Commit graph

229 commits

Author SHA1 Message Date
Rémi Verschelde
88b347dc27
Merge pull request #51920 from jmb462/missing-sname-macro-optimization-in-some-functions 2021-09-23 13:14:20 +02:00
kobewi
645dc40cba Fix error when moving graph node 2021-09-14 16:09:33 +02:00
kobewi
a913ae8d56 Add support for internal nodes 2021-08-28 02:07:23 +02:00
reduz
5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
Jummit
856d0b52e5 Fix GraphEdit connection colors 2021-08-22 21:09:16 +02:00
Jummit
7c1181116f Make GraphEdit connections consistent on zoom 2021-08-22 11:08:37 +02:00
K. S. Ernest (iFire) Lee
51800eebc6
Merge pull request #51965 from theoway/fix_node_arranger_origin_bug
Fixes position offset of node groups set by arrange_nodes() in GraphEdit
2021-08-22 01:52:30 -07:00
Umang Kalra
aee3de7b79 Fixes position offset of node groups set by arrange_nodes() in GraphEdit 2021-08-22 03:57:58 +05:30
Jummit
e9ef6f9815 Refactor GraphEdit connections
Remove duplicate bezier code and use Curve instead.
Add an overridable method for retrieving the points of a connection line, which
makes it posible to create custom connections lines.
2021-08-21 22:15:26 +02:00
jmb462
54de7114c5 Add missing SNAME macro optimization for StringName in some functions 2021-08-20 14:50:24 +02:00
Yuri Roubinsky
61904d56ea Better port handling connection for GraphEdit 2021-08-12 09:09:24 +03:00
Umang Kalra
12fc3f1eef Automatic arrangement of nodes in VisualScript/VisualShaders editors
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this 
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes. 

This work has been sponsored by GSoC '21.

Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
    • This method computes new positions for all the selected
      nodes by forming blocks and compressing them.
      The nodes are moved to these new positions. 
    • Adding this method to GraphEdit makes it available for 
      use in VisualScript/VisualShaders editors and its other
      subclasses. 
• Button with an icon has been added to call arrange_nodes() in GraphEdit. 
    • This button is inherited by VisualScript/VisualShaders editors
       to invoke the method.
• Undo/redo is functional with this method.
    • By using signals in arrange_nodes(), position changes are registered 
       in undo/redo stack of the subclass that is using the method. 
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
2021-08-11 00:44:28 +05:30
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
kobewi
452e10ba7b Remove clips_input() method and use clip_content 2021-06-25 15:46:37 +02:00
Lightning_A
13ba788b63 Scrollwheel (w/o ctrl) to zoom, mouse warping when panning
Now uses Ctrl + Scrollwheel for vertical scrolling
Ctrl + Shift Scrollwheel for horizontal scrolling
Also converts some macros to constants
2021-06-17 08:21:32 -06:00
Yuri Sizov
0a82a669e3 Make zoom limits and step adjustable in GraphEdit 2021-06-16 16:39:18 +03:00
Rémi Verschelde
e479abeb98
Merge pull request #49437 from Calinou/graphedit-allow-higher-lower-zoom-values
Allow higher and lower maximum zoom values in GraphEdit
2021-06-15 15:18:17 +02:00
Marcel Admiraal
f38fe846f4 Move default values from definition to declaration in GraphEdit 2021-06-10 17:22:56 +01:00
Hugo Locurcio
74c584472c
Allow higher and lower maximum zoom values in GraphEdit
Low zoom values result in unreadable text, but it can still be
useful for previewing purposes.

Eventually, characters could be replaced by rectangles at very low
zoom levels to improve the visual appearance.
2021-06-08 20:33:07 +02:00
Lightning_A
97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Lightning_A
d514949755 Make scrollwheel zoom based on mouse position 2021-04-05 23:00:56 -06:00
Rafał Mikrut
504bc5cc67 Fix crashes in *_input functions 2021-04-05 08:52:21 +02:00
Rémi Verschelde
b253aca53f
Merge pull request #47351 from volzhs/graphedit-boxselection
Fix drawing boxselection on GraphEdit
2021-03-28 20:56:07 +02:00
volzhs
990c88f24c Fix typo 'previus_selected' 2021-03-25 20:08:38 +09:00
volzhs
1bdc14acea Fix drawing boxselection on GraphEdit 2021-03-25 13:21:34 +09:00
Aaron Franke
10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
jmb462
045f55ec00 Prevent resizing minimap bigger than GraphEdit (Fix #47189)
Minimap size couldn't be resized back after been resized bigger than GraphEdit cause the grabber was out of GraphEdit.
This commit prevents resizing minimap bigger than GraphEdit and fix this issue.
2021-03-20 15:09:50 +01:00
Lightning_A
d752482e7a Enable zooming graph_edit with scrollwheel 2021-03-18 18:34:29 -06:00
Yuri Sizov
2ff1c48e0c Properly hide GraphEdit's minimap 2021-03-01 18:19:48 +03:00
Yuri Roubinsky
e3131adc1c Fix GraphEdit connects when graph is zoomed/unzoomed 2021-02-27 20:26:35 +03:00
Eric M
49714b0963 Removed hardcoded shortcuts from /scene and converted to input actions
This removes hardcoded actions from things like LineEdit and TextEdit.

Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18 16:22:51 +01:00
Rémi Verschelde
604188c411
Merge pull request #45870 from gongpha/graphedit-connection-update
Update GraphEdit when GraphNode's slot is updated
2021-02-11 13:11:50 +01:00
Kongfa Waroros
fe6c8d48e6 Update GraphEdit when GraphNode's slot is updated 2021-02-11 01:07:54 +07:00
Rafał Mikrut
7961a1dea3 Initialize class variables with default values in scene/ [2/2] 2021-02-09 18:24:36 +01:00
Rémi Verschelde
69152af45d doc: Don't bind argument names with p_ prefix
This prefix is used in the C++ codebase, not in the scripting API.
2021-02-04 14:45:06 +01:00
Yuri Sizov
9d9d0f0bc9 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
Yuri Sizov
5e8e9fc601 Prevent signal disconnection attempts on invalid references 2021-01-14 15:19:32 +03:00
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
Rémi Verschelde
feb4e5ed2c
Merge pull request #44569 from madmiraal/rename-unselect-deselect
Rename unselect to deselect
2020-12-28 14:53:43 +01:00
Marcel Admiraal
dc8c29ee95 Update GraphEdit connection to reflect new signal name 2020-12-26 09:48:40 +00:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Marcel Admiraal
7b293eddfb Rename unselect to deselect 2020-12-21 10:26:41 +00:00
Yuri Roubinsky
52e44ed3ef Added GraphEdit properties to control lines thickness and antialiasing 2020-12-18 16:41:45 +03:00
Yuri Sizov
f5bcbd8325 FIx visual issues with GraphEdit minimap 2020-12-17 22:59:04 +03:00
Yuri Sizov
999ce610a2 Add a minimap to the GraphEdit 2020-11-30 16:48:52 +03:00
Yuri Roubinsky
3ec972fc95 Restored antialiased lines by emulation using triangle strips 2020-11-27 20:45:59 +03:00
Yuri Roubinsky
4f4287243c Removed underscore from GraphEdit begin/end_node_move signals 2020-10-20 09:22:40 +03:00
Gabriel Van Eyck
fbc095dc78 Fix emit_signal timing for GraphEdit's begin/end node move 2020-10-19 18:25:07 -07:00
Duroxxigar
b687ace7f9 Renamed toplevel to be top_level 2020-10-01 03:17:33 -04:00
Wilson E. Alvarez
d370ae9e1f
Disconnect item_rect_changed when removing a child of GraphEdit 2020-09-11 17:37:20 -04:00
Maganty Rushyendra
c1d5c7727c Emit signals for GraphEdit multi-node selection and unselection
Emit `node_selected` and `node_deselected` signals where appropriate
when selecting or unselecting multiple GraphEdit nodes at once.
2020-07-09 19:15:27 +08:00
Yuri Roubinsky
d131bbaf15 Fix GraphEdit reconnecting to disconnected port 2020-07-05 09:47:58 +03:00
Yuri Roubinsky
de1117f5ad Prevents incorrect connection attempt on port clicking in GraphEdit
Prevents incorrect connection attempt on port clicking in GraphEdit
2020-07-04 08:05:37 +03:00
Hugo Locurcio
31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
smartin015
00457c68bc Remove get_local_mouse_position() hack in GraphEdit 2020-05-16 13:22:52 +02:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
Rémi Verschelde
fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
asheraryam
67c98cb438 Add "node_unselected" signal for GraphEdit 2020-04-15 18:06:21 +03:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Rémi Verschelde
f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg
1af06d3d46
Rename scancode to keycode.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Juan Linietsky
3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky
e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Rémi Verschelde
e18c65634f GraphEdit: Fix regression with GraphNode mouse filter
PR #35068 made Container (which GraphNode inherits) default to
MOUSE_FILTER_PASS, so I removed the manual override, but it turns out
that GraphNode's constructor still overrides it to MOUSE_FILTER_STOP.

Another fix could be to remove the STOP in the constructor, but I don't
know if it's there for a specific reason (e.g. to have GraphNodes STOP
by default, but PASS in a specific case).

Fixes #35978.
2020-02-07 10:09:44 +01:00
Rémi Verschelde
f003b3efaa
Merge pull request #35068 from akien-mga/containers-mouse-filter-pass
Use MOUSE_FILTER_PASS for all containers
2020-02-06 12:23:39 +01:00
Michael Alexsander
76e03f9b4d Fix scrollbar regression on large scales 2020-01-16 00:59:46 -03:00
Michael Alexsander
34bf81fa7c Cleanup unnecessary code from before the scrollbar overlapping fixes 2020-01-14 18:19:12 -03:00
Michael Alexsander
712cd8a97e Fix more instances of overlapping scrollbars 2020-01-13 22:49:17 -03:00
Rémi Verschelde
e2bebfbd4c Use MOUSE_FILTER_PASS for all containers (but PanelContainer)
Containers are meant to forward mouse input to their the Controls
they contain.

PanelContainer has a visible Panel stylebox, so it still defaults
to STOP.

Fixes #34933.
2020-01-13 14:49:01 +01:00
Michael Alexsander
8b5992f665 Make possible to edit the GraphEdit's selection rect colors 2020-01-07 23:20:48 -03:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Hugo Locurcio
72b31aafc4
Make holding Ctrl toggle snapping in GraphEdit
This affects the visual script and visual shader editors as well.
2019-11-15 19:34:44 +01:00
Chaosus89
fde0579ed1 Fixed GraphEdit header icons to make them update when theme is changed 2019-08-30 17:00:25 +03:00
Hugo Locurcio
108f9646f5
Add an outline to box selection rectangles for better visibility
This also refactors selection box color definitions
to avoid repetition.
2019-08-15 22:27:32 +02:00
Chaosus
f704506807 Implement copy/paste in visual shaders 2019-07-31 12:43:29 +03:00
Chaosus
0aec3c3113 Shows menu when dragging connection on empty space in visual shader graph 2019-06-27 10:48:18 +03:00
Aaron Franke
b659e1eb2b
Use approximate equallity methods in many places 2019-04-25 13:20:29 -04:00
Hugo Locurcio
d59b210aec
Use the editor theme's accent color for 2D/3D selections and rotations 2019-03-31 23:54:46 +02:00
Juan Linietsky
51b80f6857 Fixed some crashers, closes #26393 2019-03-01 17:24:57 -03:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Hugo Locurcio
574f90605d
Make GraphEdit lines smoother and scale their width on hiDPI displays 2019-01-02 23:29:48 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
2e39e38c10 doc: Sync classref with current source
Fix various code formatting issues and argument names.
2018-12-27 11:10:18 +01:00
Michael Alexsander Silva Dias
3ae5eec366 Add tooltips to GraphEdit node 2018-12-04 15:00:27 -02:00
M. Huri
596ba88869 Repaired mistyped of 'just_disconnected'. 2018-10-19 18:31:35 +07:00
Rémi Verschelde
95131e6f23 Fix warnings on release builds (not DEBUG_ENABLED)
Fixes the following Clang 5 warnings:
```
modules/bmp/image_loader_bmp.cpp:46:60: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
modules/bmp/image_loader_bmp.cpp:48:61: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
drivers/png/image_loader_png.cpp:231:20: warning: comparison of unsigned expression >= 0 is always true [-Wtautological-compare]
scene/gui/graph_edit.cpp:1045:8: warning: comparison of constant 0 with expression of type 'bool' is always false [-Wtautological-constant-out-of-range-compare]

core/class_db.cpp:812:13: warning: unused variable 'check' [-Wunused-variable]
core/io/file_access_pack.cpp:172:11: warning: unused variable 'ver_rev' [-Wunused-variable]
core/math/bsp_tree.cpp:195:13: warning: unused variable 'plane' [-Wunused-variable]
core/math/bsp_tree.cpp:168:6: warning: unused variable 'plane_count' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:685:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:706:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:755:19: warning: unused variable 'var_type' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:1306:12: warning: unused variable 'err' [-Wunused-variable]

modules/gdscript/gdscript_function.cpp:158:15: warning: unused function '_get_var_type' [-Wunused-function]
modules/gdscript/gdscript_parser.cpp:750:20: warning: unused variable 'lv' [-Wunused-variable]
modules/gdscript/gdscript_parser.cpp:59:15: warning: unused function '_find_function_name' [-Wunused-function]
scene/main/node.cpp:2489:13: warning: unused function '_Node_debug_sn' [-Wunused-function]
```
2018-10-03 17:34:55 +02:00
Rémi Verschelde
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00