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authorTechnoPorg <jonah.janzen@gmail.com>2022-06-28 11:55:08 -0600
committerTechnoPorg <jonah.janzen@gmail.com>2022-06-28 11:55:08 -0600
commitd45ad9bc58d7379c07b6e05c21d705bf03ed9fd1 (patch)
treec5ff7d07f25df3088cab5edb04c0e6b54b85fbc7 /scene/gui/gradient_edit.cpp
parent622b656c40f9d8d9c8fdd45d6727f416952636d7 (diff)
Use single-precision floats in GradientEdit
Gradient itself only uses single-precision floats, so using double-precision floats in GradientEdit is both unnecessary, and creates casting issues.
Diffstat (limited to 'scene/gui/gradient_edit.cpp')
-rw-r--r--scene/gui/gradient_edit.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/scene/gui/gradient_edit.cpp b/scene/gui/gradient_edit.cpp
index 0690acbe16..9459bed63b 100644
--- a/scene/gui/gradient_edit.cpp
+++ b/scene/gui/gradient_edit.cpp
@@ -382,7 +382,7 @@ void GradientEdit::_color_changed(const Color &p_color) {
emit_signal(SNAME("ramp_changed"));
}
-void GradientEdit::set_ramp(const Vector<real_t> &p_offsets, const Vector<Color> &p_colors) {
+void GradientEdit::set_ramp(const Vector<float> &p_offsets, const Vector<Color> &p_colors) {
ERR_FAIL_COND(p_offsets.size() != p_colors.size());
points.clear();
for (int i = 0; i < p_offsets.size(); i++) {
@@ -396,8 +396,8 @@ void GradientEdit::set_ramp(const Vector<real_t> &p_offsets, const Vector<Color>
update();
}
-Vector<real_t> GradientEdit::get_offsets() const {
- Vector<real_t> ret;
+Vector<float> GradientEdit::get_offsets() const {
+ Vector<float> ret;
for (int i = 0; i < points.size(); i++) {
ret.push_back(points[i].offset);
}