diff options
-rw-r--r-- | doc/classes/Control.xml | 36 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 4 | ||||
-rw-r--r-- | editor/create_dialog.cpp | 9 | ||||
-rw-r--r-- | editor/editor_plugin.cpp | 6 | ||||
-rw-r--r-- | scene/gui/control.cpp | 68 | ||||
-rw-r--r-- | scene/gui/control.h | 7 |
7 files changed, 127 insertions, 4 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 79870dd411..03871802b7 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -228,7 +228,14 @@ <argument index="0" name="margin" type="int" enum="Margin"> </argument> <description> - Return the forced neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. + Return the forced neighbour for moving the input focus to. When pressing directional/joypad directions, focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. + </description> + </method> + <method name="get_focus_next" qualifiers="const"> + <return type="NodePath"> + </return> + <description> + Return the 'focus_next' for moving input focus to. When pressing TAB, focus is moved to the next control in the tree. However, the control to move to can be forced with this function. </description> </method> <method name="get_focus_owner" qualifiers="const"> @@ -238,6 +245,13 @@ Return which control is owning the keyboard focus, or null if no one. </description> </method> + <method name="get_focus_previous" qualifiers="const"> + <return type="NodePath"> + </return> + <description> + Return the 'focus_previous' for moving input focus to. When pressing Shift+TAB focus is moved to the previous control in the tree. However, the control to move to can be forced with this function. + </description> + </method> <method name="get_font" qualifiers="const"> <return type="Font"> </return> @@ -676,7 +690,25 @@ <argument index="1" name="neighbour" type="NodePath"> </argument> <description> - Force a neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. + Force a neighbour for moving the input focus to. When pressing directional/joypad directions, focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. + </description> + </method> + <method name="set_focus_next"> + <return type="void"> + </return> + <argument index="0" name="next" type="NodePath"> + </argument> + <description> + Force the 'focus_next' for moving input focus to. When pressing TAB, focus is moved to the next control in the tree. However, the control to move to can be forced with this function. + </description> + </method> + <method name="set_focus_previous"> + <return type="void"> + </return> + <argument index="0" name="previous" type="NodePath"> + </argument> + <description> + Force the 'focus_previous' for moving input focus to. When pressing Shift+TAB, focus is moved to the previous control in the tree. However, the control to move to can be forced with this function. </description> </method> <method name="set_global_position"> diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 5d62d2f5a0..42a253bc2d 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1570,6 +1570,7 @@ void RasterizerCanvasGLES3::reset_canvas() { glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); + glDisable(GL_DITHER); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index ad08c59de8..325df8e4f1 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -741,6 +741,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; @@ -828,6 +829,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; diff --git a/editor/create_dialog.cpp b/editor/create_dialog.cpp index 95b4f7e982..02af304dc6 100644 --- a/editor/create_dialog.cpp +++ b/editor/create_dialog.cpp @@ -97,6 +97,15 @@ void CreateDialog::popup_create(bool p_dontclear) { search_box->grab_focus(); _update_search(); + + bool enable_rl = EditorSettings::get_singleton()->get("docks/scene_tree/draw_relationship_lines"); + Color rl_color = EditorSettings::get_singleton()->get("docks/scene_tree/relationship_line_color"); + + if (enable_rl) { + search_options->add_constant_override("draw_relationship_lines", 1); + search_options->add_color_override("relationship_line_color", rl_color); + } else + search_options->add_constant_override("draw_relationship_lines", 0); } void CreateDialog::_text_changed(const String &p_newtext) { diff --git a/editor/editor_plugin.cpp b/editor/editor_plugin.cpp index 42f31debf3..38e8b301b7 100644 --- a/editor/editor_plugin.cpp +++ b/editor/editor_plugin.cpp @@ -455,7 +455,11 @@ void EditorPlugin::make_visible(bool p_visible) { void EditorPlugin::edit(Object *p_object) { if (get_script_instance() && get_script_instance()->has_method("edit")) { - get_script_instance()->call("edit", p_object); + if (p_object->is_class("Resource")) { + get_script_instance()->call("edit", Ref<Resource>(Object::cast_to<Resource>(p_object))); + } else { + get_script_instance()->call("edit", p_object); + } } } diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp index e73ada9f31..3976a2ad48 100644 --- a/scene/gui/control.cpp +++ b/scene/gui/control.cpp @@ -1847,6 +1847,25 @@ Control *Control::find_next_valid_focus() const { while (true) { + // If the focus property is manually overwritten, attempt to use it. + + if (!data.focus_next.is_empty()) { + Node *n = get_node(data.focus_next); + if (n) { + from = Object::cast_to<Control>(n); + + if (!from) { + + ERR_EXPLAIN("Next focus node is not a control: " + n->get_name()); + ERR_FAIL_V(NULL); + } + } else { + return NULL; + } + if (from->is_visible() && from->get_focus_mode() != FOCUS_NONE) + return from; + } + // find next child Control *next_child = NULL; @@ -1926,6 +1945,25 @@ Control *Control::find_prev_valid_focus() const { while (true) { + // If the focus property is manually overwritten, attempt to use it. + + if (!data.focus_prev.is_empty()) { + Node *n = get_node(data.focus_prev); + if (n) { + from = Object::cast_to<Control>(n); + + if (!from) { + + ERR_EXPLAIN("Prev focus node is not a control: " + n->get_name()); + ERR_FAIL_V(NULL); + } + } else { + return NULL; + } + if (from->is_visible() && from->get_focus_mode() != FOCUS_NONE) + return from; + } + // find prev child Control *prev_child = NULL; @@ -2157,6 +2195,26 @@ NodePath Control::get_focus_neighbour(Margin p_margin) const { return data.focus_neighbour[p_margin]; } +void Control::set_focus_next(const NodePath &p_next) { + + data.focus_next = p_next; +} + +NodePath Control::get_focus_next() const { + + return data.focus_next; +} + +void Control::set_focus_previous(const NodePath &p_prev) { + + data.focus_prev = p_prev; +} + +NodePath Control::get_focus_previous() const { + + return data.focus_prev; +} + #define MAX_NEIGHBOUR_SEARCH_COUNT 512 Control *Control::_get_focus_neighbour(Margin p_margin, int p_count) { @@ -2172,7 +2230,7 @@ Control *Control::_get_focus_neighbour(Margin p_margin, int p_count) { if (!c) { - ERR_EXPLAIN("Next focus node is not a control: " + n->get_name()); + ERR_EXPLAIN("Neighbour focus node is not a control: " + n->get_name()); ERR_FAIL_V(NULL); } } else { @@ -2677,6 +2735,12 @@ void Control::_bind_methods() { ClassDB::bind_method(D_METHOD("set_focus_neighbour", "margin", "neighbour"), &Control::set_focus_neighbour); ClassDB::bind_method(D_METHOD("get_focus_neighbour", "margin"), &Control::get_focus_neighbour); + ClassDB::bind_method(D_METHOD("set_focus_next", "next"), &Control::set_focus_next); + ClassDB::bind_method(D_METHOD("get_focus_next"), &Control::get_focus_next); + + ClassDB::bind_method(D_METHOD("set_focus_previous", "previous"), &Control::set_focus_previous); + ClassDB::bind_method(D_METHOD("get_focus_previous"), &Control::get_focus_previous); + ClassDB::bind_method(D_METHOD("force_drag", "data", "preview"), &Control::force_drag); ClassDB::bind_method(D_METHOD("set_mouse_filter", "filter"), &Control::set_mouse_filter); @@ -2737,6 +2801,8 @@ void Control::_bind_methods() { ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_top"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_TOP); ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_right"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_RIGHT); ADD_PROPERTYINZ(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_bottom"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_BOTTOM); + ADD_PROPERTYNZ(PropertyInfo(Variant::NODE_PATH, "focus_next"), "set_focus_next", "get_focus_next"); + ADD_PROPERTYNZ(PropertyInfo(Variant::NODE_PATH, "focus_previous"), "set_focus_previous", "get_focus_previous"); ADD_GROUP("Mouse", "mouse_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "mouse_filter", PROPERTY_HINT_ENUM, "Stop,Pass,Ignore"), "set_mouse_filter", "get_mouse_filter"); diff --git a/scene/gui/control.h b/scene/gui/control.h index 4d0e3934ad..94c484ca50 100644 --- a/scene/gui/control.h +++ b/scene/gui/control.h @@ -191,6 +191,8 @@ private: ObjectID modal_prev_focus_owner; NodePath focus_neighbour[4]; + NodePath focus_next; + NodePath focus_prev; HashMap<StringName, Ref<Texture>, StringNameHasher> icon_override; HashMap<StringName, Ref<Shader>, StringNameHasher> shader_override; @@ -374,6 +376,11 @@ public: void set_focus_neighbour(Margin p_margin, const NodePath &p_neighbour); NodePath get_focus_neighbour(Margin p_margin) const; + void set_focus_next(const NodePath &p_next); + NodePath get_focus_next() const; + void set_focus_previous(const NodePath &p_prev); + NodePath get_focus_previous() const; + Control *get_focus_owner() const; void set_mouse_filter(MouseFilter p_filter); |