Commit graph

96 commits

Author SHA1 Message Date
SaracenOne
4d898f9bb4 Add read-only mode to inspector array and dictionary viewer. 2022-09-06 18:02:03 +01:00
Micky
e31bb5ffeb Rename CanvasItem.update() to queue_redraw()
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.

Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.

Just a few comments have also been changed to say "redraw".

In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
2022-08-29 14:59:47 +02:00
Rémi Verschelde
fd6453c45e Revert "Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED"
This reverts commit 4b817a565c.

Fixes #64988.
Fixes #64997.

This caused several regressions (#64988, #64997,
https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605)
which point at a flaw in the current logic:

- `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with
  `NOTIFCATION_THEME_CHANGED` as introduced in #62845.
- Some classes use their `THEME_CHANGED` to cache theme items in
  member variables (e.g. `style_normal`, etc.), and use those member
  variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE`
  notification is now deferred, they end up accessing invalid state and this
  can lead to not applying theme properly (e.g. for EditorHelp) or crashing
  (e.g. for EditorLog or CodeEdit).

So we need to go back to the drawing board and see if `THEME_CHANGED` can be
called earlier so that the previous logic still works?

Or can we refactor all engine code to make sure that:
- `ENTER_TREE` and similar do not depend on theme properties cached in member
  variables.
- Or `THEME_CHANGE` does trigger a general UI update to make sure that any
  bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE`
  does arrive for the first time. But that means having a temporary invalid
  (and possibly still crashing) state, and doing some computations twice
  which might be heavy (e.g. `EditorHelp::_update_doc()`).
2022-08-29 11:11:29 +02:00
Rémi Verschelde
f7f8af232c
Merge pull request #64885 from Mickeon/rename-tooltip-hint
Rename `hint_tooltip` to `tooltip_text` & setter getter
2022-08-28 17:43:01 +02:00
Aaron Record
4b817a565c Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED 2022-08-27 11:52:29 -06:00
Micky
ef5b9a06a9 Rename hint_tooltip to tooltip_text & setget
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`

Updates documentation, too.
2022-08-27 01:35:01 +02:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
FireForge
0df23111b3 Show Resource type name in Array editor
Follow-up to #60409

Example: @export var gradient_array: Array[Gradient]
Before: Array[Object]
After: Array[Gradient]
2022-07-13 12:07:01 -05:00
FireForge
4e469886e8 Allow folding in sub-inspectors in Array and Dictionary editors 2022-06-14 23:25:40 -05:00
FireForge
d605d13324 Add margins to Array and Dictionary editors 2022-06-11 10:44:15 -05:00
Rémi Verschelde
c8ce7e34e2 i18n: Misc fixes translation strings
Adds some translator comments to solve some questions raised on Weblate.
2022-06-08 12:57:54 +02:00
kobewi
e7b0e7e35a Improve style of inspector buttons 2022-05-25 22:54:47 +02:00
kleonc
33b2970492 EditorPropertyArray Fix crash when drag-reordering elements in the inspector 2022-05-22 19:00:04 +02:00
kobewi
e7da3ce96e Disallow Callable, Signal and RID in export arrays 2022-05-05 19:22:48 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
FireForge
f563337251 Show typed Array type in Array editor
- Use vformat() and TTR() for Array editor button text
2022-04-20 22:59:51 -05:00
Rémi Verschelde
e43fa2d35d Properly clean button_add_item ref in Array/Dict property editors
Fixes #59152.
2022-03-15 08:52:02 +01:00
Aaron Franke
918b09cabc
Initialize bools in the headers in editor 2022-03-12 13:34:06 -06:00
Rémi Verschelde
952b71a425
Merge pull request #58751 from bruvzg/loc_str_props 2022-03-11 10:45:02 +01:00
kobewi
7d44bb8f06 Remove set_as_minsize() 2022-03-06 00:57:42 +01:00
bruvzg
12cb6386f6
Improve app name and system permission message localization.
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
2022-03-04 18:11:31 +02:00
jmb462
dcd2a92af3 Port existing _notification code to use switch statements (part 1/3) 2022-02-16 11:38:24 +01:00
Rémi Verschelde
11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
FireForge
62073d157f Unify array, dictionary, and inspector array editors 2022-02-09 00:15:47 -06:00
jfons
dd970482c5 Improvements and fixes to occluders
Improvements:
* Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders.
* Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default.
* Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window.

Fixes:
* Fixed saving of occluder files after bake.
* Fixed a small error where occluders didn't correctly update in the rendering server.

Bonus content:
* Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders.
* Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename.
2022-02-07 13:04:51 +01:00
fire540
d5d05386a6 Add type icons to Project Settings, Array, and Dictionary editors 2022-02-03 13:02:18 -06:00
trollodel
aa1102fc53 Store panels and docks singletons in their own classes 2022-01-20 20:13:26 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
Anutrix
be687a7e1d Made float, Vector2, Vector3 and similar property editors to use the default_float_step 2021-10-29 17:54:28 +05:30
EricEzaM
e519ef31f2 Fixed drag and drop not respecting type on exported arrays. 2021-10-01 18:16:38 +10:00
Anilforextra
c63d51408f Use Rect2's get_end(). 2021-09-22 14:09:45 +05:45
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Lightning_A
ec67266af3 Add the ability to reorder arrays from the inspector 2021-07-11 16:09:39 -06:00
Aaron Franke
2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
Eric M
cfbdaa2eb7 Fix RichTextLabel custom_effects export to be properly filtered in the Editor 2021-06-25 22:58:46 +10:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
kobewi
7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +02:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke
6f472d154b
Rename EditorPropertyTransform to EditorPropertyTransform3D 2021-06-03 21:58:26 -04:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Yuri Sizov
e9206a55ea Use EditorResourcePicker in the Inspector 2021-05-19 21:39:15 +03:00
Hugo Locurcio
60b70c77e0
Improve the editor theme
The editor theme now makes use of rounded corners and less borders
to follow modern visual trends.

The default theme's colors were also tweaked to make the blue hue
more subtle (similar to the Arc theme, which was removed as a
consequence). The Alien theme was replaced by a Breeze Dark theme,
which should blend in well with the KDE theme.
2021-04-27 22:38:26 +02:00
Hugo Locurcio
d97d65b184
Increase the page size for array/dictionary editors to 20
With smaller arrays/dictionaries, this makes it possible to view all of
an array/dictionary's items on a single page.

Larger values could be used, but make switching between node selections
quite slow, especially on low-end CPUs. They could also be problematic
with complex resource inspectors for arrays/dictionaries that contain
Resources.

This closes https://github.com/godotengine/godot-proposals/issues/2058.
2021-02-12 17:03:00 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00