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()`).
Fix single-window mode popup not closing when OptionBox is clicked.
Fix single-window mode submenus closing when parent menu item, that was used to open it is clicked (using same safe-area logic as platform specific code).
Disallow windows that are part of an edited scene from being set as exclusive or popup to prevent it from locking up the editor.
popup no longer tries to close itself a second time
popup no longer closes after having been reopened
fixed bug in RenameDialog not calling base (by inspection)
fixes#59181fixes#60921
reverts #59287
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.
The member popped_up is used to avoid closing a Popup before it had a
chance to be focused. It wasn't reset properly when the popup is hidden,
causing the Popup to close right after showing in some random cases
(spotted on X11, might not happen on Windows).
* 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.
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 🎆
This adds a small lag effect when opening submenus which allow the user to move directly to an item on the submenu without worrying about avoiding the autohide regions.
Previously, only the direct parent were taken into account.
Popups like contextual menus could stay open if an ancestor which is
not a direct parent was focused.
Reproduction steps (any platform):
- Select a node in the scene tree
- Left click the node to start renaming
- Right click to open the copy/paste contextual menu
- Left click in the scene tree to deselect the node
Also closing popup when focusing out of the application, without waiting
for the parent to get focus to do so.
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.
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.
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.
- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
blank line to make them easier to distinguish
- Improve grammar and formatting
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.