Fix incorrect behavior at expanding an output port in visual shader node

This commit is contained in:
Yuri Rubinsky 2024-04-17 13:36:40 +03:00
parent 4b7776e31b
commit ac77219d2b

View file

@ -953,8 +953,8 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool
bool port_left_used = false;
String name_left;
if (valid_left) {
name_left = vsnode->get_input_port_name(i);
port_left = vsnode->get_input_port_type(i);
name_left = vsnode->get_input_port_name(j);
port_left = vsnode->get_input_port_type(j);
for (const VisualShader::Connection &E : connections) {
if (E.to_node == p_id && E.to_port == j) {
port_left_used = true;
@ -989,15 +989,15 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool
Variant default_value;
if (valid_left && !port_left_used) {
default_value = vsnode->get_input_port_default_value(i);
default_value = vsnode->get_input_port_default_value(j);
}
Button *button = memnew(Button);
hb->add_child(button);
register_default_input_button(p_id, i, button);
button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(button, p_id, i));
register_default_input_button(p_id, j, button);
button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(button, p_id, j));
if (default_value.get_type() != Variant::NIL) { // only a label
set_input_port_default_value(p_type, p_id, i, default_value);
set_input_port_default_value(p_type, p_id, j, default_value);
} else {
button->hide();
}