystem::get_singleton()->get_file_type(files[0]))) {
tree->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
return true;
}
bool scene_drop = true;
bool audio_drop = true;
for (int i = 0; i < files.size(); i++) {
String ftype = EditorFileSystem::get_singleton()->get_file_type(files[i]);
if (ftype != "PackedScene") {
scene_drop = false;
}
if (audio_drop && !ClassDB::is_parent_class(ftype, "AudioStream")) {
audio_drop = false;
}
}
if (scene_drop) {
tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN | Tree::DROP_MODE_ON_ITEM);
return true;
}
if (audio_drop) {
if (files.size() > 1) {
tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN);
} else {
tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN | Tree::DROP_MODE_ON_ITEM);
}
return true;
}
if (files.size() > 1) {
return false;
}
tree->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
return true;
}
if (String(d["type"]) == "script_list_element") {
ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(d["script_list_element"]);
if (se) {
String sp = se->get_edited_resource()->get_path();
if (_is_script_type(EditorFileSystem::get_singleton()->get_file_type(sp))) {
tree->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
return true;
}
}
}
if (filter.is_empty() && String(d["type"]) == "nodes") {
Array nodes = d["nodes"];
for (int i = 0; i < nodes.size(); i++) {
Node *n = get_node(nodes[i]);
// Nodes from an instantiated scene can't be rearranged.
if (n && n->get_owner() && n->get_owner() != get_scene_node() && !n->get_owner()->get_scene_file_path().is_empty()) {
return false;
}
}
return true;
}
return false;
}
void SceneTreeEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (!can_drop_data_fw(p_point, p_data, p_from)) {
return;
}
TreeItem *item = (p_point == Vector2(Math::INF, Math::INF)) ? tree->get_selected() : tree->get_item_at_position(p_point);
if (!item) {
return;
}
int section = (p_point == Vector2(Math::INF, Math::INF)) ? tree->get_drop_section_at_position(tree->get_item_rect(item).position) : tree->get_drop_section_at_position(p_point);
if (section < -1) {
return;
}
NodePath np = item->get_metadata(0);
Node *n = get_node(np);
if (!n) {
return;
}
Dictionary d = p_data;
if (String(d["type"]) == "nodes") {
Array nodes = d["nodes"];
emit_signal(SNAME("nodes_rearranged"), nodes, np, section);
}
if (String(d["type"]) == "files") {
Vector<String> files = d["files"];
String ftype = EditorFileSystem::get_singleton()->get_file_type(files[0]);
if (_is_script_type(ftype)) {
emit_signal(SNAME("script_dropped"), files[0], np);
} else {
emit_signal(SNAME("files_dropped"), files, np, section);
}
}
if (String(d["type"]) == "script_list_element") {
ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(d["script_list_element"]);
if (se) {
String sp = se->get_edited_resource()->get_path();
if (_is_script_type(EditorFileSystem::get_singleton()->get_file_type(sp))) {
emit_signal(SNAME("script_dropped"), sp, np);
}
}
}
}
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void SceneTreeEditor::_empty_clicked(const Vector2 &p_pos, MouseButton p_button) {
if (p_button != MouseButton::RIGHT) {
return;
}
_rmb_select(p_pos);
}
void SceneTreeEditor::_rmb_select(const Vector2 &p_pos, MouseButton p_button) {
if (p_button != MouseButton::RIGHT) {
return;
}
emit_signal(SNAME("rmb_pressed"), tree->get_screen_position() + p_pos);
}
void SceneTreeEditor::update_warning() {
_warning_changed(nullptr);
}
void SceneTreeEditor::_warning_changed(Node *p_for_node) {
Improve Scene Tree editor performance 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.
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node_cache.mark_dirty(p_for_node);
// Should use a timer.
update_timer->start();
}
void SceneTreeEditor::set_auto_expand_selected(bool p_auto, bool p_update_settings) {
if (p_update_settings) {
EditorSettings::get_singleton()->set("docks/scene_tree/auto_expand_to_selected", p_auto);
}
auto_expand_selected = p_auto;
}
void SceneTreeEditor::set_hide_filtered_out_parents(bool p_hide, bool p_update_settings) {
if (p_hide == hide_filtered_out_parents) {
return;
}
if (p_update_settings) {
EditorSettings::get_singleton()->set("docks/scene_tree/hide_filtered_out_parents", p_hide);
}
hide_filtered_out_parents = p_hide;
if (hide_filtered_out_parents) {
_update_filter();
} else {
node_cache.force_update = true;
_update_tree();
}
}
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void SceneTreeEditor::set_accessibility_warnings(bool p_enable, bool p_update_settings) {
if (p_update_settings) {
EditorSettings::get_singleton()->set("docks/scene_tree/accessibility_warnings", p_enable);
}
accessibility_warnings = p_enable;
}
void SceneTreeEditor::set_connect_to_script_mode(bool p_enable) {
connect_to_script_mode = p_enable;
_update_tree();
}
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void SceneTreeEditor::set_connecting_signal(bool p_enable) {
connecting_signal = p_enable;
_update_tree();
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}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
void SceneTreeEditor::set_update_when_invisible(bool p_enable) {
update_when_invisible = p_enable;
_update_tree();
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
}
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void SceneTreeEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_tree"), &SceneTreeEditor::_update_tree, DEFVAL(false)); // Still used by UndoRedo.
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ClassDB::bind_method(D_METHOD("update_tree"), &SceneTreeEditor::update_tree);
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ADD_SIGNAL(MethodInfo("node_selected"));
ADD_SIGNAL(MethodInfo("node_renamed"));
ADD_SIGNAL(MethodInfo("node_prerename"));
ADD_SIGNAL(MethodInfo("node_changed"));
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ADD_SIGNAL(MethodInfo("nodes_dragged"));
ADD_SIGNAL(MethodInfo("nodes_rearranged", PropertyInfo(Variant::ARRAY, "paths"), PropertyInfo(Variant::NODE_PATH, "to_path"), PropertyInfo(Variant::INT, "type")));
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::PACKED_STRING_ARRAY, "files"), PropertyInfo(Variant::NODE_PATH, "to_path"), PropertyInfo(Variant::INT, "type")));
ADD_SIGNAL(MethodInfo("script_dropped", PropertyInfo(Variant::STRING, "file"), PropertyInfo(Variant::NODE_PATH, "to_path")));
ADD_SIGNAL(MethodInfo("rmb_pressed", PropertyInfo(Variant::VECTOR2, "position")));
2014-02-09 22:10:30 -03:00
ADD_SIGNAL(MethodInfo("open"));
ADD_SIGNAL(MethodInfo("open_script"));
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
SceneTreeEditor::SceneTreeEditor(bool p_label, bool p_can_rename, bool p_can_open_instance) :
node_cache(this) {
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selected = nullptr;
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can_rename = p_can_rename;
can_open_instance = p_can_open_instance;
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editor_selection = nullptr;
2016-03-09 00:00:52 +01:00
2014-02-09 22:10:30 -03:00
if (p_label) {
Label *label = memnew(Label);
label->set_theme_type_variation("HeaderSmall");
label->set_position(Point2(10, 0));
label->set_text(TTR("Scene Tree (Nodes):"));
2016-03-09 00:00:52 +01:00
2014-02-09 22:10:30 -03:00
add_child(label);
}
2016-03-09 00:00:52 +01:00
2014-02-09 22:10:30 -03:00
tree = memnew(Tree);
tree->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
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tree->set_anchor(SIDE_RIGHT, ANCHOR_END);
tree->set_anchor(SIDE_BOTTOM, ANCHOR_END);
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tree->set_begin(Point2(0, p_label ? 18 : 0));
tree->set_end(Point2(0, 0));
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tree->set_allow_reselect(true);
tree->add_theme_constant_override("button_margin", 0);
2016-03-09 00:00:52 +01:00
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add_child(tree);
2016-03-09 00:00:52 +01:00
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SET_DRAG_FORWARDING_GCD(tree, SceneTreeEditor);
if (p_can_rename) {
tree->set_allow_rmb_select(true);
tree->connect("item_mouse_selected", callable_mp(this, &SceneTreeEditor::_rmb_select));
tree->connect("empty_clicked", callable_mp(this, &SceneTreeEditor::_empty_clicked));
}
tree->connect("cell_selected", callable_mp(this, &SceneTreeEditor::_selected_changed));
tree->connect("item_edited", callable_mp(this, &SceneTreeEditor::_edited));
tree->connect("multi_selected", callable_mp(this, &SceneTreeEditor::_cell_multi_selected));
tree->connect("button_clicked", callable_mp(this, &SceneTreeEditor::_cell_button_pressed));
tree->connect("nothing_selected", callable_mp(this, &SceneTreeEditor::_deselect_items));
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error = memnew(AcceptDialog);
add_child(error);
warning = memnew(AcceptDialog);
add_child(warning);
warning->set_title(TTR("Node Configuration Warning!"));
warning->set_flag(Window::FLAG_POPUP, true);
last_hash = 0;
blocked = 0;
update_timer = memnew(Timer);
update_timer->connect("timeout", callable_mp(this, &SceneTreeEditor::_update_tree).bind(false));
update_timer->set_one_shot(true);
update_timer->set_wait_time(0.5);
add_child(update_timer);
update_node_tooltip_delay = memnew(Timer);
update_node_tooltip_delay->set_wait_time(0.5);
update_node_tooltip_delay->set_one_shot(true);
add_child(update_node_tooltip_delay);
revoke_dialog = memnew(ConfirmationDialog);
revoke_dialog->set_ok_button_text(TTR("Revoke"));
add_child(revoke_dialog);
revoke_dialog->connect(SceneStringName(confirmed), callable_mp(this, &SceneTreeEditor::_update_ask_before_revoking_unique_name));
VBoxContainer *vb = memnew(VBoxContainer);
revoke_dialog->add_child(vb);
revoke_dialog_label = memnew(Label);
revoke_dialog_label->set_focus_mode(Control::FOCUS_ACCESSIBILITY);
vb->add_child(revoke_dialog_label);
ask_before_revoke_checkbox = memnew(CheckBox(TTR("Don't Ask Again")));
ask_before_revoke_checkbox->set_tooltip_text(TTR("This dialog can also be enabled/disabled in the Editor Settings: Docks > Scene Tree > Ask Before Revoking Unique Name."));
vb->add_child(ask_before_revoke_checkbox);
script_types = memnew(LocalVector<StringName>);
ClassDB::get_inheriters_from_class("Script", *script_types);
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}
SceneTreeEditor::~SceneTreeEditor() {
memdelete(script_types);
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}
/******** DIALOG *********/
void SceneTreeDialog::popup_scenetree_dialog(Node *p_selected_node, Node *p_marked_node, bool p_marked_node_selectable, bool p_marked_node_children_selectable) {
get_scene_tree()->set_marked(p_marked_node, p_marked_node_selectable, p_marked_node_children_selectable);
get_scene_tree()->set_selected(p_selected_node);
popup_centered_clamped(Size2(350, 700) * EDSCALE);
}
void SceneTreeDialog::_show_all_nodes_changed(bool p_button_pressed) {
EditorSettings::get_singleton()->set_project_metadata("editor_metadata", "show_all_nodes_for_node_selection", p_button_pressed);
tree->set_show_all_nodes(p_button_pressed);
}
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void SceneTreeDialog::set_valid_types(const Vector<StringName> &p_valid) {
if (allowed_types_hbox) {
allowed_types_hbox->queue_free();
allowed_types_hbox = nullptr;
valid_type_icons.clear();
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}
tree->set_valid_types(p_valid);
if (p_valid.is_empty()) {
return;
}
allowed_types_hbox = memnew(HBoxContainer);
content->add_child(allowed_types_hbox);
content->move_child(allowed_types_hbox, 0);
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{
Label *label = memnew(Label);
allowed_types_hbox->add_child(label);
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label->set_text(TTR("Allowed:"));
}
HFlowContainer *hflow = memnew(HFlowContainer);
allowed_types_hbox->add_child(hflow);
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hflow->set_h_size_flags(Control::SIZE_EXPAND_FILL);
for (const StringName &type : p_valid) {
HBoxContainer *hb = memnew(HBoxContainer);
hflow->add_child(hb);
// Attempt to get the correct name and icon for script path types.
String name = type;
Ref<Texture2D> icon = EditorNode::get_singleton()->get_class_icon(type);
// If we can't find a global class icon, try to find one for the script.
if (icon.is_null() && ResourceLoader::exists(type, "Script")) {
Ref<Script> node_script = ResourceLoader::load(type);
if (node_script.is_valid()) {
name = name.get_file();
icon = EditorNode::get_singleton()->get_object_icon(node_script.ptr());
}
}
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TextureRect *trect = memnew(TextureRect);
hb->add_child(trect);
trect->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
trect->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_CENTERED);
trect->set_meta("icon", icon);
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valid_type_icons.push_back(trect);
Label *label = memnew(Label);
hb->add_child(label);
label->set_focus_mode(Control::FOCUS_ACCESSIBILITY);
label->set_text(name);
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label->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
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}
show_all_nodes->show();
if (is_inside_tree()) {
_update_valid_type_icons();
}
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}
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void SceneTreeDialog::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_VISIBILITY_CHANGED: {
if (is_visible()) {
tree->update_tree();
// Select the search bar by default.
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callable_mp((Control *)filter, &Control::grab_focus).call_deferred();
}
} break;
case NOTIFICATION_ENTER_TREE: {
connect(SceneStringName(confirmed), callable_mp(this, &SceneTreeDialog::_select));
} break;
case NOTIFICATION_THEME_CHANGED: {
_update_valid_type_icons();
} break;
case NOTIFICATION_EXIT_TREE: {
disconnect(SceneStringName(confirmed), callable_mp(this, &SceneTreeDialog::_select));
} break;
}
}
void SceneTreeDialog::_update_valid_type_icons() {
filter->set_right_icon(get_editor_theme_icon(SNAME("Search")));
for (TextureRect *trect : valid_type_icons) {
trect->set_custom_minimum_size(Vector2(get_theme_constant(SNAME("class_icon_size"), EditorStringName(Editor)), 0));
trect->set_texture(trect->get_meta("icon"));
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}
}
void SceneTreeDialog::_cancel() {
hide();
}
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void SceneTreeDialog::_select() {
if (tree->get_selected()) {
// The signal may cause another dialog to be displayed, so be sure to hide this one first.
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hide();
emit_signal(SNAME("selected"), tree->get_selected()->get_path());
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}
}
void SceneTreeDialog::_selected_changed() {
get_ok_button()->set_disabled(!tree->get_selected());
}
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void SceneTreeDialog::_filter_changed(const String &p_filter) {
tree->set_filter(p_filter);
}
void SceneTreeDialog::_on_filter_gui_input(const Ref<InputEvent> &p_event) {
// Redirect navigational key events to the tree.
Ref<InputEventKey> key = p_event;
if (key.is_valid()) {
if (key->is_action("ui_up", true) || key->is_action("ui_down", true) || key->is_action("ui_page_up") || key->is_action("ui_page_down")) {
tree->get_scene_tree()->gui_input(key);
filter->accept_event();
}
}
}
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void SceneTreeDialog::_bind_methods() {
ClassDB::bind_method("_cancel", &SceneTreeDialog::_cancel);
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ADD_SIGNAL(MethodInfo("selected", PropertyInfo(Variant::NODE_PATH, "path")));
}
SceneTreeDialog::SceneTreeDialog() {
set_title(TTR("Select a Node"));
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content = memnew(VBoxContainer);
add_child(content);
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HBoxContainer *filter_hbc = memnew(HBoxContainer);
content->add_child(filter_hbc);
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filter = memnew(LineEdit);
filter->set_h_size_flags(Control::SIZE_EXPAND_FILL);
filter->set_placeholder(TTR("Filter Nodes"));
filter->set_clear_button_enabled(true);
filter->add_theme_constant_override("minimum_character_width", 0);
filter->connect(SceneStringName(text_changed), callable_mp(this, &SceneTreeDialog::_filter_changed));
filter->connect(SceneStringName(gui_input), callable_mp(this, &SceneTreeDialog::_on_filter_gui_input));
register_text_enter(filter);
filter_hbc->add_child(filter);
// Add 'Show All' button to HBoxContainer next to the filter, visible only when valid_types is defined.
show_all_nodes = memnew(CheckButton);
show_all_nodes->set_text(TTR("Show All"));
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show_all_nodes->connect(SceneStringName(toggled), callable_mp(this, &SceneTreeDialog::_show_all_nodes_changed));
show_all_nodes->set_h_size_flags(Control::SIZE_SHRINK_BEGIN);
show_all_nodes->hide();
filter_hbc->add_child(show_all_nodes);
2014-02-09 22:10:30 -03:00
tree = memnew(SceneTreeEditor(false, false, true));
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
tree->set_update_when_invisible(false);
tree->set_v_size_flags(Control::SIZE_EXPAND_FILL);
tree->get_scene_tree()->connect("item_activated", callable_mp(this, &SceneTreeDialog::_select));
// Initialize button state, must be done after the tree has been created to update its 'show_all_nodes' flag.
// This is also done before adding the tree to the content to avoid triggering unnecessary tree filtering.
show_all_nodes->set_pressed(EditorSettings::get_singleton()->get_project_metadata("editor_metadata", "show_all_nodes_for_node_selection", false));
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content->add_child(tree);
// Disable the OK button when no node is selected.
get_ok_button()->set_disabled(!tree->get_selected());
tree->connect("node_selected", callable_mp(this, &SceneTreeDialog::_selected_changed));
2014-02-09 22:10:30 -03:00
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
/******** CACHE *********/
HashMap<Node *, SceneTreeEditor::CachedNode>::Iterator SceneTreeEditor::NodeCache::add(Node *p_node, TreeItem *p_item) {
if (!p_node) {
return HashMap<Node *, CachedNode>::Iterator();
}
return cache.insert(p_node, CachedNode(p_node, p_item));
}
HashMap<Node *, SceneTreeEditor::CachedNode>::Iterator SceneTreeEditor::NodeCache::get(Node *p_node, bool p_deleted_ok) {
if (!p_node) {
return HashMap<Node *, CachedNode>::Iterator();
}
HashMap<Node *, CachedNode>::Iterator I = cache.find(p_node);
if (I) {
if (I->value.delete_serial != UINT16_MAX) {
// Don't give us a node marked for deletion.
if (!p_deleted_ok) {
return HashMap<Node *, CachedNode>::Iterator();
}
to_delete.erase(&I->value);
I->value.delete_serial = UINT16_MAX;
// If we were resurrected from near-death we might have been renamed.
// Make sure that we are updated properly.
mark_dirty(p_node);
mark_children_dirty(p_node, true);
}
}
return I;
}
bool SceneTreeEditor::NodeCache::has(Node *p_node) {
return get(p_node, false).operator bool();
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
void SceneTreeEditor::NodeCache::remove(Node *p_node, bool p_recursive) {
if (!p_node) {
return;
}
if (p_node == editor->selected) {
editor->selected = nullptr;
}
if (p_node == current_pinned_node) {
current_pinned_node = nullptr;
current_has_pin = false;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
editor->marked.erase(p_node);
HashMap<Node *, CachedNode>::Iterator I = cache.find(p_node);
if (I) {
if (p_recursive) {
int cc = p_node->get_child_count(false);
for (int i = 0; i < cc; i++) {
remove(p_node->get_child(i, false), p_recursive);
}
}
if (current_scene_node != p_node) {
// Do not remove from the Tree control here. See delete_pending below.
I->value.item->deselect(0);
I->value.delete_serial = delete_serial;
I->value.index = -1;
I->value.cache_iterator = I;
to_delete.insert(&I->value);
} else {
// If it is the root node, we leave the TreeItem and reuse it later.
cache.remove(I);
}
}
}
void SceneTreeEditor::NodeCache::mark_dirty(Node *p_node, bool p_parents) {
Node *node = p_node;
while (node) {
HashMap<Node *, CachedNode>::Iterator I = cache.find(node);
if (I) {
I->value.dirty = true;
}
if (!p_parents) {
break;
}
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
node = node->get_parent();
}
}
void SceneTreeEditor::NodeCache::mark_children_dirty(Node *p_node, bool p_recursive) {
if (!p_node) {
return;
}
int cc = p_node->get_child_count(false);
for (int i = 0; i < cc; i++) {
Node *c = p_node->get_child(i, false);
HashMap<Node *, CachedNode>::Iterator IC = cache.find(c);
if (IC) {
IC->value.dirty = true;
if (p_recursive) {
mark_children_dirty(c, p_recursive);
}
}
}
}
void SceneTreeEditor::NodeCache::delete_pending() {
HashSet<CachedNode *>::Iterator I = to_delete.begin();
while (I) {
// We want to keep TreeItems around just long enough for a Node removal,
// and immediate reinsertion. This is what happens with moves and
// type changes.
if (Math::abs((*I)->delete_serial - delete_serial) >= 2) {
memdelete((*I)->item);
cache.remove((*I)->cache_iterator);
to_delete.remove(I);
} else if (!(*I)->removed) {
// We don't remove from the tree until now because if the node got
// deleted from a @tool script the SceneTreeEditor might have had it
// marked or selected before the node was removed. If we immediately
// remove from the Tree control then we end up trying to scroll to an
// Item without a parent.
//
// We might already be removed (and thus not have a parent) by rapid
// undo/redo.
if (!(*I)->removed) {
TreeItem *parent = (*I)->item->get_parent();
parent->remove_child((*I)->item);
}
(*I)->removed = true;
}
++I;
}
++delete_serial;
}
void SceneTreeEditor::NodeCache::clear() {
for (CachedNode *E : to_delete) {
// Only removed entries won't be automatically cleaned up by Tree::clear().
if (E->removed) {
memdelete(E->item);
}
}
cache.clear();
to_delete.clear();
current_pinned_node = nullptr;
current_has_pin = false;
Improve Scene Tree editor performance 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.
2024-11-26 00:04:25 +01:00
}