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Make translatable some undo/redo operations in the editor
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parent
a01dca79e2
commit
3ef8238c1c
17 changed files with 90 additions and 90 deletions
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@ -393,7 +393,7 @@ void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
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if (node->get_output_port_for_preview() == p_port) {
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p_port = -1; //toggle it
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}
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undo_redo->create_action("Set Uniform Name");
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undo_redo->create_action(TTR("Set Uniform Name"));
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undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
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undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", node->get_output_port_for_preview());
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undo_redo->add_do_method(this, "_update_graph");
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@ -411,7 +411,7 @@ void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_e
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String validated_name = visual_shader->validate_uniform_name(p_text, node);
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updating = true;
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undo_redo->create_action("Set Uniform Name");
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undo_redo->create_action(TTR("Set Uniform Name"));
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undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
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undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
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undo_redo->add_do_method(this, "_update_graph");
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@ -436,7 +436,7 @@ void VisualShaderEditor::_port_edited() {
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Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
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ERR_FAIL_COND(!vsn.is_valid());
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undo_redo->create_action("Set Input Default Port");
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undo_redo->create_action(TTR("Set Input Default Port"));
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undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
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undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
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undo_redo->add_do_method(this, "_update_graph");
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@ -487,7 +487,7 @@ void VisualShaderEditor::_add_node(int p_idx) {
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int id_to_use = visual_shader->get_valid_node_id(type);
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undo_redo->create_action("Add Node to Visual Shader");
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undo_redo->create_action(TTR("Add Node to Visual Shader"));
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undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
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undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
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undo_redo->add_do_method(this, "_update_graph");
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@ -500,7 +500,7 @@ void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_t
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VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
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updating = true;
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undo_redo->create_action("Node Moved");
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undo_redo->create_action(TTR("Node Moved"));
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undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
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undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
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undo_redo->add_do_method(this, "_update_graph");
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@ -521,7 +521,7 @@ void VisualShaderEditor::_connection_request(const String &p_from, int p_from_in
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return;
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}
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undo_redo->create_action("Nodes Connected");
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undo_redo->create_action(TTR("Nodes Connected"));
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List<VisualShader::Connection> conns;
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visual_shader->get_node_connections(type, &conns);
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@ -550,7 +550,7 @@ void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from
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int to = p_to.to_int();
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//updating = true; seems graph edit can handle this, no need to protect
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undo_redo->create_action("Nodes Disconnected");
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undo_redo->create_action(TTR("Nodes Disconnected"));
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undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
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undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
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undo_redo->add_do_method(this, "_update_graph");
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@ -566,7 +566,7 @@ void VisualShaderEditor::_delete_request(int which) {
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VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
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undo_redo->create_action("Delete Node");
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undo_redo->create_action(TTR("Delete Node"));
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undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, which);
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undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, visual_shader->get_node(type, which), visual_shader->get_node_position(type, which), which);
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@ -671,7 +671,7 @@ void VisualShaderEditor::_duplicate_nodes() {
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if (nodes.empty())
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return;
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undo_redo->create_action("Duplicate Nodes");
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undo_redo->create_action(TTR("Duplicate Nodes"));
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int base_id = visual_shader->get_valid_node_id(type);
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int id_from = base_id;
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@ -732,7 +732,7 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, St
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bool type_changed = input->get_input_type_by_name(name) != input->get_input_type_by_name(prev_name);
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
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undo_redo->create_action("Visual Shader Input Type Changed");
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undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
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undo_redo->add_do_method(input.ptr(), "set_input_name", name);
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undo_redo->add_undo_method(input.ptr(), "set_input_name", prev_name);
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@ -972,7 +972,7 @@ public:
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
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updating = true;
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undo_redo->create_action("Edit Visual Property: " + prop, UndoRedo::MERGE_ENDS);
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undo_redo->create_action(TTR("Edit Visual Property") + ": " + prop, UndoRedo::MERGE_ENDS);
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undo_redo->add_do_property(node.ptr(), prop, p_value);
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undo_redo->add_undo_property(node.ptr(), prop, node->get(prop));
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undo_redo->commit_action();
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@ -1093,7 +1093,7 @@ void EditorPropertyShaderMode::_option_selected(int p_which) {
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return;
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
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undo_redo->create_action("Visual Shader Mode Changed");
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undo_redo->create_action(TTR("Visual Shader Mode Changed"));
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//do is easy
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undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
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undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
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