diff options
-rw-r--r-- | editor/action_map_editor.cpp | 10 | ||||
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.cpp | 59 | ||||
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.h | 6 | ||||
-rw-r--r-- | methods.py | 4 |
4 files changed, 66 insertions, 13 deletions
diff --git a/editor/action_map_editor.cpp b/editor/action_map_editor.cpp index 363d542fd5..fc7e7389d5 100644 --- a/editor/action_map_editor.cpp +++ b/editor/action_map_editor.cpp @@ -571,7 +571,13 @@ void InputEventConfigurationDialog::popup_and_configure(const Ref<InputEvent> &p for (int i = 0; i < MOD_MAX; i++) { mod_checkboxes[i]->set_pressed(false); } - physical_key_checkbox->set_pressed(false); + + // Enable the Physical Key checkbox by default to encourage its use. + // Physical Key should be used for most game inputs as it allows keys to work + // on non-QWERTY layouts out of the box. + // This is especially important for WASD movement layouts. + physical_key_checkbox->set_pressed(true); + store_command_checkbox->set_pressed(true); _set_current_device(0); @@ -702,7 +708,7 @@ InputEventConfigurationDialog::InputEventConfigurationDialog() { physical_key_checkbox = memnew(CheckBox); physical_key_checkbox->set_text(TTR("Use Physical Keycode")); - physical_key_checkbox->set_tooltip(TTR("Stores the physical position of the key on the keyboard rather than the keys value. Used for compatibility with non-latin layouts.")); + physical_key_checkbox->set_tooltip(TTR("Stores the physical position of the key on the keyboard rather than the key's value. Used for compatibility with non-latin layouts.\nThis should generally be enabled for most game shortcuts, but not in non-game applications.")); physical_key_checkbox->connect("toggled", callable_mp(this, &InputEventConfigurationDialog::_physical_keycode_toggled)); physical_key_checkbox->hide(); additional_options_container->add_child(physical_key_checkbox); diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 0096152cfe..e8086e2fea 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -252,6 +252,14 @@ void ViewportRotationControl::set_viewport(Node3DEditorViewport *p_viewport) { viewport = p_viewport; } +void Node3DEditorViewport::_view_settings_confirmed(real_t p_interp_delta) { + // Set FOV override multiplier back to the default, so that the FOV + // setting specified in the View menu is correctly applied. + cursor.fov_scale = 1.0; + + _update_camera(p_interp_delta); +} + void Node3DEditorViewport::_update_camera(real_t p_interp_delta) { bool is_orthogonal = camera->get_projection() == Camera3D::PROJECTION_ORTHOGONAL; @@ -318,6 +326,8 @@ void Node3DEditorViewport::_update_camera(real_t p_interp_delta) { equal = false; } else if (!Math::is_equal_approx(old_camera_cursor.distance, camera_cursor.distance, tolerance)) { equal = false; + } else if (!Math::is_equal_approx(old_camera_cursor.fov_scale, camera_cursor.fov_scale, tolerance)) { + equal = false; } if (!equal || p_interp_delta == 0 || is_orthogonal != orthogonal) { @@ -383,7 +393,7 @@ float Node3DEditorViewport::get_zfar() const { } float Node3DEditorViewport::get_fov() const { - return CLAMP(spatial_editor->get_fov(), MIN_FOV, MAX_FOV); + return CLAMP(spatial_editor->get_fov() * cursor.fov_scale, MIN_FOV, MAX_FOV); } Transform3D Node3DEditorViewport::_get_camera_transform() const { @@ -1327,17 +1337,25 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { const real_t zoom_factor = 1 + (ZOOM_FREELOOK_MULTIPLIER - 1) * b->get_factor(); switch (b->get_button_index()) { case MOUSE_BUTTON_WHEEL_UP: { - if (is_freelook_active()) { - scale_freelook_speed(zoom_factor); + if (b->is_alt_pressed()) { + scale_fov(-0.05); } else { - scale_cursor_distance(1.0 / zoom_factor); + if (is_freelook_active()) { + scale_freelook_speed(zoom_factor); + } else { + scale_cursor_distance(1.0 / zoom_factor); + } } } break; case MOUSE_BUTTON_WHEEL_DOWN: { - if (is_freelook_active()) { - scale_freelook_speed(1.0 / zoom_factor); + if (b->is_alt_pressed()) { + scale_fov(0.05); } else { - scale_cursor_distance(zoom_factor); + if (is_freelook_active()) { + scale_freelook_speed(1.0 / zoom_factor); + } else { + scale_cursor_distance(zoom_factor); + } } } break; case MOUSE_BUTTON_RIGHT: { @@ -2305,6 +2323,18 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { emit_signal(SNAME("toggle_maximize_view"), this); } } + + if (ED_IS_SHORTCUT("spatial_editor/decrease_fov", p_event)) { + scale_fov(-0.05); + } + + if (ED_IS_SHORTCUT("spatial_editor/increase_fov", p_event)) { + scale_fov(0.05); + } + + if (ED_IS_SHORTCUT("spatial_editor/reset_fov", p_event)) { + reset_fov(); + } } // freelook uses most of the useful shortcuts, like save, so its ok @@ -2472,6 +2502,16 @@ void Node3DEditorViewport::set_freelook_active(bool active_now) { freelook_active = active_now; } +void Node3DEditorViewport::scale_fov(real_t p_fov_offset) { + cursor.fov_scale = CLAMP(cursor.fov_scale + p_fov_offset, 0.1, 2.5); + surface->update(); +} + +void Node3DEditorViewport::reset_fov() { + cursor.fov_scale = 1.0; + surface->update(); +} + void Node3DEditorViewport::scale_cursor_distance(real_t scale) { real_t min_distance = MAX(camera->get_near() * 4, ZOOM_FREELOOK_MIN); real_t max_distance = MIN(camera->get_far() / 4, ZOOM_FREELOOK_MAX); @@ -7343,6 +7383,9 @@ Node3DEditor::Node3DEditor(EditorNode *p_editor) { ED_SHORTCUT("spatial_editor/align_transform_with_view", TTR("Align Transform with View"), KEY_MASK_ALT + KEY_MASK_CMD + KEY_M); ED_SHORTCUT("spatial_editor/align_rotation_with_view", TTR("Align Rotation with View"), KEY_MASK_ALT + KEY_MASK_CMD + KEY_F); ED_SHORTCUT("spatial_editor/freelook_toggle", TTR("Toggle Freelook"), KEY_MASK_SHIFT + KEY_F); + ED_SHORTCUT("spatial_editor/decrease_fov", TTR("Decrease Field of View"), KEY_MASK_CMD + KEY_EQUAL); // Usually direct access key for `KEY_PLUS`. + ED_SHORTCUT("spatial_editor/increase_fov", TTR("Increase Field of View"), KEY_MASK_CMD + KEY_MINUS); + ED_SHORTCUT("spatial_editor/reset_fov", TTR("Reset Field of View to Default"), KEY_MASK_CMD + KEY_0); PopupMenu *p; @@ -7490,7 +7533,7 @@ Node3DEditor::Node3DEditor(EditorNode *p_editor) { settings_vbc->add_margin_child(TTR("View Z-Far:"), settings_zfar); for (uint32_t i = 0; i < VIEWPORTS_COUNT; ++i) { - settings_dialog->connect("confirmed", callable_mp(viewports[i], &Node3DEditorViewport::_update_camera), varray(0.0)); + settings_dialog->connect("confirmed", callable_mp(viewports[i], &Node3DEditorViewport::_view_settings_confirmed), varray(0.0)); } /* XFORM DIALOG */ diff --git a/editor/plugins/node_3d_editor_plugin.h b/editor/plugins/node_3d_editor_plugin.h index 5290a8804b..e1318f52a8 100644 --- a/editor/plugins/node_3d_editor_plugin.h +++ b/editor/plugins/node_3d_editor_plugin.h @@ -315,7 +315,7 @@ private: struct Cursor { Vector3 pos; - real_t x_rot, y_rot, distance; + real_t x_rot, y_rot, distance, fov_scale; Vector3 eye_pos; // Used in freelook mode bool region_select; Point2 region_begin, region_end; @@ -325,6 +325,7 @@ private: x_rot = 0.5; y_rot = -0.5; distance = 4; + fov_scale = 1.0; region_select = false; } }; @@ -333,6 +334,8 @@ private: Cursor cursor; // Immediate cursor Cursor camera_cursor; // That one may be interpolated (don't modify this one except for smoothing purposes) + void scale_fov(real_t p_fov_offset); + void reset_fov(); void scale_cursor_distance(real_t scale); void set_freelook_active(bool active_now); @@ -349,6 +352,7 @@ private: void set_message(String p_message, float p_time = 5); + void _view_settings_confirmed(real_t p_interp_delta); void _update_camera(real_t p_interp_delta); Transform3D to_camera_transform(const Cursor &p_cursor) const; void _draw(); diff --git a/methods.py b/methods.py index 77a1085baf..b2eb7b7c77 100644 --- a/methods.py +++ b/methods.py @@ -1,9 +1,9 @@ -import collections import os import re import glob import subprocess from collections import OrderedDict +from collections.abc import Mapping from typing import Iterator # We need to define our own `Action` method to control the verbosity of output @@ -662,7 +662,7 @@ def generate_vs_project(env, num_jobs): batch_file = find_visual_c_batch_file(env) if batch_file: - class ModuleConfigs(collections.Mapping): + class ModuleConfigs(Mapping): # This version information (Win32, x64, Debug, Release, Release_Debug seems to be # required for Visual Studio to understand that it needs to generate an NMAKE # project. Do not modify without knowing what you are doing. |