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authorAnilforextra <anilforextra@gmail.com>2022-01-11 21:12:39 +0545
committerAnilforextra <anilforextra@gmail.com>2022-01-12 10:15:12 +0545
commit6c3a0460a803b3dbe89a4172c49f38fc4b95a299 (patch)
treeb2d3a23d94e3f0be66fb0bdd5cd11f4301558b5b /editor/plugins
parent5f7c1081a77433409c41fd9f4a0eb1fc2f791a4f (diff)
Use List Initializations for Vectors.
Diffstat (limited to 'editor/plugins')
-rw-r--r--editor/plugins/animation_blend_space_2d_editor.cpp9
-rw-r--r--editor/plugins/canvas_item_editor_plugin.cpp20
-rw-r--r--editor/plugins/node_3d_editor_gizmos.cpp106
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp35
4 files changed, 90 insertions, 80 deletions
diff --git a/editor/plugins/animation_blend_space_2d_editor.cpp b/editor/plugins/animation_blend_space_2d_editor.cpp
index 459de5d35b..c0029312a7 100644
--- a/editor/plugins/animation_blend_space_2d_editor.cpp
+++ b/editor/plugins/animation_blend_space_2d_editor.cpp
@@ -488,10 +488,11 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_draw() {
color.a *= 0.2;
}
- Vector<Color> colors;
- colors.push_back(color);
- colors.push_back(color);
- colors.push_back(color);
+ Vector<Color> colors = {
+ color,
+ color,
+ color
+ };
blend_space_draw->draw_primitive(points, colors, Vector<Vector2>());
}
diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp
index 089c37d7a6..cb84e7ea65 100644
--- a/editor/plugins/canvas_item_editor_plugin.cpp
+++ b/editor/plugins/canvas_item_editor_plugin.cpp
@@ -3381,10 +3381,11 @@ void CanvasItemEditor::_draw_selection() {
Size2 move_factor = Size2(MOVE_HANDLE_DISTANCE, MOVE_HANDLE_DISTANCE);
viewport->draw_set_transform_matrix(simple_xform);
- Vector<Point2> points;
- points.push_back(Vector2(move_factor.x * EDSCALE, 5 * EDSCALE));
- points.push_back(Vector2(move_factor.x * EDSCALE, -5 * EDSCALE));
- points.push_back(Vector2((move_factor.x + 10) * EDSCALE, 0));
+ Vector<Point2> points = {
+ Vector2(move_factor.x * EDSCALE, 5 * EDSCALE),
+ Vector2(move_factor.x * EDSCALE, -5 * EDSCALE),
+ Vector2((move_factor.x + 10) * EDSCALE, 0)
+ };
viewport->draw_colored_polygon(points, get_theme_color(SNAME("axis_x_color"), SNAME("Editor")));
viewport->draw_line(Point2(), Point2(move_factor.x * EDSCALE, 0), get_theme_color(SNAME("axis_x_color"), SNAME("Editor")), Math::round(EDSCALE));
@@ -5823,11 +5824,12 @@ void CanvasItemEditorViewport::_create_nodes(Node *parent, Node *child, String &
editor_data->get_undo_redo().add_do_property(child, "rect_size", texture_size);
} else if (node_class == "Polygon2D") {
Size2 texture_size = texture->get_size();
- Vector<Vector2> list;
- list.push_back(Vector2(0, 0));
- list.push_back(Vector2(texture_size.width, 0));
- list.push_back(Vector2(texture_size.width, texture_size.height));
- list.push_back(Vector2(0, texture_size.height));
+ Vector<Vector2> list = {
+ Vector2(0, 0),
+ Vector2(texture_size.width, 0),
+ Vector2(texture_size.width, texture_size.height),
+ Vector2(0, texture_size.height)
+ };
editor_data->get_undo_redo().add_do_property(child, "polygon", list);
}
diff --git a/editor/plugins/node_3d_editor_gizmos.cpp b/editor/plugins/node_3d_editor_gizmos.cpp
index 474e84cae8..79d73c1f00 100644
--- a/editor/plugins/node_3d_editor_gizmos.cpp
+++ b/editor/plugins/node_3d_editor_gizmos.cpp
@@ -324,37 +324,34 @@ void EditorNode3DGizmo::add_unscaled_billboard(const Ref<Material> &p_material,
ERR_FAIL_COND(!spatial_node);
Instance ins;
- Vector<Vector3> vs;
- Vector<Vector2> uv;
- Vector<Color> colors;
-
- vs.push_back(Vector3(-p_scale, p_scale, 0));
- vs.push_back(Vector3(p_scale, p_scale, 0));
- vs.push_back(Vector3(p_scale, -p_scale, 0));
- vs.push_back(Vector3(-p_scale, -p_scale, 0));
-
- uv.push_back(Vector2(0, 0));
- uv.push_back(Vector2(1, 0));
- uv.push_back(Vector2(1, 1));
- uv.push_back(Vector2(0, 1));
-
- colors.push_back(p_modulate);
- colors.push_back(p_modulate);
- colors.push_back(p_modulate);
- colors.push_back(p_modulate);
+ Vector<Vector3> vs = {
+ Vector3(-p_scale, p_scale, 0),
+ Vector3(p_scale, p_scale, 0),
+ Vector3(p_scale, -p_scale, 0),
+ Vector3(-p_scale, -p_scale, 0)
+ };
+
+ Vector<Vector2> uv = {
+ Vector2(0, 0),
+ Vector2(1, 0),
+ Vector2(1, 1),
+ Vector2(0, 1)
+ };
+
+ Vector<Color> colors = {
+ p_modulate,
+ p_modulate,
+ p_modulate,
+ p_modulate
+ };
+
+ Vector<int> indices = { 0, 1, 2, 0, 2, 3 };
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
Array a;
a.resize(Mesh::ARRAY_MAX);
a[Mesh::ARRAY_VERTEX] = vs;
a[Mesh::ARRAY_TEX_UV] = uv;
- Vector<int> indices;
- indices.push_back(0);
- indices.push_back(1);
- indices.push_back(2);
- indices.push_back(0);
- indices.push_back(2);
- indices.push_back(3);
a[Mesh::ARRAY_INDEX] = indices;
a[Mesh::ARRAY_COLOR] = colors;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a);
@@ -1477,9 +1474,10 @@ void Light3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p_gizmo->add_lines(points_primary, material_primary, false, color);
p_gizmo->add_lines(points_secondary, material_secondary, false, color);
- Vector<Vector3> handles;
- handles.push_back(Vector3(0, 0, -r));
- handles.push_back(Vector3(w, 0, -d));
+ Vector<Vector3> handles = {
+ Vector3(0, 0, -r),
+ Vector3(w, 0, -d)
+ };
p_gizmo->add_handles(handles, get_material("handles"));
p_gizmo->add_unscaled_billboard(icon, 0.05, color);
@@ -2210,10 +2208,10 @@ void SpringArm3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p_gizmo->clear();
- Vector<Vector3> lines;
-
- lines.push_back(Vector3());
- lines.push_back(Vector3(0, 0, 1.0) * spring_arm->get_length());
+ Vector<Vector3> lines = {
+ Vector3(),
+ Vector3(0, 0, 1.0) * spring_arm->get_length()
+ };
Ref<StandardMaterial3D> material = get_material("shape_material", p_gizmo);
@@ -4296,9 +4294,10 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p_gizmo->add_collision_segments(collision_segments);
- Vector<Vector3> handles;
- handles.push_back(Vector3(cs2->get_radius(), 0, 0));
- handles.push_back(Vector3(0, cs2->get_height() * 0.5, 0));
+ Vector<Vector3> handles = {
+ Vector3(cs2->get_radius(), 0, 0),
+ Vector3(0, cs2->get_height() * 0.5, 0)
+ };
p_gizmo->add_handles(handles, handles_material);
}
@@ -4352,16 +4351,16 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p_gizmo->add_collision_segments(collision_segments);
- Vector<Vector3> handles;
- handles.push_back(Vector3(cs2->get_radius(), 0, 0));
- handles.push_back(Vector3(0, cs2->get_height() * 0.5, 0));
+ Vector<Vector3> handles = {
+ Vector3(cs2->get_radius(), 0, 0),
+ Vector3(0, cs2->get_height() * 0.5, 0)
+ };
p_gizmo->add_handles(handles, handles_material);
}
if (Object::cast_to<WorldBoundaryShape3D>(*s)) {
Ref<WorldBoundaryShape3D> wbs = s;
const Plane &p = wbs->get_plane();
- Vector<Vector3> points;
Vector3 n1 = p.get_any_perpendicular_normal();
Vector3 n2 = p.normal.cross(n1).normalized();
@@ -4373,16 +4372,18 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p.normal * p.d + n1 * -10.0 + n2 * 10.0,
};
- points.push_back(pface[0]);
- points.push_back(pface[1]);
- points.push_back(pface[1]);
- points.push_back(pface[2]);
- points.push_back(pface[2]);
- points.push_back(pface[3]);
- points.push_back(pface[3]);
- points.push_back(pface[0]);
- points.push_back(p.normal * p.d);
- points.push_back(p.normal * p.d + p.normal * 3);
+ Vector<Vector3> points = {
+ pface[0],
+ pface[1],
+ pface[1],
+ pface[2],
+ pface[2],
+ pface[3],
+ pface[3],
+ pface[0],
+ p.normal * p.d,
+ p.normal * p.d + p.normal * 3
+ };
p_gizmo->add_lines(points, material);
p_gizmo->add_collision_segments(points);
@@ -4419,9 +4420,10 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
if (Object::cast_to<SeparationRayShape3D>(*s)) {
Ref<SeparationRayShape3D> rs = s;
- Vector<Vector3> points;
- points.push_back(Vector3());
- points.push_back(Vector3(0, 0, rs->get_length()));
+ Vector<Vector3> points = {
+ Vector3(),
+ Vector3(0, 0, rs->get_length())
+ };
p_gizmo->add_lines(points, material);
p_gizmo->add_collision_segments(points);
Vector<Vector3> handles;
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 03797b1797..587e690780 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -5260,21 +5260,26 @@ Size2 VisualShaderNodePortPreview::get_minimum_size() const {
void VisualShaderNodePortPreview::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
- Vector<Vector2> points;
- Vector<Vector2> uvs;
- Vector<Color> colors;
- points.push_back(Vector2());
- uvs.push_back(Vector2(0, 0));
- colors.push_back(Color(1, 1, 1, 1));
- points.push_back(Vector2(get_size().width, 0));
- uvs.push_back(Vector2(1, 0));
- colors.push_back(Color(1, 1, 1, 1));
- points.push_back(get_size());
- uvs.push_back(Vector2(1, 1));
- colors.push_back(Color(1, 1, 1, 1));
- points.push_back(Vector2(0, get_size().height));
- uvs.push_back(Vector2(0, 1));
- colors.push_back(Color(1, 1, 1, 1));
+ Vector<Vector2> points = {
+ Vector2(),
+ Vector2(get_size().width, 0),
+ get_size(),
+ Vector2(0, get_size().height)
+ };
+
+ Vector<Vector2> uvs = {
+ Vector2(0, 0),
+ Vector2(1, 0),
+ Vector2(1, 1),
+ Vector2(0, 1)
+ };
+
+ Vector<Color> colors = {
+ Color(1, 1, 1, 1),
+ Color(1, 1, 1, 1),
+ Color(1, 1, 1, 1),
+ Color(1, 1, 1, 1)
+ };
draw_primitive(points, colors, uvs);
}