Commit graph

88 commits

Author SHA1 Message Date
kobewi
b58111588a Add EditorUndoRedoManager singleton 2023-01-16 01:11:52 +01:00
Juan Linietsky
2b815df3c1 Use BitField<> in core type masks
* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
2023-01-08 22:17:40 +01:00
Yuri Sizov
82c00c21e6 Simplify some editor plugin logic and remove dead code 2023-01-05 21:04:54 +03:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Silc Renew
b0eb3b6ebd Add null checks to AnimationTreeEditors and _clear_editors() 2022-12-13 03:06:51 +09:00
trollodel
c90d0bd84f Use forward-declarations in big editor classes 2022-11-29 09:59:43 +01:00
kobewi
8a3d2f4e0c Cleanup remaining EditorUndoRedoManager usages 2022-11-24 18:56:22 +01:00
Silc Renew
d595b27467 Fix AnimationTree crash & rename get_tree() to get_animation_tree() 2022-11-21 00:28:10 +09:00
trollodel
ba9e619b51 Use forward-declarations in EditorPlugin where possible 2022-11-11 20:25:51 +01:00
Rémi Verschelde
6a9317c9fc
Merge pull request #42659 from kingoftheconnors/anim-tree-load-fail-alert
Add alert in anim trees if resource load fails
2022-10-31 13:18:10 +01:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Yuri Sizov
43f03e2ce6 Improve naming of theme properties throughout GUI code
Rename ItemList's bg -> panel
Rename ItemList's bg_focus -> focus
Rename ProgressBar's bg -> background
Rename ProgressBar's fg -> fill
Rename Tree's bg -> panel
Rename Tree's bg_focus -> focus
Rename ScrollContainer's bg -> panel
Rename FileDialog's *_icon_modulate -> *_icon_color
Rename FileDialog's files_disabled -> file_disabled_color
Rename CheckButton's on/off -> checked/unchecked
Rename check_v_adjust -> check_v_offset
2022-09-06 22:53:17 +03:00
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
Rémi Verschelde
d3db8bbebd
Merge pull request #62846 from AaronRecord/remove_redundant_theme_updates_in_enter_tree
Remove `NOTIFICATION_ENTER_TREE` when paired with `NOTIFICATION_THEME_CHANGED`
2022-08-27 21:56:14 +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
SaracenOne
75f1357ced Add read-only mode to AnimationTreeEditor plugins 2022-08-25 16:29:36 +01:00
kobewi
ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
kingoftheconnors
5042e077c2 Change import animation error to "animation nodes" 2022-08-07 17:32:59 -04:00
Yuri Sizov
9f55bd971e Extract EditorResourceConversionPlugin into its own source files and clean up editor includes 2022-07-31 21:14:15 +03:00
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
Silc Renew
9be288edf9 refactor sync in AnimationTree 2022-07-16 21:45:32 +09:00
Hugo Locurcio
feac27476c
Use antialiasing for line drawing in the AnimationTree editor
- Use EDSCALE where relevant to improve scaling on hiDPI displays.
2022-07-02 18:26:41 +02:00
Guilherme Felipe de C. G. da Silva
e363fdeed9 Removes start/end states from menus 2022-06-04 15:13:07 -03:00
Haoyu Qiu
25d93200c8 Add missing i18n to various strings 2022-03-07 21:50:49 +08:00
megalobyte
8824b6c5e9 Update if == NOTIFICATION_* to switch statements to match coding style 2022-02-16 08:44:37 -05:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Rémi Verschelde
fc076ece3d
Revert "Add missing SNAME macro optimization to all theme methods call"
This reverts commit a988fad9a0.

As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
2022-02-08 10:17:25 +01:00
jmb462
a988fad9a0 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +01:00
Anilforextra
fc27636999 Vectors: Use clear() and has().
Use clear() instead of resize(0).

Use has() instead of "find(p_val) != -1".
2022-02-02 00:11:09 +05:45
Anilforextra
6c3a0460a8 Use List Initializations for Vectors. 2022-01-12 10:15:12 +05:45
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
Nathan Franke
41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
jmb462
81efebb3a1
Fix bad popups offset in editor with single window off
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2021-12-06 14:29:48 +01:00
Aaron Franke
3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
Anilforextra
fc9767abb1 Use functions defined in the their classes. 2021-09-29 09:36:34 +05:45
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
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
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Marcel Admiraal
86822b187e Rename LineEdit caret_* properties getters and setters to match property 2021-04-17 12:41:23 +01:00
Aaron Franke
10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
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
b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
kingoftheconnors
36b69e515c Add alert in anim trees if resource load fails
Add_menu_type implements a resource loading, but only when
the resource is initially valid. No alert message is shown
if the resource isn't valid, leaving the user without feedback.

This commit adds an else clause to the is_valid command to give
feedback to the user when loading an animationPlaybackNode into
an animation tree fails.
2020-10-08 20:35:00 -04:00