Bug markers can now be properly shown and hidden between multiple tabs.

This commit is contained in:
Jamie Greunbaum 2024-05-26 16:18:27 -04:00
parent ded09a8fa8
commit 53c22e1048

View File

@ -9,9 +9,11 @@ enum BugbotMenuItems {
var __bugbot_menu_button : BugbotMenuButton
var __bugbot_marker_containers : Dictionary
var __editor_server_api : BugbotServerAPI
var __current_edited_scene_path : String
func _enter_tree() -> void:
scene_changed.connect(func(scene:Node):print("Scene has changed from " + scene.scene_file_path + " to ", EditorInterface.get_edited_scene_root().scene_file_path))
scene_changed.connect(__on_editor_tab_switched)
__initialise_project_settings()
@ -97,7 +99,7 @@ func __initialise_project_settings() -> void:
__add_project_setting("bugbot/markers/display/unload_markers_batch", TYPE_INT, 25)
#endregion
func __on_bugbot_menu_item_pressed(id:int):
func __on_bugbot_menu_item_pressed(id:int) -> void:
match id:
BugbotMenuItems.SHOW_BUG_MARKERS:
__show_editor_bug_markers()
@ -107,11 +109,11 @@ func __on_bugbot_menu_item_pressed(id:int):
__bugbot_marker_containers[scene].queue_free()
__bugbot_marker_containers.erase(scene)
func __show_editor_bug_markers():
func __show_editor_bug_markers() -> void:
var scene_root : Node = EditorInterface.get_edited_scene_root()
var scene : String = scene_root.scene_file_path
var tree_root : Node = scene_root.get_tree().get_root()
if __bugbot_marker_containers.has(scene) and __bugbot_marker_containers[scene]:
if __marker_root_exists(scene):
__bugbot_marker_containers[scene].queue_free()
var marker_container : Node3D = Node3D.new()
marker_container.name = "BugMarkerContainer"
@ -124,8 +126,19 @@ func __show_bug_markers_response(bug_list:Array) -> void:
var marker_container : Node3D = __bugbot_marker_containers[scene_root.scene_file_path]
Bugbot.load_bug_markers(marker_container, bug_list)
func __marker_root_exists(scene_path:String) -> bool:
return __bugbot_marker_containers.has(scene_path) and is_instance_valid(__bugbot_marker_containers[scene_path])
func __add_project_setting(_setting:String, _type:int, _default_value:Variant, _hint:int = PropertyHint.PROPERTY_HINT_NONE, _hint_string:String = ""):
func __on_editor_tab_switched(new_scene:Node) -> void:
if __marker_root_exists(__current_edited_scene_path):
(__bugbot_marker_containers[__current_edited_scene_path] as Node).visible = false
if __marker_root_exists(new_scene.scene_file_path):
(__bugbot_marker_containers[new_scene.scene_file_path] as Node).visible = true
__current_edited_scene_path = new_scene.scene_file_path
func __add_project_setting(_setting:String, _type:int, _default_value:Variant, _hint:int = PropertyHint.PROPERTY_HINT_NONE, _hint_string:String = "") -> void:
var setting_info: Dictionary = {
"name": _setting,
"type": _type,