diff options
-rw-r--r-- | core/config/project_settings.cpp | 8 | ||||
-rw-r--r-- | doc/classes/DirAccess.xml | 5 | ||||
-rw-r--r-- | doc/classes/DisplayServer.xml | 4 | ||||
-rw-r--r-- | doc/classes/EditorImportPlugin.xml | 6 | ||||
-rw-r--r-- | doc/classes/EditorScenePostImport.xml | 2 | ||||
-rw-r--r-- | doc/classes/EditorScript.xml | 2 | ||||
-rw-r--r-- | doc/classes/EditorTranslationParserPlugin.xml | 2 | ||||
-rw-r--r-- | doc/classes/PackedScene.xml | 4 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 18 | ||||
-rw-r--r-- | doc/classes/Window.xml | 3 | ||||
-rw-r--r-- | editor/editor_node.cpp | 3 | ||||
-rw-r--r-- | editor/editor_themes.cpp | 374 | ||||
-rw-r--r-- | editor/editor_themes.h | 11 | ||||
-rw-r--r-- | editor/plugins/script_text_editor.cpp | 17 | ||||
-rw-r--r-- | editor/project_converter_3_to_4.cpp | 11 | ||||
-rw-r--r-- | editor/scene_tree_dock.h | 3 | ||||
-rw-r--r-- | main/main.cpp | 21 | ||||
-rw-r--r-- | modules/text_server_adv/text_server_adv.cpp | 51 | ||||
-rw-r--r-- | modules/text_server_fb/text_server_fb.cpp | 41 | ||||
-rw-r--r-- | platform/macos/display_server_macos.mm | 16 | ||||
-rw-r--r-- | platform/windows/display_server_windows.cpp | 28 | ||||
-rw-r--r-- | scene/gui/item_list.cpp | 16 |
22 files changed, 380 insertions, 266 deletions
diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp index 15f807017f..a1b22e7f7d 100644 --- a/core/config/project_settings.cpp +++ b/core/config/project_settings.cpp @@ -1207,10 +1207,16 @@ ProjectSettings::ProjectSettings() { GLOBAL_DEF_BASIC("display/window/size/viewport_height", 648); custom_prop_info["display/window/size/viewport_height"] = PropertyInfo(Variant::INT, "display/window/size/viewport_height", PROPERTY_HINT_RANGE, "0,4320,1,or_greater"); // 8K resolution + GLOBAL_DEF_BASIC("display/window/size/mode", 0); + custom_prop_info["display/window/size/mode"] = PropertyInfo(Variant::INT, "display/window/size/mode", PROPERTY_HINT_ENUM, "Windowed,Minimized,Maximized,Fullscreen,Exclusive Fullscreen"); + GLOBAL_DEF_BASIC("display/window/size/resizable", true); GLOBAL_DEF_BASIC("display/window/size/borderless", false); - GLOBAL_DEF_BASIC("display/window/size/fullscreen", false); GLOBAL_DEF("display/window/size/always_on_top", false); + GLOBAL_DEF("display/window/size/transparent", false); + GLOBAL_DEF("display/window/size/extend_to_title", false); + GLOBAL_DEF("display/window/size/no_focus", false); + GLOBAL_DEF("display/window/size/window_width_override", 0); custom_prop_info["display/window/size/window_width_override"] = PropertyInfo(Variant::INT, "display/window/size/window_width_override", PROPERTY_HINT_RANGE, "0,7680,1,or_greater"); // 8K resolution GLOBAL_DEF("display/window/size/window_height_override", 0); diff --git a/doc/classes/DirAccess.xml b/doc/classes/DirAccess.xml index cb7bf56f11..af498a6519 100644 --- a/doc/classes/DirAccess.xml +++ b/doc/classes/DirAccess.xml @@ -9,11 +9,10 @@ Most of the methods have a static alternative that can be used without creating a [DirAccess]. Static methods only support absolute paths (including [code]res://[/code] and [code]user://[/code]). [codeblock] # Standard - var dir = Directory.new() - dir.open("user://levels") + var dir = DirAccess.open("user://levels") dir.make_dir("world1") # Static - Directory.make_dir_absolute("user://levels/world1") + DirAccess.make_dir_absolute("user://levels/world1") [/codeblock] [b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. Use [ResourceLoader] to access imported resources. Here is an example on how to iterate through the files of a directory: diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index a1dee7ecc7..f93a14b4ac 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -1324,6 +1324,7 @@ <param index="0" name="window_id" type="int" /> <param index="1" name="parent_window_id" type="int" /> <description> + Sets window transient parent. Transient window is will be destroyed with its transient parent and displayed on top of non-exclusive full-screen parent window. Transient windows can't enter full-screen mode. </description> </method> <method name="window_set_vsync_mode"> @@ -1518,7 +1519,8 @@ Window is floating above other regular windows. This flag is ignored for full-screen windows. </constant> <constant name="WINDOW_FLAG_TRANSPARENT" value="3" enum="WindowFlags"> - Window is will be destroyed with its transient parent and displayed on top of non-exclusive full-screen parent window. Transient windows can't enter full-screen mode. + Window background can be transparent. + [b]Note:[/b] This flag has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code]. </constant> <constant name="WINDOW_FLAG_NO_FOCUS" value="4" enum="WindowFlags"> Window can't be focused. No-focus window will ignore all input, except mouse clicks. diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 348347c4ef..c395815117 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -9,7 +9,7 @@ Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec": [codeblocks] [gdscript] - tool + @tool extends EditorImportPlugin func _get_importer_name(): @@ -44,7 +44,7 @@ # Fill the Mesh with data read in "file", left as an exercise to the reader. var filename = save_path + "." + _get_save_extension() - return ResourceSaver.save(filename, mesh) + return ResourceSaver.save(mesh, filename) [/gdscript] [csharp] using Godot; @@ -103,7 +103,7 @@ var mesh = new ArrayMesh(); // Fill the Mesh with data read in "file", left as an exercise to the reader. String filename = savePath + "." + GetSaveExtension(); - return (int)ResourceSaver.Save(filename, mesh); + return (int)ResourceSaver.Save(mesh, filename); } } [/csharp] diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 395b094bf2..2bf2accf17 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -8,7 +8,7 @@ The [method _post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example: [codeblocks] [gdscript] - tool # Needed so it runs in editor. + @tool # Needed so it runs in editor. extends EditorScenePostImport # This sample changes all node names. # Called right after the scene is imported and gets the root node. diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml index 2ff8a7ba2a..dfc04c9cde 100644 --- a/doc/classes/EditorScript.xml +++ b/doc/classes/EditorScript.xml @@ -9,7 +9,7 @@ [b]Example script:[/b] [codeblocks] [gdscript] - tool + @tool extends EditorScript func _run(): diff --git a/doc/classes/EditorTranslationParserPlugin.xml b/doc/classes/EditorTranslationParserPlugin.xml index 08986781cd..df10c645ef 100644 --- a/doc/classes/EditorTranslationParserPlugin.xml +++ b/doc/classes/EditorTranslationParserPlugin.xml @@ -11,7 +11,7 @@ Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT. [codeblocks] [gdscript] - tool + @tool extends EditorTranslationParserPlugin func _parse_file(path, msgids, msgids_context_plural): diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index 97595a6984..7ca1d5d60d 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -41,7 +41,7 @@ # Only `node` and `body` are now packed. var result = scene.pack(node) if result == OK: - var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..." + var error = ResourceSaver.save(scene, "res://path/name.tscn") # Or "user://..." if error != OK: push_error("An error occurred while saving the scene to disk.") [/gdscript] @@ -63,7 +63,7 @@ Error result = scene.Pack(node); if (result == Error.Ok) { - Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..." + Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..." if (error != Error.Ok) { GD.PushError("An error occurred while saving the scene to disk."); diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 4c2cf330af..498283b2f3 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -571,15 +571,25 @@ Forces the main window to be borderless. [b]Note:[/b] This setting is ignored on iOS, Android, and Web. </member> - <member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false"> - Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. - [b]Note:[/b] This setting is ignored on iOS, Android, and Web. + <member name="display/window/size/extend_to_title" type="bool" setter="" getter="" default="false"> + Main window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons. + [b]Note:[/b] This setting is implemented on macOS. + </member> + <member name="display/window/size/mode" type="int" setter="" getter="" default="0"> + Main window mode. See [enum DisplayServer.WindowMode] for possible values and how each mode behaves. + </member> + <member name="display/window/size/no_focus" type="bool" setter="" getter="" default="false"> + Main window can't be focused. No-focus window will ignore all input, except mouse clicks. </member> <member name="display/window/size/resizable" type="bool" setter="" getter="" default="true"> Allows the window to be resizable by default. [b]Note:[/b] This setting is ignored on iOS. </member> + <member name="display/window/size/transparent" type="bool" setter="" getter="" default="false"> + Main window background can be transparent. + [b]Note:[/b] To use transparent splash screen, set [member application/boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code]. + [b]Note:[/b] This setting has no effect if [member display/window/per_pixel_transparency/allowed] is set to [code]false[/code]. + </member> <member name="display/window/size/viewport_height" type="int" setter="" getter="" default="648"> Sets the game's main viewport height. On desktop platforms, this is also the initial window height, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the [code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also [member display/window/size/viewport_width], [member display/window/size/window_width_override] and [member display/window/size/window_height_override]. </member> diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index 2c0a694ef9..2bae2d9592 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -381,7 +381,8 @@ Note that behavior might be different depending on the platform. </member> <member name="transparent" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows. Currently non-embedded [Window] transparency is implemented only for MacOS. + If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows. + [b]Note:[/b] This flag has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code]. </member> <member name="unfocusable" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the [Window] can't be focused nor interacted with. It can still be visible. diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index 9ac6fd66ef..c8bd9a9c44 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -750,7 +750,8 @@ void EditorNode::_notification(int p_what) { EditorSettings::get_singleton()->check_changed_settings_in_group("text_editor/theme") || EditorSettings::get_singleton()->check_changed_settings_in_group("interface/editor/font") || EditorSettings::get_singleton()->check_changed_settings_in_group("interface/editor/main_font") || - EditorSettings::get_singleton()->check_changed_settings_in_group("interface/editor/code_font"); + EditorSettings::get_singleton()->check_changed_settings_in_group("interface/editor/code_font") || + EditorSettings::get_singleton()->check_changed_settings_in_group("filesystem/file_dialog/thumbnail_size"); if (theme_changed) { theme = create_custom_theme(theme_base->get_theme()); diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp index edbd2dd62f..486a1f5a84 100644 --- a/editor/editor_themes.cpp +++ b/editor/editor_themes.cpp @@ -42,10 +42,15 @@ #include "modules/svg/image_loader_svg.h" #endif -HashMap<Color, Color> EditorColorMap::editor_color_map; +HashMap<Color, Color> EditorColorMap::color_conversion_map; +HashSet<StringName> EditorColorMap::color_conversion_exceptions; -void EditorColorMap::add_color_pair(const String p_from_color, const String p_to_color) { - editor_color_map[Color::html(p_from_color)] = Color::html(p_to_color); +void EditorColorMap::add_conversion_color_pair(const String p_from_color, const String p_to_color) { + color_conversion_map[Color::html(p_from_color)] = Color::html(p_to_color); +} + +void EditorColorMap::add_conversion_exception(const StringName p_icon_name) { + color_conversion_exceptions.insert(p_icon_name); } void EditorColorMap::create() { @@ -53,105 +58,139 @@ void EditorColorMap::create() { // This can be a basis for proper palette validation later. // Convert: FROM TO - add_color_pair("#478cbf", "#478cbf"); // Godot Blue - add_color_pair("#414042", "#414042"); // Godot Gray + add_conversion_color_pair("#478cbf", "#478cbf"); // Godot Blue + add_conversion_color_pair("#414042", "#414042"); // Godot Gray - add_color_pair("#ffffff", "#414141"); // Pure white - add_color_pair("#000000", "#bfbfbf"); // Pure black + add_conversion_color_pair("#ffffff", "#414141"); // Pure white + add_conversion_color_pair("#000000", "#bfbfbf"); // Pure black // Keep pure RGB colors as is, but list them for explicitly. - add_color_pair("#ff0000", "#ff0000"); // Pure red - add_color_pair("#00ff00", "#00ff00"); // Pure green - add_color_pair("#0000ff", "#0000ff"); // Pure blue + add_conversion_color_pair("#ff0000", "#ff0000"); // Pure red + add_conversion_color_pair("#00ff00", "#00ff00"); // Pure green + add_conversion_color_pair("#0000ff", "#0000ff"); // Pure blue // GUI Colors - add_color_pair("#e0e0e0", "#5a5a5a"); // Common icon color - add_color_pair("#fefefe", "#fefefe"); // Forced light color - add_color_pair("#808080", "#808080"); // GUI disabled color - add_color_pair("#b3b3b3", "#363636"); // GUI disabled light color - add_color_pair("#699ce8", "#699ce8"); // GUI highlight color - add_color_pair("#f9f9f9", "#606060"); // Scrollbar grabber highlight color - - add_color_pair("#c38ef1", "#a85de9"); // Animation - add_color_pair("#fc7f7f", "#cd3838"); // Spatial - add_color_pair("#8da5f3", "#3d64dd"); // 2D - add_color_pair("#4b70ea", "#1a3eac"); // 2D Dark - add_color_pair("#8eef97", "#2fa139"); // Control - - add_color_pair("#5fb2ff", "#0079f0"); // Selection (blue) - add_color_pair("#003e7a", "#2b74bb"); // Selection (darker blue) - add_color_pair("#f7f5cf", "#615f3a"); // Gizmo (yellow) + add_conversion_color_pair("#e0e0e0", "#5a5a5a"); // Common icon color + add_conversion_color_pair("#fefefe", "#fefefe"); // Forced light color + add_conversion_color_pair("#808080", "#808080"); // GUI disabled color + add_conversion_color_pair("#b3b3b3", "#363636"); // GUI disabled light color + add_conversion_color_pair("#699ce8", "#699ce8"); // GUI highlight color + add_conversion_color_pair("#f9f9f9", "#606060"); // Scrollbar grabber highlight color + + add_conversion_color_pair("#c38ef1", "#a85de9"); // Animation + add_conversion_color_pair("#fc7f7f", "#cd3838"); // Spatial + add_conversion_color_pair("#8da5f3", "#3d64dd"); // 2D + add_conversion_color_pair("#4b70ea", "#1a3eac"); // 2D Dark + add_conversion_color_pair("#8eef97", "#2fa139"); // Control + + add_conversion_color_pair("#5fb2ff", "#0079f0"); // Selection (blue) + add_conversion_color_pair("#003e7a", "#2b74bb"); // Selection (darker blue) + add_conversion_color_pair("#f7f5cf", "#615f3a"); // Gizmo (yellow) // Rainbow - add_color_pair("#ff4545", "#ff2929"); // Red - add_color_pair("#ffe345", "#ffe337"); // Yellow - add_color_pair("#80ff45", "#74ff34"); // Green - add_color_pair("#45ffa2", "#2cff98"); // Aqua - add_color_pair("#45d7ff", "#22ccff"); // Blue - add_color_pair("#8045ff", "#702aff"); // Purple - add_color_pair("#ff4596", "#ff2781"); // Pink + add_conversion_color_pair("#ff4545", "#ff2929"); // Red + add_conversion_color_pair("#ffe345", "#ffe337"); // Yellow + add_conversion_color_pair("#80ff45", "#74ff34"); // Green + add_conversion_color_pair("#45ffa2", "#2cff98"); // Aqua + add_conversion_color_pair("#45d7ff", "#22ccff"); // Blue + add_conversion_color_pair("#8045ff", "#702aff"); // Purple + add_conversion_color_pair("#ff4596", "#ff2781"); // Pink // Audio gradients - add_color_pair("#e1da5b", "#d6cf4b"); // Yellow + add_conversion_color_pair("#e1da5b", "#d6cf4b"); // Yellow - add_color_pair("#62aeff", "#1678e0"); // Frozen gradient top - add_color_pair("#75d1e6", "#41acc5"); // Frozen gradient middle - add_color_pair("#84ffee", "#49ccba"); // Frozen gradient bottom + add_conversion_color_pair("#62aeff", "#1678e0"); // Frozen gradient top + add_conversion_color_pair("#75d1e6", "#41acc5"); // Frozen gradient middle + add_conversion_color_pair("#84ffee", "#49ccba"); // Frozen gradient bottom - add_color_pair("#f70000", "#c91616"); // Color track red - add_color_pair("#eec315", "#d58c0b"); // Color track orange - add_color_pair("#dbee15", "#b7d10a"); // Color track yellow - add_color_pair("#288027", "#218309"); // Color track green + add_conversion_color_pair("#f70000", "#c91616"); // Color track red + add_conversion_color_pair("#eec315", "#d58c0b"); // Color track orange + add_conversion_color_pair("#dbee15", "#b7d10a"); // Color track yellow + add_conversion_color_pair("#288027", "#218309"); // Color track green // Resource groups - add_color_pair("#ffca5f", "#fea900"); // Mesh resource (orange) - add_color_pair("#2998ff", "#68b6ff"); // Shape resource (blue) - add_color_pair("#a2d2ff", "#4998e3"); // Shape resource (light blue) + add_conversion_color_pair("#ffca5f", "#fea900"); // Mesh resource (orange) + add_conversion_color_pair("#2998ff", "#68b6ff"); // Shape resource (blue) + add_conversion_color_pair("#a2d2ff", "#4998e3"); // Shape resource (light blue) // Animation editor tracks // The property track icon color is set by the common icon color. - add_color_pair("#ea7940", "#bd5e2c"); // 3D Position track - add_color_pair("#ff2b88", "#bd165f"); // 3D Rotation track - add_color_pair("#eac840", "#bd9d1f"); // 3D Scale track - add_color_pair("#3cf34e", "#16a827"); // Call Method track - add_color_pair("#2877f6", "#236be6"); // Bezier Curve track - add_color_pair("#eae440", "#9f9722"); // Audio Playback track - add_color_pair("#a448f0", "#9853ce"); // Animation Playback track - add_color_pair("#5ad5c4", "#0a9c88"); // Blend Shape track + add_conversion_color_pair("#ea7940", "#bd5e2c"); // 3D Position track + add_conversion_color_pair("#ff2b88", "#bd165f"); // 3D Rotation track + add_conversion_color_pair("#eac840", "#bd9d1f"); // 3D Scale track + add_conversion_color_pair("#3cf34e", "#16a827"); // Call Method track + add_conversion_color_pair("#2877f6", "#236be6"); // Bezier Curve track + add_conversion_color_pair("#eae440", "#9f9722"); // Audio Playback track + add_conversion_color_pair("#a448f0", "#9853ce"); // Animation Playback track + add_conversion_color_pair("#5ad5c4", "#0a9c88"); // Blend Shape track // Control layouts - add_color_pair("#d6d6d6", "#474747"); // Highlighted part - add_color_pair("#474747", "#d6d6d6"); // Background part - add_color_pair("#919191", "#6e6e6e"); // Border part + add_conversion_color_pair("#d6d6d6", "#474747"); // Highlighted part + add_conversion_color_pair("#474747", "#d6d6d6"); // Background part + add_conversion_color_pair("#919191", "#6e6e6e"); // Border part // TileSet editor icons - add_color_pair("#fce00e", "#aa8d24"); // New Single Tile - add_color_pair("#0e71fc", "#0350bd"); // New Autotile - add_color_pair("#c6ced4", "#828f9b"); // New Atlas + add_conversion_color_pair("#fce00e", "#aa8d24"); // New Single Tile + add_conversion_color_pair("#0e71fc", "#0350bd"); // New Autotile + add_conversion_color_pair("#c6ced4", "#828f9b"); // New Atlas // Visual script - add_color_pair("#41ecad", "#25e3a0"); // VisualScript variant - add_color_pair("#6f91f0", "#6d8eeb"); // VisualScript bool - add_color_pair("#5abbef", "#4fb2e9"); // VisualScript int - add_color_pair("#35d4f4", "#27ccf0"); // VisualScript float - add_color_pair("#4593ec", "#4690e7"); // VisualScript String - add_color_pair("#ac73f1", "#ad76ee"); // VisualScript Vector2 - add_color_pair("#f1738f", "#ee758e"); // VisualScript Rect2 - add_color_pair("#de66f0", "#dc6aed"); // VisualScript Vector3 - add_color_pair("#b9ec41", "#96ce1a"); // VisualScript Transform2D - add_color_pair("#f74949", "#f77070"); // VisualScript Plane - add_color_pair("#ec418e", "#ec69a3"); // VisualScript Quat - add_color_pair("#ee5677", "#ee7991"); // VisualScript AABB - add_color_pair("#e1ec41", "#b2bb19"); // VisualScript Basis - add_color_pair("#f68f45", "#f49047"); // VisualScript Transform - add_color_pair("#417aec", "#6993ec"); // VisualScript NodePath - add_color_pair("#41ec80", "#2ce573"); // VisualScript RID - add_color_pair("#55f3e3", "#12d5c3"); // VisualScript Object - add_color_pair("#54ed9e", "#57e99f"); // VisualScript Dictionary + add_conversion_color_pair("#41ecad", "#25e3a0"); // VisualScript variant + add_conversion_color_pair("#6f91f0", "#6d8eeb"); // VisualScript bool + add_conversion_color_pair("#5abbef", "#4fb2e9"); // VisualScript int + add_conversion_color_pair("#35d4f4", "#27ccf0"); // VisualScript float + add_conversion_color_pair("#4593ec", "#4690e7"); // VisualScript String + add_conversion_color_pair("#ac73f1", "#ad76ee"); // VisualScript Vector2 + add_conversion_color_pair("#f1738f", "#ee758e"); // VisualScript Rect2 + add_conversion_color_pair("#de66f0", "#dc6aed"); // VisualScript Vector3 + add_conversion_color_pair("#b9ec41", "#96ce1a"); // VisualScript Transform2D + add_conversion_color_pair("#f74949", "#f77070"); // VisualScript Plane + add_conversion_color_pair("#ec418e", "#ec69a3"); // VisualScript Quat + add_conversion_color_pair("#ee5677", "#ee7991"); // VisualScript AABB + add_conversion_color_pair("#e1ec41", "#b2bb19"); // VisualScript Basis + add_conversion_color_pair("#f68f45", "#f49047"); // VisualScript Transform + add_conversion_color_pair("#417aec", "#6993ec"); // VisualScript NodePath + add_conversion_color_pair("#41ec80", "#2ce573"); // VisualScript RID + add_conversion_color_pair("#55f3e3", "#12d5c3"); // VisualScript Object + add_conversion_color_pair("#54ed9e", "#57e99f"); // VisualScript Dictionary // Visual shaders - add_color_pair("#77ce57", "#67c046"); // Vector funcs - add_color_pair("#ea686c", "#d95256"); // Vector transforms - add_color_pair("#eac968", "#d9b64f"); // Textures and cubemaps - add_color_pair("#cf68ea", "#c050dd"); // Functions and expressions + add_conversion_color_pair("#77ce57", "#67c046"); // Vector funcs + add_conversion_color_pair("#ea686c", "#d95256"); // Vector transforms + add_conversion_color_pair("#eac968", "#d9b64f"); // Textures and cubemaps + add_conversion_color_pair("#cf68ea", "#c050dd"); // Functions and expressions + + // These icons should not be converted. + add_conversion_exception("EditorPivot"); + add_conversion_exception("EditorHandle"); + add_conversion_exception("Editor3DHandle"); + add_conversion_exception("EditorBoneHandle"); + add_conversion_exception("Godot"); + add_conversion_exception("Sky"); + add_conversion_exception("EditorControlAnchor"); + add_conversion_exception("DefaultProjectIcon"); + add_conversion_exception("GuiChecked"); + add_conversion_exception("GuiRadioChecked"); + add_conversion_exception("GuiIndeterminate"); + add_conversion_exception("GuiCloseCustomizable"); + add_conversion_exception("GuiGraphNodePort"); + add_conversion_exception("GuiResizer"); + add_conversion_exception("ZoomMore"); + add_conversion_exception("ZoomLess"); + add_conversion_exception("ZoomReset"); + add_conversion_exception("LockViewport"); + add_conversion_exception("GroupViewport"); + add_conversion_exception("StatusError"); + add_conversion_exception("StatusSuccess"); + add_conversion_exception("StatusWarning"); + add_conversion_exception("OverbrightIndicator"); + add_conversion_exception("GuiMiniCheckerboard"); + + /// Code Editor. + add_conversion_exception("GuiTab"); + add_conversion_exception("GuiSpace"); + add_conversion_exception("CodeFoldedRightArrow"); + add_conversion_exception("CodeFoldDownArrow"); + add_conversion_exception("TextEditorPlay"); + add_conversion_exception("Breakpoint"); } static Ref<StyleBoxTexture> make_stylebox(Ref<Texture2D> p_texture, float p_left, float p_top, float p_right, float p_bottom, float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1, bool p_draw_center = true) { @@ -206,67 +245,49 @@ static Ref<ImageTexture> editor_generate_icon(int p_index, float p_scale, float img->adjust_bcs(1.0, 1.0, p_saturation); } - // In this case filter really helps. return ImageTexture::create_from_image(img); } #endif -void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme = true, int p_thumb_size = 32, bool p_only_thumbs = false, float p_icon_saturation = 1.0) { +void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme, float p_icon_saturation, int p_thumb_size, bool p_only_thumbs = false) { #ifdef MODULE_SVG_ENABLED - HashMap<Color, Color> icon_color_map; - - // The names of the icons to never convert, even if one of their colors - // are contained in the dictionary above. - HashSet<StringName> exceptions; - + // Before we register the icons, we adjust their colors and saturation. + // Most icons follow the standard rules for color conversion to follow the editor + // theme's polarity (dark/light). We also adjust the saturation for most icons, + // following the editor setting. + // Some icons are excluded from this conversion, and instead use the configured + // accent color to replace their innate accent color to match the editor theme. + // And then some icons are completely excluded from the conversion. + + // Standard color conversion map. + HashMap<Color, Color> color_conversion_map; + // Icons by default are set up for the dark theme, so if the theme is light, + // we apply the dark-to-light color conversion map. if (!p_dark_theme) { - for (KeyValue<Color, Color> &E : EditorColorMap::get()) { - icon_color_map[E.key] = E.value; + for (KeyValue<Color, Color> &E : EditorColorMap::get_color_conversion_map()) { + color_conversion_map[E.key] = E.value; } - - exceptions.insert("EditorPivot"); - exceptions.insert("EditorHandle"); - exceptions.insert("Editor3DHandle"); - exceptions.insert("EditorBoneHandle"); - exceptions.insert("Godot"); - exceptions.insert("Sky"); - exceptions.insert("EditorControlAnchor"); - exceptions.insert("DefaultProjectIcon"); - exceptions.insert("GuiChecked"); - exceptions.insert("GuiRadioChecked"); - exceptions.insert("GuiIndeterminate"); - exceptions.insert("GuiCloseCustomizable"); - exceptions.insert("GuiGraphNodePort"); - exceptions.insert("GuiResizer"); - exceptions.insert("ZoomMore"); - exceptions.insert("ZoomLess"); - exceptions.insert("ZoomReset"); - exceptions.insert("LockViewport"); - exceptions.insert("GroupViewport"); - exceptions.insert("StatusError"); - exceptions.insert("StatusSuccess"); - exceptions.insert("StatusWarning"); - exceptions.insert("OverbrightIndicator"); - exceptions.insert("GuiMiniCheckerboard"); - - // Prevents Code Editor icons from changing - exceptions.insert("GuiTab"); - exceptions.insert("GuiSpace"); - exceptions.insert("CodeFoldedRightArrow"); - exceptions.insert("CodeFoldDownArrow"); - exceptions.insert("TextEditorPlay"); - exceptions.insert("Breakpoint"); } - - // These ones should be converted even if we are using a dark theme. + // These colors should be converted even if we are using a dark theme. const Color error_color = p_theme->get_color(SNAME("error_color"), SNAME("Editor")); const Color success_color = p_theme->get_color(SNAME("success_color"), SNAME("Editor")); const Color warning_color = p_theme->get_color(SNAME("warning_color"), SNAME("Editor")); - icon_color_map[Color::html("#ff5f5f")] = error_color; - icon_color_map[Color::html("#5fff97")] = success_color; - icon_color_map[Color::html("#ffdd65")] = warning_color; - - // Use the accent color for some icons (checkbox, radio, toggle, etc.). + color_conversion_map[Color::html("#ff5f5f")] = error_color; + color_conversion_map[Color::html("#5fff97")] = success_color; + color_conversion_map[Color::html("#ffdd65")] = warning_color; + + // The names of the icons to exclude from the standard color conversion. + HashSet<StringName> conversion_exceptions = EditorColorMap::get_color_conversion_exceptions(); + + // The names of the icons to exclude when adjusting for saturation. + HashSet<StringName> saturation_exceptions; + saturation_exceptions.insert("DefaultProjectIcon"); + saturation_exceptions.insert("Godot"); + saturation_exceptions.insert("Logo"); + + // Accent color conversion map. + // It is used on soem icons (checkbox, radio, toggle, etc.), regardless of the dark + // or light mode. HashMap<Color, Color> accent_color_map; HashSet<StringName> accent_color_icons; @@ -292,16 +313,14 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme = icon = editor_generate_icon(i, EDSCALE, 1.0, accent_color_map); } else { float saturation = p_icon_saturation; - - if (strcmp(editor_icons_names[i], "DefaultProjectIcon") == 0 || strcmp(editor_icons_names[i], "Godot") == 0 || strcmp(editor_icons_names[i], "Logo") == 0) { + if (saturation_exceptions.has(editor_icons_names[i])) { saturation = 1.0; } - const int is_exception = exceptions.has(editor_icons_names[i]); - if (is_exception) { + if (conversion_exceptions.has(editor_icons_names[i])) { icon = editor_generate_icon(i, EDSCALE, saturation); } else { - icon = editor_generate_icon(i, EDSCALE, saturation, icon_color_map); + icon = editor_generate_icon(i, EDSCALE, saturation, color_conversion_map); } } @@ -310,19 +329,26 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme = } // Generate thumbnail icons with the given thumbnail size. - // We don't need filtering when generating at one of the default resolutions. - const bool force_filter = p_thumb_size != 64 && p_thumb_size != 32; + // See editor\icons\editor_icons_builders.py for the code that determines which icons are thumbnails. if (p_thumb_size >= 64) { const float scale = (float)p_thumb_size / 64.0 * EDSCALE; for (int i = 0; i < editor_bg_thumbs_count; i++) { const int index = editor_bg_thumbs_indices[i]; - const int is_exception = exceptions.has(editor_icons_names[index]); - Ref<ImageTexture> icon; - if (!p_dark_theme && !is_exception) { - icon = editor_generate_icon(index, scale, force_filter, icon_color_map); + + if (accent_color_icons.has(editor_icons_names[index])) { + icon = editor_generate_icon(index, scale, 1.0, accent_color_map); } else { - icon = editor_generate_icon(index, scale, force_filter); + float saturation = p_icon_saturation; + if (saturation_exceptions.has(editor_icons_names[index])) { + saturation = 1.0; + } + + if (conversion_exceptions.has(editor_icons_names[index])) { + icon = editor_generate_icon(index, scale, saturation); + } else { + icon = editor_generate_icon(index, scale, saturation, color_conversion_map); + } } p_theme->set_icon(editor_icons_names[index], SNAME("EditorIcons"), icon); @@ -331,13 +357,21 @@ void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme = const float scale = (float)p_thumb_size / 32.0 * EDSCALE; for (int i = 0; i < editor_md_thumbs_count; i++) { const int index = editor_md_thumbs_indices[i]; - const bool is_exception = exceptions.has(editor_icons_names[index]); - Ref<ImageTexture> icon; - if (!p_dark_theme && !is_exception) { - icon = editor_generate_icon(index, scale, force_filter, icon_color_map); + + if (accent_color_icons.has(editor_icons_names[index])) { + icon = editor_generate_icon(index, scale, 1.0, accent_color_map); } else { - icon = editor_generate_icon(index, scale, force_filter); + float saturation = p_icon_saturation; + if (saturation_exceptions.has(editor_icons_names[index])) { + saturation = 1.0; + } + + if (conversion_exceptions.has(editor_icons_names[index])) { + icon = editor_generate_icon(index, scale, saturation); + } else { + icon = editor_generate_icon(index, scale, saturation, color_conversion_map); + } } p_theme->set_icon(editor_icons_names[index], SNAME("EditorIcons"), icon); @@ -432,7 +466,7 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { if (dark_theme) { ImageLoaderSVG::set_forced_color_map(HashMap<Color, Color>()); } else { - ImageLoaderSVG::set_forced_color_map(EditorColorMap::get()); + ImageLoaderSVG::set_forced_color_map(EditorColorMap::get_color_conversion_map()); } #endif @@ -475,9 +509,8 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { const Color highlight_color = Color(accent_color.r, accent_color.g, accent_color.b, 0.275); const Color disabled_highlight_color = highlight_color.lerp(dark_theme ? Color(0, 0, 0) : Color(1, 1, 1), 0.5); - float prev_icon_saturation = theme->has_color(SNAME("icon_saturation"), SNAME("Editor")) ? theme->get_color(SNAME("icon_saturation"), SNAME("Editor")).r : 1.0; - - theme->set_color("icon_saturation", "Editor", Color(icon_saturation, icon_saturation, icon_saturation)); // can't save single float in theme, so using color + // Can't save single float in theme, so using Color. + theme->set_color("icon_saturation", "Editor", Color(icon_saturation, icon_saturation, icon_saturation)); theme->set_color("accent_color", "Editor", accent_color); theme->set_color("highlight_color", "Editor", highlight_color); theme->set_color("disabled_highlight_color", "Editor", disabled_highlight_color); @@ -518,7 +551,7 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { Color readonly_warning_color = error_color.lerp(dark_theme ? Color(0, 0, 0) : Color(1, 1, 1), 0.25); if (!dark_theme) { - // Darken some colors to be readable on a light background + // Darken some colors to be readable on a light background. success_color = success_color.lerp(mono_color, 0.35); warning_color = warning_color.lerp(mono_color, 0.35); error_color = error_color.lerp(mono_color, 0.25); @@ -541,22 +574,43 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { theme->set_constant("dark_theme", "Editor", dark_theme); theme->set_constant("color_picker_button_height", "Editor", 28 * EDSCALE); - // Register icons + font + // Register editor icons. + // If the settings are comparable to the old theme, then just copy them over. + // Otherwise, regenerate them. Also check if we need to regenerate "thumb" icons. + bool keep_old_icons = false; + bool regenerate_thumb_icons = true; + if (p_theme != nullptr) { + // We check editor scale, theme dark/light mode, icon saturation, and accent color. + + // That doesn't really work as expected, since theme constants are integers, and scales are floats. + // So this check will never work when changing between 100-199% values. + const float prev_scale = (float)p_theme->get_constant(SNAME("scale"), SNAME("Editor")); + const bool prev_dark_theme = (bool)p_theme->get_constant(SNAME("dark_theme"), SNAME("Editor")); + const Color prev_accent_color = p_theme->get_color(SNAME("accent_color"), SNAME("Editor")); + const float prev_icon_saturation = p_theme->get_color(SNAME("icon_saturation"), SNAME("Editor")).r; + + keep_old_icons = (Math::is_equal_approx(prev_scale, EDSCALE) && + prev_dark_theme == dark_theme && + prev_accent_color == accent_color && + prev_icon_saturation == icon_saturation); + + const double prev_thumb_size = (double)p_theme->get_constant(SNAME("thumb_size"), SNAME("Editor")); + + regenerate_thumb_icons = !Math::is_equal_approx(prev_thumb_size, thumb_size); + } - // The editor scale, icon color (dark_theme bool), icon saturation, and accent color has not changed, so we do not regenerate the icons. - if (p_theme != nullptr && fabs(p_theme->get_constant(SNAME("scale"), SNAME("Editor")) - EDSCALE) < 0.00001 && (bool)p_theme->get_constant(SNAME("dark_theme"), SNAME("Editor")) == dark_theme && prev_icon_saturation == icon_saturation && p_theme->get_color(SNAME("accent_color"), SNAME("Editor")) == accent_color) { - // Register already generated icons. + if (keep_old_icons) { for (int i = 0; i < editor_icons_count; i++) { theme->set_icon(editor_icons_names[i], SNAME("EditorIcons"), p_theme->get_icon(editor_icons_names[i], SNAME("EditorIcons"))); } } else { - editor_register_and_generate_icons(theme, dark_theme, thumb_size, false, icon_saturation); + editor_register_and_generate_icons(theme, dark_theme, icon_saturation, thumb_size, false); } - // Thumbnail size has changed, so we regenerate the medium sizes - if (p_theme != nullptr && fabs((double)p_theme->get_constant(SNAME("thumb_size"), SNAME("Editor")) - thumb_size) > 0.00001) { - editor_register_and_generate_icons(p_theme, dark_theme, thumb_size, true); + if (regenerate_thumb_icons) { + editor_register_and_generate_icons(theme, dark_theme, icon_saturation, thumb_size, true); } + // Register editor fonts. editor_register_fonts(theme); // Ensure borders are visible when using an editor scale below 100%. diff --git a/editor/editor_themes.h b/editor/editor_themes.h index 37db8160fa..da5db95d0e 100644 --- a/editor/editor_themes.h +++ b/editor/editor_themes.h @@ -39,13 +39,18 @@ class EditorColorMap { // Godot Color values are used to avoid the ambiguity of strings // (where "#ffffff", "fff", and "white" are all equivalent). - static HashMap<Color, Color> editor_color_map; + static HashMap<Color, Color> color_conversion_map; + // The names of the icons to never convert, even if one of their colors + // are contained in the color map from above. + static HashSet<StringName> color_conversion_exceptions; public: static void create(); - static void add_color_pair(const String p_from_color, const String p_to_color); + static void add_conversion_color_pair(const String p_from_color, const String p_to_color); + static void add_conversion_exception(const StringName p_icon_name); - static HashMap<Color, Color> &get() { return editor_color_map; }; + static HashMap<Color, Color> &get_color_conversion_map() { return color_conversion_map; }; + static HashSet<StringName> &get_color_conversion_exceptions() { return color_conversion_exceptions; }; }; Ref<Theme> create_editor_theme(Ref<Theme> p_theme = nullptr); diff --git a/editor/plugins/script_text_editor.cpp b/editor/plugins/script_text_editor.cpp index 1ae4c530e8..ad07ac180b 100644 --- a/editor/plugins/script_text_editor.cpp +++ b/editor/plugins/script_text_editor.cpp @@ -1487,16 +1487,17 @@ bool ScriptTextEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_ } static Node *_find_script_node(Node *p_edited_scene, Node *p_current_node, const Ref<Script> &script) { - if (p_edited_scene != p_current_node && p_current_node->get_owner() != p_edited_scene) { - return nullptr; - } - - Ref<Script> scr = p_current_node->get_script(); - - if (scr.is_valid() && scr == script) { - return p_current_node; + // Check scripts only for the nodes belonging to the edited scene. + if (p_current_node == p_edited_scene || p_current_node->get_owner() == p_edited_scene) { + Ref<Script> scr = p_current_node->get_script(); + if (scr.is_valid() && scr == script) { + return p_current_node; + } } + // Traverse all children, even the ones not owned by the edited scene as they + // can still have child nodes added within the edited scene and thus owned by + // it (e.g. nodes added to subscene's root or to its editable children). for (int i = 0; i < p_current_node->get_child_count(); i++) { Node *n = _find_script_node(p_edited_scene, p_current_node->get_child(i), script); if (n) { diff --git a/editor/project_converter_3_to_4.cpp b/editor/project_converter_3_to_4.cpp index 0bd3ec0925..253c3062b8 100644 --- a/editor/project_converter_3_to_4.cpp +++ b/editor/project_converter_3_to_4.cpp @@ -2335,8 +2335,7 @@ bool ProjectConverter3To4::test_conversion(RegExContainer ®_container) { valid = valid && test_conversion_with_regex("[Master]", "The master and mastersync rpc behavior is not officially supported anymore. Try using another keyword or making custom logic using Multiplayer.GetRemoteSenderId()\n[RPC]", &ProjectConverter3To4::rename_csharp_attributes, "custom rename csharp", reg_container); valid = valid && test_conversion_with_regex("[MasterSync]", "The master and mastersync rpc behavior is not officially supported anymore. Try using another keyword or making custom logic using Multiplayer.GetRemoteSenderId()\n[RPC(CallLocal = true)]", &ProjectConverter3To4::rename_csharp_attributes, "custom rename csharp", reg_container); - valid = valid && test_conversion_gdscript_builtin("OS.window_fullscreen = Settings.fullscreen", "ProjectSettings.set(\"display/window/size/fullscreen\", Settings.fullscreen)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); - valid = valid && test_conversion_gdscript_builtin("OS.window_fullscreen = Settings.fullscreen", "ProjectSettings.set(\\\"display/window/size/fullscreen\\\", Settings.fullscreen)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, true); + valid = valid && test_conversion_gdscript_builtin("OS.window_fullscreen = Settings.fullscreen", "if Settings.fullscreen:\n\tDisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)\nelse:\n\tDisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("OS.get_window_safe_area()", "DisplayServer.get_display_safe_area()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false); @@ -3094,13 +3093,9 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai line = reg_container.reg_setget_get.sub(line, "var $1$2:\n\tget:\n\t\treturn $1 # TODOConverter40 Copy here content of $3 \n\tset(mod_value):\n\t\tmod_value # TODOConverter40 Non existent set function", true); } - // OS.window_fullscreen = true -> ProjectSettings.set("display/window/size/fullscreen",true) + // OS.window_fullscreen = a -> if a: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) if (line.contains("window_fullscreen")) { - if (builtin) { - line = reg_container.reg_os_fullscreen.sub(line, "ProjectSettings.set(\\\"display/window/size/fullscreen\\\", $1)", true); - } else { - line = reg_container.reg_os_fullscreen.sub(line, "ProjectSettings.set(\"display/window/size/fullscreen\", $1)", true); - } + line = reg_container.reg_os_fullscreen.sub(line, "if $1:\n\tDisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)\nelse:\n\tDisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)", true); } // Instantiate diff --git a/editor/scene_tree_dock.h b/editor/scene_tree_dock.h index 6b3ff884d3..e48b518252 100644 --- a/editor/scene_tree_dock.h +++ b/editor/scene_tree_dock.h @@ -224,8 +224,6 @@ class SceneTreeDock : public VBoxContainer { virtual void input(const Ref<InputEvent> &p_event) override; virtual void shortcut_input(const Ref<InputEvent> &p_event) override; - void _import_subscene(); - void _new_scene_from(String p_file); void _set_node_owner_recursive(Node *p_node, Node *p_owner); @@ -288,7 +286,6 @@ public: void _focus_node(); - void import_subscene(); void add_root_node(Node *p_node); void set_edited_scene(Node *p_scene); void instantiate(const String &p_file); diff --git a/main/main.cpp b/main/main.cpp index 5fd3786af9..fa7df8d705 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -1672,13 +1672,19 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph if (bool(GLOBAL_GET("display/window/size/borderless"))) { window_flags |= DisplayServer::WINDOW_FLAG_BORDERLESS_BIT; } - if (bool(GLOBAL_GET("display/window/size/fullscreen"))) { - window_mode = DisplayServer::WINDOW_MODE_FULLSCREEN; - } - if (bool(GLOBAL_GET("display/window/size/always_on_top"))) { window_flags |= DisplayServer::WINDOW_FLAG_ALWAYS_ON_TOP_BIT; } + if (bool(GLOBAL_GET("display/window/size/transparent"))) { + window_flags |= DisplayServer::WINDOW_FLAG_TRANSPARENT_BIT; + } + if (bool(GLOBAL_GET("display/window/size/extend_to_title"))) { + window_flags |= DisplayServer::WINDOW_FLAG_EXTEND_TO_TITLE_BIT; + } + if (bool(GLOBAL_GET("display/window/size/no_focus"))) { + window_flags |= DisplayServer::WINDOW_FLAG_NO_FOCUS_BIT; + } + window_mode = (DisplayServer::WindowMode)(GLOBAL_GET("display/window/size/mode").operator int()); } GLOBAL_DEF_RST("internationalization/rendering/force_right_to_left_layout_direction", false); @@ -1932,6 +1938,13 @@ Error Main::setup2(Thread::ID p_main_tid_override) { #ifdef TOOLS_ENABLED if (editor || project_manager || cmdline_tool) { EditorPaths::create(); + if (EditorPaths::get_singleton()->is_self_contained()) { + if (ProjectSettings::get_singleton()->get_resource_path() == OS::get_singleton()->get_executable_path().get_base_dir()) { + ERR_PRINT("You are trying to run a self-contained editor at the same location as a project. This is not allowed, since editor files will mix with project files."); + OS::get_singleton()->set_exit_code(EXIT_FAILURE); + return FAILED; + } + } } #endif diff --git a/modules/text_server_adv/text_server_adv.cpp b/modules/text_server_adv/text_server_adv.cpp index b0f414f7f0..c128374be1 100644 --- a/modules/text_server_adv/text_server_adv.cpp +++ b/modules/text_server_adv/text_server_adv.cpp @@ -3065,8 +3065,10 @@ int64_t TextServerAdvanced::font_get_glyph_index(const RID &p_font_rid, int64_t bool TextServerAdvanced::font_has_char(const RID &p_font_rid, int64_t p_char) const { FontAdvanced *fd = font_owner.get_or_null(p_font_rid); - ERR_FAIL_COND_V(!fd, false); ERR_FAIL_COND_V_MSG((p_char >= 0xd800 && p_char <= 0xdfff) || (p_char > 0x10ffff), false, "Unicode parsing error: Invalid unicode codepoint " + String::num_int64(p_char, 16) + "."); + if (!fd) { + return false; + } MutexLock lock(fd->mutex); if (fd->cache.is_empty()) { @@ -4495,35 +4497,40 @@ void TextServerAdvanced::shaped_text_overrun_trim_to_width(const RID &p_shaped_l int glyphs_to = (is_rtl) ? sd_size - 1 : -1; int glyphs_delta = (is_rtl) ? +1 : -1; - for (int i = glyphs_from; i != glyphs_to; i += glyphs_delta) { - if (!is_rtl) { - width -= sd_glyphs[i].advance * sd_glyphs[i].repeat; - } - if (sd_glyphs[i].count > 0) { - bool above_min_char_threshold = ((is_rtl) ? sd_size - 1 - i : i) >= ell_min_characters; + if (enforce_ellipsis && (width + ellipsis_width <= p_width)) { + trim_pos = -1; + ellipsis_pos = (is_rtl) ? 0 : sd_size; + } else { + for (int i = glyphs_from; i != glyphs_to; i += glyphs_delta) { + if (!is_rtl) { + width -= sd_glyphs[i].advance * sd_glyphs[i].repeat; + } + if (sd_glyphs[i].count > 0) { + bool above_min_char_threshold = ((is_rtl) ? sd_size - 1 - i : i) >= ell_min_characters; - if (width + (((above_min_char_threshold && add_ellipsis) || enforce_ellipsis) ? ellipsis_width : 0) <= p_width) { - if (cut_per_word && above_min_char_threshold) { - if ((sd_glyphs[i].flags & GRAPHEME_IS_BREAK_SOFT) == GRAPHEME_IS_BREAK_SOFT) { + if (width + (((above_min_char_threshold && add_ellipsis) || enforce_ellipsis) ? ellipsis_width : 0) <= p_width) { + if (cut_per_word && above_min_char_threshold) { + if ((sd_glyphs[i].flags & GRAPHEME_IS_BREAK_SOFT) == GRAPHEME_IS_BREAK_SOFT) { + last_valid_cut = i; + found = true; + } + } else { last_valid_cut = i; found = true; } - } else { - last_valid_cut = i; - found = true; - } - if (found) { - trim_pos = last_valid_cut; + if (found) { + trim_pos = last_valid_cut; - if (add_ellipsis && (above_min_char_threshold || enforce_ellipsis) && width - ellipsis_width <= p_width) { - ellipsis_pos = trim_pos; + if (add_ellipsis && (above_min_char_threshold || enforce_ellipsis) && width - ellipsis_width <= p_width) { + ellipsis_pos = trim_pos; + } + break; } - break; } } - } - if (is_rtl) { - width -= sd_glyphs[i].advance * sd_glyphs[i].repeat; + if (is_rtl) { + width -= sd_glyphs[i].advance * sd_glyphs[i].repeat; + } } } diff --git a/modules/text_server_fb/text_server_fb.cpp b/modules/text_server_fb/text_server_fb.cpp index 23662bf2c4..7bed22fbb1 100644 --- a/modules/text_server_fb/text_server_fb.cpp +++ b/modules/text_server_fb/text_server_fb.cpp @@ -2127,8 +2127,10 @@ int64_t TextServerFallback::font_get_glyph_index(const RID &p_font_rid, int64_t bool TextServerFallback::font_has_char(const RID &p_font_rid, int64_t p_char) const { FontFallback *fd = font_owner.get_or_null(p_font_rid); - ERR_FAIL_COND_V(!fd, false); ERR_FAIL_COND_V_MSG((p_char >= 0xd800 && p_char <= 0xdfff) || (p_char > 0x10ffff), false, "Unicode parsing error: Invalid unicode codepoint " + String::num_int64(p_char, 16) + "."); + if (!fd) { + return false; + } MutexLock lock(fd->mutex); if (fd->cache.is_empty()) { @@ -3453,29 +3455,34 @@ void TextServerFallback::shaped_text_overrun_trim_to_width(const RID &p_shaped_l int last_valid_cut = 0; bool found = false; - for (int i = sd_size - 1; i != -1; i--) { - width -= sd_glyphs[i].advance * sd_glyphs[i].repeat; + if (enforce_ellipsis && (width + ellipsis_width <= p_width)) { + trim_pos = -1; + ellipsis_pos = sd_size; + } else { + for (int i = sd_size - 1; i != -1; i--) { + width -= sd_glyphs[i].advance * sd_glyphs[i].repeat; - if (sd_glyphs[i].count > 0) { - bool above_min_char_threshold = (i >= ell_min_characters); + if (sd_glyphs[i].count > 0) { + bool above_min_char_threshold = (i >= ell_min_characters); - if (width + (((above_min_char_threshold && add_ellipsis) || enforce_ellipsis) ? ellipsis_width : 0) <= p_width) { - if (cut_per_word && above_min_char_threshold) { - if ((sd_glyphs[i].flags & GRAPHEME_IS_BREAK_SOFT) == GRAPHEME_IS_BREAK_SOFT) { + if (width + (((above_min_char_threshold && add_ellipsis) || enforce_ellipsis) ? ellipsis_width : 0) <= p_width) { + if (cut_per_word && above_min_char_threshold) { + if ((sd_glyphs[i].flags & GRAPHEME_IS_BREAK_SOFT) == GRAPHEME_IS_BREAK_SOFT) { + last_valid_cut = i; + found = true; + } + } else { last_valid_cut = i; found = true; } - } else { - last_valid_cut = i; - found = true; - } - if (found) { - trim_pos = last_valid_cut; + if (found) { + trim_pos = last_valid_cut; - if (add_ellipsis && (above_min_char_threshold || enforce_ellipsis) && width - ellipsis_width <= p_width) { - ellipsis_pos = trim_pos; + if (add_ellipsis && (above_min_char_threshold || enforce_ellipsis) && width - ellipsis_width <= p_width) { + ellipsis_pos = trim_pos; + } + break; } - break; } } } diff --git a/platform/macos/display_server_macos.mm b/platform/macos/display_server_macos.mm index e1d0d99165..004bb7dcd1 100644 --- a/platform/macos/display_server_macos.mm +++ b/platform/macos/display_server_macos.mm @@ -2213,7 +2213,9 @@ void DisplayServerMacOS::show_window(WindowID p_id) { WindowData &wd = windows[p_id]; popup_open(p_id); - if (wd.no_focus || wd.is_popup) { + if ([wd.window_object isMiniaturized]) { + return; + } else if (wd.no_focus || wd.is_popup) { [wd.window_object orderFront:nil]; } else { [wd.window_object makeKeyAndOrderFront:nil]; @@ -2370,6 +2372,10 @@ void DisplayServerMacOS::window_set_position(const Point2i &p_position, WindowID ERR_FAIL_COND(!windows.has(p_window)); WindowData &wd = windows[p_window]; + if ([wd.window_object isZoomed]) { + return; + } + Point2i position = p_position; // OS X native y-coordinate relative to _get_screens_origin() is negative, // Godot passes a positive value. @@ -2494,6 +2500,10 @@ void DisplayServerMacOS::window_set_size(const Size2i p_size, WindowID p_window) ERR_FAIL_COND(!windows.has(p_window)); WindowData &wd = windows[p_window]; + if ([wd.window_object isZoomed]) { + return; + } + Size2i size = p_size / screen_get_max_scale(); NSPoint top_left; @@ -2750,7 +2760,9 @@ void DisplayServerMacOS::window_set_flag(WindowFlags p_flag, bool p_enabled, Win } _update_window_style(wd); if ([wd.window_object isVisible]) { - if (wd.no_focus || wd.is_popup) { + if ([wd.window_object isMiniaturized]) { + return; + } else if (wd.no_focus || wd.is_popup) { [wd.window_object orderFront:nil]; } else { [wd.window_object makeKeyAndOrderFront:nil]; diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp index 4553f31480..46cb5473da 100644 --- a/platform/windows/display_server_windows.cpp +++ b/platform/windows/display_server_windows.cpp @@ -685,7 +685,13 @@ void DisplayServerWindows::show_window(WindowID p_id) { _update_window_style(p_id); } - if (wd.no_focus || wd.is_popup) { + if (wd.maximized) { + ShowWindow(wd.hWnd, SW_SHOWMAXIMIZED); + SetForegroundWindow(wd.hWnd); // Slightly higher priority. + SetFocus(wd.hWnd); // Set keyboard focus. + } else if (wd.minimized) { + ShowWindow(wd.hWnd, SW_SHOWMINIMIZED); + } else if (wd.no_focus || wd.is_popup) { // https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-showwindow ShowWindow(wd.hWnd, SW_SHOWNA); } else { @@ -926,7 +932,7 @@ void DisplayServerWindows::window_set_position(const Point2i &p_position, Window ERR_FAIL_COND(!windows.has(p_window)); WindowData &wd = windows[p_window]; - if (wd.fullscreen) { + if (wd.fullscreen || wd.maximized) { return; } @@ -1059,6 +1065,10 @@ void DisplayServerWindows::window_set_size(const Size2i p_size, WindowID p_windo ERR_FAIL_COND(!windows.has(p_window)); WindowData &wd = windows[p_window]; + if (wd.fullscreen || wd.maximized) { + return; + } + int w = p_size.width; int h = p_size.height; @@ -1076,10 +1086,6 @@ void DisplayServerWindows::window_set_size(const Size2i p_size, WindowID p_windo } #endif - if (wd.fullscreen) { - return; - } - RECT rect; GetWindowRect(wd.hWnd, &rect); @@ -3599,6 +3605,16 @@ DisplayServer::WindowID DisplayServerWindows::_create_window(WindowMode p_mode, wd.wtctx = 0; } + if (p_mode == WINDOW_MODE_MAXIMIZED) { + wd.maximized = true; + wd.minimized = false; + } + + if (p_mode == WINDOW_MODE_MINIMIZED) { + wd.maximized = false; + wd.minimized = true; + } + wd.last_pressure = 0; wd.last_pressure_update = 0; wd.last_tilt = Vector2(); diff --git a/scene/gui/item_list.cpp b/scene/gui/item_list.cpp index 008109da65..357f2480bd 100644 --- a/scene/gui/item_list.cpp +++ b/scene/gui/item_list.cpp @@ -662,19 +662,7 @@ void ItemList::gui_input(const Ref<InputEvent> &p_event) { pos.x = get_size().width - pos.x; } - int closest = -1; - - for (int i = 0; i < items.size(); i++) { - Rect2 rc = items[i].rect_cache; - if (i % current_columns == current_columns - 1) { - rc.size.width = get_size().width; //not right but works - } - - if (rc.has_point(pos)) { - closest = i; - break; - } - } + int closest = get_item_at_position(mb->get_position(), true); if (closest != -1 && (mb->get_button_index() == MouseButton::LEFT || (allow_rmb_select && mb->get_button_index() == MouseButton::RIGHT))) { int i = closest; @@ -1467,7 +1455,7 @@ int ItemList::get_item_at_position(const Point2 &p_pos, bool p_exact) const { for (int i = 0; i < items.size(); i++) { Rect2 rc = items[i].rect_cache; if (i % current_columns == current_columns - 1) { - rc.size.width = get_size().width - rc.position.x; //make sure you can still select the last item when clicking past the column + rc.size.width = get_size().width - rc.position.x; // Make sure you can still select the last item when clicking past the column. } if (rc.has_point(pos)) { |