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Show valid types in SceneTreeDialog #79593

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merged 1 commit into from Aug 4, 2023

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KoBeWi
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@KoBeWi KoBeWi commented Jul 17, 2023

When picking node for Node/NodePath property, allowed type is now displayed at the top:
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Multiple types:
image

Closes #62483

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@Calinou Calinou left a comment

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Tested locally (rebased on top of master e8aa8c1), it works as expected.

image

Code looks good to me at a glance.

@YuriSizov YuriSizov modified the milestones: 4.x, 4.2 Jul 25, 2023
@YuriSizov YuriSizov self-requested a review July 27, 2023 12:37
Comment on lines 1512 to 1532
TextureRect *trect = memnew(TextureRect);
hflow->add_child(trect);
trect->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
trect->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_CENTERED);
trect->set_meta("type", type);
valid_type_icons.push_back(trect);

Label *label = memnew(Label);
hflow->add_child(label);
label->set_text(type);
label->set_auto_translate(false);
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@YuriSizov YuriSizov Aug 3, 2023

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We should group them in hbox, otherwise the label and the icon can end up on separate lines.

image

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@YuriSizov YuriSizov left a comment

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One thing needs addressing, otherwise should be good.

I'm a bit concerned about the usability if you have many different types listed, but I guess we can assume this to be a rare/edge case.

@YuriSizov
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You have shadowing issues 🙃

@akien-mga akien-mga merged commit 516cb63 into godotengine:master Aug 4, 2023
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@KoBeWi KoBeWi deleted the duck_typing_dialog branch August 4, 2023 15:01
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Thanks!

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Can't tell expected node type without looking into the script
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