diff options
Diffstat (limited to 'scene')
406 files changed, 2774 insertions, 2246 deletions
diff --git a/scene/2d/animated_sprite.cpp b/scene/2d/animated_sprite.cpp index b31bb39c0d..707e95e271 100644 --- a/scene/2d/animated_sprite.cpp +++ b/scene/2d/animated_sprite.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -398,11 +398,11 @@ void AnimatedSprite::_notification(int p_what) { emit_signal(SceneStringNames::get_singleton()->animation_finished); frame = 0; } else { + frame = fc - 1; if (!is_over) { - emit_signal(SceneStringNames::get_singleton()->animation_finished); is_over = true; + emit_signal(SceneStringNames::get_singleton()->animation_finished); } - frame = fc - 1; } } else { frame++; diff --git a/scene/2d/animated_sprite.h b/scene/2d/animated_sprite.h index 7270ee4d0e..8753f88799 100644 --- a/scene/2d/animated_sprite.h +++ b/scene/2d/animated_sprite.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/area_2d.cpp b/scene/2d/area_2d.cpp index ae5891fa50..63c4758a34 100644 --- a/scene/2d/area_2d.cpp +++ b/scene/2d/area_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -158,7 +158,9 @@ void Area2D::_body_inout(int p_status, const RID &p_body, int p_instance, int p_ Map<ObjectID, BodyState>::Element *E = body_map.find(objid); - ERR_FAIL_COND(!body_in && !E); + if (!body_in && !E) { + return; //does not exist because it was likely removed from the tree + } locked = true; diff --git a/scene/2d/area_2d.h b/scene/2d/area_2d.h index cd60b6c1e1..2d1527810e 100644 --- a/scene/2d/area_2d.h +++ b/scene/2d/area_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp index c2af725919..961d2b00ef 100644 --- a/scene/2d/audio_stream_player_2d.cpp +++ b/scene/2d/audio_stream_player_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/audio_stream_player_2d.h b/scene/2d/audio_stream_player_2d.h index e68e6eeca5..cc00b59010 100644 --- a/scene/2d/audio_stream_player_2d.h +++ b/scene/2d/audio_stream_player_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/back_buffer_copy.cpp b/scene/2d/back_buffer_copy.cpp index e06c30ec6b..4a4bc4410f 100644 --- a/scene/2d/back_buffer_copy.cpp +++ b/scene/2d/back_buffer_copy.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/back_buffer_copy.h b/scene/2d/back_buffer_copy.h index b1ee12544b..52b0c016cc 100644 --- a/scene/2d/back_buffer_copy.h +++ b/scene/2d/back_buffer_copy.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp index cc297d742d..11846654c5 100644 --- a/scene/2d/camera_2d.cpp +++ b/scene/2d/camera_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -61,6 +61,20 @@ void Camera2D::_update_scroll() { }; } +void Camera2D::_update_process_mode() { + + if (Engine::get_singleton()->is_editor_hint()) { + set_process_internal(false); + set_physics_process_internal(false); + } else if (process_mode == CAMERA2D_PROCESS_IDLE) { + set_process_internal(true); + set_physics_process_internal(false); + } else { + set_process_internal(false); + set_physics_process_internal(true); + } +} + void Camera2D::set_zoom(const Vector2 &p_zoom) { zoom = p_zoom; @@ -143,7 +157,7 @@ Transform2D Camera2D::get_camera_transform() { if (smoothing_enabled && !Engine::get_singleton()->is_editor_hint()) { - float c = smoothing * get_process_delta_time(); + float c = smoothing * (process_mode == CAMERA2D_PROCESS_PHYSICS ? get_physics_process_delta_time() : get_process_delta_time()); smoothed_camera_pos = ((camera_pos - smoothed_camera_pos) * c) + smoothed_camera_pos; ret_camera_pos = smoothed_camera_pos; //camera_pos=camera_pos*(1.0-smoothing)+new_camera_pos*smoothing; @@ -217,14 +231,15 @@ void Camera2D::_notification(int p_what) { switch (p_what) { - case NOTIFICATION_INTERNAL_PROCESS: { + case NOTIFICATION_INTERNAL_PROCESS: + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { _update_scroll(); } break; case NOTIFICATION_TRANSFORM_CHANGED: { - if (!is_processing_internal()) + if (!is_processing_internal() && !is_physics_processing_internal()) _update_scroll(); } break; @@ -245,10 +260,7 @@ void Camera2D::_notification(int p_what) { add_to_group(group_name); add_to_group(canvas_group_name); - if (Engine::get_singleton()->is_editor_hint()) { - set_process_internal(false); - } - + _update_process_mode(); _update_scroll(); first = true; @@ -379,6 +391,20 @@ bool Camera2D::is_rotating() const { return rotating; } +void Camera2D::set_process_mode(Camera2DProcessMode p_mode) { + + if (process_mode == p_mode) + return; + + process_mode = p_mode; + _update_process_mode(); +} + +Camera2D::Camera2DProcessMode Camera2D::get_process_mode() const { + + return process_mode; +} + void Camera2D::_make_current(Object *p_which) { if (p_which == this) { @@ -410,6 +436,7 @@ void Camera2D::make_current() { } else { get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_make_current", this); } + _update_scroll(); } void Camera2D::clear_current() { @@ -656,6 +683,9 @@ void Camera2D::_bind_methods() { ClassDB::bind_method(D_METHOD("_update_scroll"), &Camera2D::_update_scroll); + ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Camera2D::set_process_mode); + ClassDB::bind_method(D_METHOD("get_process_mode"), &Camera2D::get_process_mode); + ClassDB::bind_method(D_METHOD("_set_current", "current"), &Camera2D::_set_current); ClassDB::bind_method(D_METHOD("is_current"), &Camera2D::is_current); @@ -716,6 +746,7 @@ void Camera2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "current"), "_set_current", "is_current"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "zoom"), "set_zoom", "get_zoom"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport", 0), "set_custom_viewport", "get_custom_viewport"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_process_mode", "get_process_mode"); ADD_GROUP("Limit", "limit_"); ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_left"), "set_limit", "get_limit", MARGIN_LEFT); @@ -749,6 +780,8 @@ void Camera2D::_bind_methods() { BIND_ENUM_CONSTANT(ANCHOR_MODE_FIXED_TOP_LEFT); BIND_ENUM_CONSTANT(ANCHOR_MODE_DRAG_CENTER); + BIND_ENUM_CONSTANT(CAMERA2D_PROCESS_PHYSICS); + BIND_ENUM_CONSTANT(CAMERA2D_PROCESS_IDLE); } Camera2D::Camera2D() { @@ -771,6 +804,7 @@ Camera2D::Camera2D() { limit_smoothing_enabled = false; custom_viewport = NULL; custom_viewport_id = 0; + process_mode = CAMERA2D_PROCESS_IDLE; smoothing = 5.0; zoom = Vector2(1, 1); diff --git a/scene/2d/camera_2d.h b/scene/2d/camera_2d.h index 99571500bf..7f16ecff41 100644 --- a/scene/2d/camera_2d.h +++ b/scene/2d/camera_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -44,6 +44,11 @@ public: ANCHOR_MODE_DRAG_CENTER }; + enum Camera2DProcessMode { + CAMERA2D_PROCESS_PHYSICS, + CAMERA2D_PROCESS_IDLE + }; + protected: Point2 camera_pos; Point2 smoothed_camera_pos; @@ -73,6 +78,7 @@ protected: float v_ofs; Point2 camera_screen_center; + void _update_process_mode(); void _update_scroll(); void _make_current(Object *p_which); @@ -84,6 +90,8 @@ protected: bool limit_drawing_enabled; bool margin_drawing_enabled; + Camera2DProcessMode process_mode; + protected: virtual Transform2D get_camera_transform(); void _notification(int p_what); @@ -126,6 +134,9 @@ public: void set_follow_smoothing(float p_speed); float get_follow_smoothing() const; + void set_process_mode(Camera2DProcessMode p_mode); + Camera2DProcessMode get_process_mode() const; + void make_current(); void clear_current(); bool is_current() const; @@ -156,5 +167,6 @@ public: }; VARIANT_ENUM_CAST(Camera2D::AnchorMode); +VARIANT_ENUM_CAST(Camera2D::Camera2DProcessMode); #endif // CAMERA_2D_H diff --git a/scene/2d/canvas_item.cpp b/scene/2d/canvas_item.cpp index 0ea2e85dfa..6ed008cf9c 100644 --- a/scene/2d/canvas_item.cpp +++ b/scene/2d/canvas_item.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -42,7 +42,7 @@ #include "servers/visual_server.h" Mutex *CanvasItemMaterial::material_mutex = NULL; -SelfList<CanvasItemMaterial>::List CanvasItemMaterial::dirty_materials; +SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = NULL; Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map; CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = NULL; @@ -52,6 +52,8 @@ void CanvasItemMaterial::init_shaders() { material_mutex = Mutex::create(); #endif + dirty_materials = memnew(SelfList<CanvasItemMaterial>::List); + shader_names = memnew(ShaderNames); shader_names->particles_anim_h_frames = "particles_anim_h_frames"; @@ -61,6 +63,10 @@ void CanvasItemMaterial::init_shaders() { void CanvasItemMaterial::finish_shaders() { + memdelete(dirty_materials); + memdelete(shader_names); + dirty_materials = NULL; + #ifndef NO_THREADS memdelete(material_mutex); #endif @@ -68,7 +74,7 @@ void CanvasItemMaterial::finish_shaders() { void CanvasItemMaterial::_update_shader() { - dirty_materials.remove(&element); + dirty_materials->remove(&element); MaterialKey mk = _compute_key(); if (mk.key == current_key.key) @@ -157,9 +163,9 @@ void CanvasItemMaterial::flush_changes() { if (material_mutex) material_mutex->lock(); - while (dirty_materials.first()) { + while (dirty_materials->first()) { - dirty_materials.first()->self()->_update_shader(); + dirty_materials->first()->self()->_update_shader(); } if (material_mutex) @@ -172,7 +178,7 @@ void CanvasItemMaterial::_queue_shader_change() { material_mutex->lock(); if (!element.in_list()) { - dirty_materials.add(&element); + dirty_materials->add(&element); } if (material_mutex) @@ -1160,7 +1166,7 @@ void CanvasItem::_bind_methods() { ClassDB::bind_method(D_METHOD("draw_string", "font", "position", "text", "modulate", "clip_w"), &CanvasItem::draw_string, DEFVAL(Color(1, 1, 1)), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("draw_char", "font", "position", "char", "next", "modulate"), &CanvasItem::draw_char, DEFVAL(Color(1, 1, 1))); ClassDB::bind_method(D_METHOD("draw_mesh", "mesh", "texture", "normal_map"), &CanvasItem::draw_mesh, DEFVAL(Ref<Texture>())); - ClassDB::bind_method(D_METHOD("draw_multimesh", "mesh", "texture", "normal_map"), &CanvasItem::draw_mesh, DEFVAL(Ref<Texture>())); + ClassDB::bind_method(D_METHOD("draw_multimesh", "multimesh", "texture", "normal_map"), &CanvasItem::draw_multimesh, DEFVAL(Ref<Texture>())); ClassDB::bind_method(D_METHOD("draw_set_transform", "position", "rotation", "scale"), &CanvasItem::draw_set_transform); ClassDB::bind_method(D_METHOD("draw_set_transform_matrix", "xform"), &CanvasItem::draw_set_transform_matrix); diff --git a/scene/2d/canvas_item.h b/scene/2d/canvas_item.h index 9fe7cb1e00..a02e792cf2 100644 --- a/scene/2d/canvas_item.h +++ b/scene/2d/canvas_item.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -109,7 +109,7 @@ private: } static Mutex *material_mutex; - static SelfList<CanvasItemMaterial>::List dirty_materials; + static SelfList<CanvasItemMaterial>::List *dirty_materials; SelfList<CanvasItemMaterial> element; void _update_shader(); diff --git a/scene/2d/canvas_modulate.cpp b/scene/2d/canvas_modulate.cpp index 2f8568ccbf..bd7bb97b03 100644 --- a/scene/2d/canvas_modulate.cpp +++ b/scene/2d/canvas_modulate.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/canvas_modulate.h b/scene/2d/canvas_modulate.h index 888ed95f6b..101abb4f00 100644 --- a/scene/2d/canvas_modulate.h +++ b/scene/2d/canvas_modulate.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp index 738f7ddf59..554b8dbc3d 100644 --- a/scene/2d/collision_object_2d.cpp +++ b/scene/2d/collision_object_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h index 29a00bd9f9..d796c171bf 100644 --- a/scene/2d/collision_object_2d.h +++ b/scene/2d/collision_object_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp index 07bbbd9321..ac99a598d4 100644 --- a/scene/2d/collision_polygon_2d.cpp +++ b/scene/2d/collision_polygon_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/collision_polygon_2d.h b/scene/2d/collision_polygon_2d.h index 412a923292..1e9bcf4646 100644 --- a/scene/2d/collision_polygon_2d.h +++ b/scene/2d/collision_polygon_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp index d3e25d541a..1b648372c0 100644 --- a/scene/2d/collision_shape_2d.cpp +++ b/scene/2d/collision_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/collision_shape_2d.h b/scene/2d/collision_shape_2d.h index ed2c09d53d..8d74da0944 100644 --- a/scene/2d/collision_shape_2d.h +++ b/scene/2d/collision_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp index a1b624a246..36b900bf82 100644 --- a/scene/2d/cpu_particles_2d.cpp +++ b/scene/2d/cpu_particles_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1305,15 +1305,15 @@ void CPUParticles2D::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGLE); ADD_GROUP("Scale", ""); - ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE); - ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE); - ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_SCALE); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_amount", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_amount_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_amount_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_SCALE); ADD_GROUP("Color", ""); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp"); ADD_GROUP("Hue Variation", "hue_"); - ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.1"), "set_param", "get_param", PARAM_HUE_VARIATION); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_HUE_VARIATION); ADD_GROUP("Animation", "anim_"); diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h index d967c3be26..b1adf62980 100644 --- a/scene/2d/cpu_particles_2d.h +++ b/scene/2d/cpu_particles_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/joints_2d.cpp b/scene/2d/joints_2d.cpp index b9a48e1fdc..5b14b3e8e1 100644 --- a/scene/2d/joints_2d.cpp +++ b/scene/2d/joints_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/joints_2d.h b/scene/2d/joints_2d.h index 744994f0a7..a3951eb9d2 100644 --- a/scene/2d/joints_2d.h +++ b/scene/2d/joints_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/light_2d.cpp b/scene/2d/light_2d.cpp index e6a5a0b651..d7ed6f8f49 100644 --- a/scene/2d/light_2d.cpp +++ b/scene/2d/light_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -450,7 +450,7 @@ void Light2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color"); ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF7,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth"); ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask"); diff --git a/scene/2d/light_2d.h b/scene/2d/light_2d.h index 40469cfbc8..b1940f64cd 100644 --- a/scene/2d/light_2d.h +++ b/scene/2d/light_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/light_occluder_2d.cpp b/scene/2d/light_occluder_2d.cpp index ab15b49985..5334caed67 100644 --- a/scene/2d/light_occluder_2d.cpp +++ b/scene/2d/light_occluder_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/light_occluder_2d.h b/scene/2d/light_occluder_2d.h index d59c9100b0..498d65d764 100644 --- a/scene/2d/light_occluder_2d.h +++ b/scene/2d/light_occluder_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/line_2d.cpp b/scene/2d/line_2d.cpp index 6faf8c2855..105eb82afb 100644 --- a/scene/2d/line_2d.cpp +++ b/scene/2d/line_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/line_2d.h b/scene/2d/line_2d.h index 6918018c12..5bbd38e460 100644 --- a/scene/2d/line_2d.h +++ b/scene/2d/line_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp index d5e8a33805..eb09d3c9d3 100644 --- a/scene/2d/line_builder.cpp +++ b/scene/2d/line_builder.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -279,6 +279,10 @@ void LineBuilder::build() { } } else { // No intersection: fallback + if (current_joint_mode == Line2D::LINE_JOINT_SHARP) { + // There is no fallback implementation for LINE_JOINT_SHARP so switch to the LINE_JOINT_BEVEL + current_joint_mode = Line2D::LINE_JOINT_BEVEL; + } pos_up1 = corner_pos_up; pos_down1 = corner_pos_down; } diff --git a/scene/2d/line_builder.h b/scene/2d/line_builder.h index f9d26f12af..2ca28d09c4 100644 --- a/scene/2d/line_builder.h +++ b/scene/2d/line_builder.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/mesh_instance_2d.cpp b/scene/2d/mesh_instance_2d.cpp index 46777665d8..b382ca7b33 100644 --- a/scene/2d/mesh_instance_2d.cpp +++ b/scene/2d/mesh_instance_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/mesh_instance_2d.h b/scene/2d/mesh_instance_2d.h index c9889c1c03..4d81c8088a 100644 --- a/scene/2d/mesh_instance_2d.h +++ b/scene/2d/mesh_instance_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/navigation2d.cpp b/scene/2d/navigation2d.cpp index 1b789bab9d..1c0e924433 100644 --- a/scene/2d/navigation2d.cpp +++ b/scene/2d/navigation2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/navigation2d.h b/scene/2d/navigation2d.h index 02c46d5de1..fc1762221c 100644 --- a/scene/2d/navigation2d.h +++ b/scene/2d/navigation2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/navigation_polygon.cpp b/scene/2d/navigation_polygon.cpp index b36924e521..50618c6baa 100644 --- a/scene/2d/navigation_polygon.cpp +++ b/scene/2d/navigation_polygon.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -349,8 +349,6 @@ void NavigationPolygonInstance::set_enabled(bool p_enabled) { if (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_navigation_hint()) update(); - - //update_gizmo(); } bool NavigationPolygonInstance::is_enabled() const { @@ -461,26 +459,28 @@ void NavigationPolygonInstance::_notification(int p_what) { void NavigationPolygonInstance::set_navigation_polygon(const Ref<NavigationPolygon> &p_navpoly) { - if (p_navpoly == navpoly) + if (p_navpoly == navpoly) { return; + } if (navigation && nav_id != -1) { navigation->navpoly_remove(nav_id); nav_id = -1; } + if (navpoly.is_valid()) { navpoly->disconnect(CoreStringNames::get_singleton()->changed, this, "_navpoly_changed"); } navpoly = p_navpoly; - if (navpoly.is_valid()) { navpoly->connect(CoreStringNames::get_singleton()->changed, this, "_navpoly_changed"); } + _navpoly_changed(); if (navigation && navpoly.is_valid() && enabled) { nav_id = navigation->navpoly_add(navpoly, get_relative_transform_to_parent(navigation), this); } - //update_gizmo(); + _change_notify("navpoly"); update_configuration_warning(); } diff --git a/scene/2d/navigation_polygon.h b/scene/2d/navigation_polygon.h index d7684c2d94..ebbe67d949 100644 --- a/scene/2d/navigation_polygon.h +++ b/scene/2d/navigation_polygon.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/node_2d.cpp b/scene/2d/node_2d.cpp index 2d9bbfe657..9a94092840 100644 --- a/scene/2d/node_2d.cpp +++ b/scene/2d/node_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/node_2d.h b/scene/2d/node_2d.h index 924a84fb88..c07dc88720 100644 --- a/scene/2d/node_2d.h +++ b/scene/2d/node_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/parallax_background.cpp b/scene/2d/parallax_background.cpp index 027d64b813..96e13396c5 100644 --- a/scene/2d/parallax_background.cpp +++ b/scene/2d/parallax_background.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -206,7 +206,9 @@ void ParallaxBackground::_bind_methods() { ParallaxBackground::ParallaxBackground() { - base_scale = Vector2(1, 1); scale = 1.0; set_layer(-1); //behind all by default + + base_scale = Vector2(1, 1); + ignore_camera_zoom = false; } diff --git a/scene/2d/parallax_background.h b/scene/2d/parallax_background.h index 31d1c553a2..38d59ac737 100644 --- a/scene/2d/parallax_background.h +++ b/scene/2d/parallax_background.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/parallax_layer.cpp b/scene/2d/parallax_layer.cpp index 06de723f27..baf5b5967b 100644 --- a/scene/2d/parallax_layer.cpp +++ b/scene/2d/parallax_layer.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/parallax_layer.h b/scene/2d/parallax_layer.h index b2b98b0ef6..b5db111a38 100644 --- a/scene/2d/parallax_layer.h +++ b/scene/2d/parallax_layer.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/particles_2d.cpp b/scene/2d/particles_2d.cpp index 35b7e7da3e..c005c33a19 100644 --- a/scene/2d/particles_2d.cpp +++ b/scene/2d/particles_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/particles_2d.h b/scene/2d/particles_2d.h index 6d52f8b28e..a0104b4b16 100644 --- a/scene/2d/particles_2d.h +++ b/scene/2d/particles_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp index 4276918f53..271e132002 100644 --- a/scene/2d/path_2d.cpp +++ b/scene/2d/path_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -261,7 +261,7 @@ void PathFollow2D::_validate_property(PropertyInfo &property) const { if (path && path->get_curve().is_valid()) max = path->get_curve()->get_baked_length(); - property.hint_string = "0," + rtos(max) + ",0.01"; + property.hint_string = "0," + rtos(max) + ",0.01,or_greater"; } } @@ -303,8 +303,8 @@ void PathFollow2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_lookahead", "lookahead"), &PathFollow2D::set_lookahead); ClassDB::bind_method(D_METHOD("get_lookahead"), &PathFollow2D::get_lookahead); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_EXP_RANGE, "0,10000,0.01,or_greater"), "set_offset", "get_offset"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_greater"), "set_offset", "get_offset"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_greater", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rotate"), "set_rotate", "is_rotating"); diff --git a/scene/2d/path_2d.h b/scene/2d/path_2d.h index 64696442c3..4efad19938 100644 --- a/scene/2d/path_2d.h +++ b/scene/2d/path_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/path_texture.cpp b/scene/2d/path_texture.cpp index d36a9fb65a..3de2079ebe 100644 --- a/scene/2d/path_texture.cpp +++ b/scene/2d/path_texture.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/path_texture.h b/scene/2d/path_texture.h index 7a347c0653..313aa772c4 100644 --- a/scene/2d/path_texture.h +++ b/scene/2d/path_texture.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 929b4624ee..f4bc8ad6b9 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1279,7 +1279,6 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const colliders.push_back(collision); motion = collision.remainder; - bool is_on_slope = false; if (p_floor_direction == Vector2()) { //all is a wall on_wall = true; @@ -1291,16 +1290,14 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const floor_velocity = collision.collider_vel; if (p_stop_on_slope) { - if (Vector2() == lv_n + p_floor_direction) { + if (Vector2() == lv_n + p_floor_direction && collision.travel.length() < 1) { Transform2D gt = get_global_transform(); - gt.elements[2] -= collision.travel; + gt.elements[2] -= collision.travel.project(p_floor_direction.tangent()); set_global_transform(gt); return Vector2(); } } - is_on_slope = true; - } else if (collision.normal.dot(-p_floor_direction) >= Math::cos(p_floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { //ceiling on_ceiling = true; } else { @@ -1308,14 +1305,9 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const } } - if (p_stop_on_slope && is_on_slope) { - motion = motion.slide(p_floor_direction); - lv = lv.slide(p_floor_direction); - } else { - Vector2 n = collision.normal; - motion = motion.slide(n); - lv = lv.slide(n); - } + Vector2 n = collision.normal; + motion = motion.slide(n); + lv = lv.slide(n); } if (p_stop_on_slope) @@ -1425,6 +1417,10 @@ void KinematicBody2D::set_sync_to_physics(bool p_enable) { return; } sync_to_physics = p_enable; + + if (Engine::get_singleton()->is_editor_hint()) + return; + if (p_enable) { Physics2DServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); set_only_update_transform_changes(true); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index c7b42add84..89dd1e5341 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp index fc0741cc5c..54b304f851 100644 --- a/scene/2d/polygon_2d.cpp +++ b/scene/2d/polygon_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -81,7 +81,11 @@ bool Polygon2D::_edit_use_rect() const { bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { - return Geometry::is_point_in_polygon(p_point - get_offset(), Variant(polygon)); + Vector<Vector2> polygon2d = Variant(polygon); + if (internal_vertices > 0) { + polygon2d.resize(polygon2d.size() - internal_vertices); + } + return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d); } void Polygon2D::_notification(int p_what) { @@ -108,9 +112,17 @@ void Polygon2D::_notification(int p_what) { Vector<int> bones; Vector<float> weights; - points.resize(polygon.size()); + int len = polygon.size(); + if ((invert || polygons.size() == 0) && internal_vertices > 0) { + //if no polygons are around, internal vertices must not be drawn, else let them be + len -= internal_vertices; + } + + if (len <= 0) { + return; + } + points.resize(len); - int len = points.size(); { PoolVector<Vector2>::Read polyr = polygon.read(); @@ -177,7 +189,8 @@ void Polygon2D::_notification(int p_what) { Transform2D texmat(tex_rot, tex_ofs); texmat.scale(tex_scale); Size2 tex_size = texture->get_size(); - uvs.resize(points.size()); + + uvs.resize(len); if (points.size() == uv.size()) { @@ -194,9 +207,9 @@ void Polygon2D::_notification(int p_what) { } } - if (!invert && bone_weights.size()) { + if (skeleton_node && !invert && bone_weights.size()) { //a skeleton is set! fill indices and weights - int vc = points.size(); + int vc = len; bones.resize(vc * 4); weights.resize(vc * 4); @@ -258,93 +271,245 @@ void Polygon2D::_notification(int p_what) { } Vector<Color> colors; - int color_len = vertex_colors.size(); - colors.resize(len); - { + if (vertex_colors.size() == points.size()) { + colors.resize(len); PoolVector<Color>::Read color_r = vertex_colors.read(); - for (int i = 0; i < color_len && i < len; i++) { + for (int i = 0; i < len; i++) { colors.write[i] = color_r[i]; } - for (int i = color_len; i < len; i++) { - colors.write[i] = color; - } + } else { + colors.push_back(color); } // Vector<int> indices = Geometry::triangulate_polygon(points); // VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID()); - if (invert || splits.size() == 0) { + if (invert || polygons.size() == 0) { Vector<int> indices = Geometry::triangulate_polygon(points); VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID()); } else { + //draw individual polygons + Vector<int> total_indices; + for (int i = 0; i < polygons.size(); i++) { + PoolVector<int> src_indices = polygons[i]; + int ic = src_indices.size(); + if (ic < 3) + continue; + PoolVector<int>::Read r = src_indices.read(); + + Vector<Vector2> tmp_points; + tmp_points.resize(ic); + + for (int j = 0; j < ic; j++) { + int idx = r[j]; + ERR_CONTINUE(idx < 0 || idx >= points.size()); + tmp_points.write[j] = points[r[j]]; + } + Vector<int> indices = Geometry::triangulate_polygon(tmp_points); + int ic2 = indices.size(); + const int *r2 = indices.ptr(); + + int bic = total_indices.size(); + total_indices.resize(bic + ic2); + int *w2 = total_indices.ptrw(); + + for (int j = 0; j < ic2; j++) { + w2[j + bic] = r[r2[j]]; + } + } + + if (total_indices.size()) { + VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), total_indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID()); + } + +#if 0 //use splits Vector<int> loop; int sc = splits.size(); PoolVector<int>::Read r = splits.read(); - int last = points.size(); + + print_line("has splits, amount " + itos(splits.size())); Vector<Vector<int> > loops; - for (int i = 0; i < last; i++) { + // find a point that can be used to begin, must not be in a split, and have to the left and right the same one + // like this one -> x---o + // \ / \ . + // o---o + int base_point = -1; + { + int current_point = -1; + int base_point_prev_split = -1; + + + for (int i = 0; i < points.size(); i++) { + + //find if this point is in a split + int split_index = -1; + bool has_prev_split = false; + int min_dist_to_end = 0x7FFFFFFF; + + for (int j = 0; j < sc; j += 2) { + + int split_pos = -1; + int split_end = -1; + + if (r[j + 0] == i) { //found split in first point + split_pos = r[j + 0]; + split_end = r[j + 1]; + } else if (r[j + 1] == i) { //found split in second point + split_pos = r[j + 1]; + split_end = r[j + 0]; + } + + if (split_pos == split_end) { + continue; //either nothing found or begin == end, this not a split in either case + } + + if (j == base_point_prev_split) { + has_prev_split = true; + } + + //compute distance from split pos to split end in current traversal direction + int dist_to_end = split_end > split_pos ? split_end - split_pos : (last - split_pos + split_end); + + if (dist_to_end < min_dist_to_end) { + //always keep the valid split with the least distance to the loop + min_dist_to_end = dist_to_end; + split_index = j; + } + } + + if (split_index == -1) { + current_point = i; //no split here, we are testing this point + } else if (has_prev_split) { + base_point = current_point; // there is a split and it contains the previous visited split, success + break; + } else { + //invalidate current point and keep split + current_point = -1; + base_point_prev_split = split_index; + } + } + } + + print_line("found base point: " + itos(base_point)); - int split; - int min_end = -1; + if (base_point != -1) { + int point = base_point; + int last = base_point; + //go through all the points, find splits do { - loop.push_back(i); + int split; + int last_dist_to_end = -1; //maximum valid distance to end - split = -1; - int end = -1; + do { - for (int j = 0; j < sc; j += 2) { - if (r[j + 1] >= last) - continue; //no longer valid - if (min_end != -1 && r[j + 1] >= min_end) - continue; - if (r[j] == i) { - if (split == -1 || r[j + 1] > end) { - split = r[j]; - end = r[j + 1]; + loop.push_back(point); //push current point + + split = -1; + int end = -1; + + int max_dist_to_end = 0; + + //find if this point is in a split + for (int j = 0; j < sc; j += 2) { + + int split_pos = -1; + int split_end = -1; + + if (r[j + 0] == point) { //match first split index + split_pos = r[j + 0]; + split_end = r[j + 1]; + } else if (r[j + 1] == point) { //match second split index + split_pos = r[j + 1]; + split_end = r[j + 0]; + } + + if (split_pos == split_end) { + continue; //either nothing found or begin == end, this not a split in either case + } + + //compute distance from split pos to split end + int dist_to_end = split_end > split_pos ? split_end - split_pos : (points.size() - split_pos + split_end); + + if (last_dist_to_end != -1 && dist_to_end >= last_dist_to_end) { + //distance must be shorter than in last iteration, means we've tested this before so ignore + continue; + } else if (dist_to_end > max_dist_to_end) { + //always keep the valid point with the most distance (as long as it's valid) + max_dist_to_end = dist_to_end; + split = split_pos; + end = split_end; } } - } - if (split != -1) { - for (int j = end; j < last; j++) { - loop.push_back(j); + if (split != -1) { + //found a split! + int from = end; + + //add points until last is reached + while (true) { + //find if point is in a split + loop.push_back(from); + + if (from == last) { + break; + } + + from++; + if (from >= points.size()) { //wrap if reached end + from = 0; + } + + if (from == loop[0]) { + break; //end because we reached split source + } + } + + loops.push_back(loop); //done with this loop + loop.clear(); + + last_dist_to_end = max_dist_to_end; + last = end; //algorithm can safely finish in this split point } - loops.push_back(loop); - last = end + 1; - loop.clear(); - min_end = end; //avoid this split from repeating - } - } while (split != -1); + } while (split != -1); + + } while (point != last); } - if (loop.size()) { + if (loop.size() >=2 ) { //points remained + //points remain + loop.push_back(last); //no splits found, use last loops.push_back(loop); } - Vector<int> indices; + print_line("total loops: " + itos(loops.size())); - for (int i = 0; i < loops.size(); i++) { - Vector<int> loop = loops[i]; - Vector<Vector2> vertices; - vertices.resize(loop.size()); - for (int j = 0; j < vertices.size(); j++) { - vertices.write[j] = points[loop[j]]; - } - Vector<int> sub_indices = Geometry::triangulate_polygon(vertices); - int from = indices.size(); - indices.resize(from + sub_indices.size()); - for (int j = 0; j < sub_indices.size(); j++) { - indices.write[from + j] = loop[sub_indices[j]]; + if (loops.size()) { //loops found + Vector<int> indices; + + for (int i = 0; i < loops.size(); i++) { + Vector<int> loop = loops[i]; + Vector<Vector2> vertices; + vertices.resize(loop.size()); + for (int j = 0; j < vertices.size(); j++) { + vertices.write[j] = points[loop[j]]; + } + Vector<int> sub_indices = Geometry::triangulate_polygon(vertices); + int from = indices.size(); + indices.resize(from + sub_indices.size()); + for (int j = 0; j < sub_indices.size(); j++) { + indices.write[from + j] = loop[sub_indices[j]]; + } } - } - VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID()); + VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID()); + } +#endif } } break; @@ -362,6 +527,15 @@ PoolVector<Vector2> Polygon2D::get_polygon() const { return polygon; } +void Polygon2D::set_internal_vertex_count(int p_count) { + + internal_vertices = p_count; +} + +int Polygon2D::get_internal_vertex_count() const { + return internal_vertices; +} + void Polygon2D::set_uv(const PoolVector<Vector2> &p_uv) { uv = p_uv; @@ -373,16 +547,15 @@ PoolVector<Vector2> Polygon2D::get_uv() const { return uv; } -void Polygon2D::set_splits(const PoolVector<int> &p_splits) { +void Polygon2D::set_polygons(const Array &p_polygons) { - ERR_FAIL_COND(p_splits.size() & 1); //splits should be multiple of 2 - splits = p_splits; + polygons = p_polygons; update(); } -PoolVector<int> Polygon2D::get_splits() const { +Array Polygon2D::get_polygons() const { - return splits; + return polygons; } void Polygon2D::set_color(const Color &p_color) { @@ -585,8 +758,8 @@ void Polygon2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color); ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color); - ClassDB::bind_method(D_METHOD("set_splits", "splits"), &Polygon2D::set_splits); - ClassDB::bind_method(D_METHOD("get_splits"), &Polygon2D::get_splits); + ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons); + ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons); ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors); ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors); @@ -630,14 +803,13 @@ void Polygon2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton); ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton); + ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count); + ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count); + ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones); ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones); - ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); - ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv"); - ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "splits"), "set_splits", "get_splits"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); - ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased"); ADD_GROUP("Texture", ""); @@ -654,7 +826,13 @@ void Polygon2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enable"), "set_invert", "get_invert"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1"), "set_invert_border", "get_invert_border"); + ADD_GROUP("Data", ""); + ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); + ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv"); + ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_bones", "_get_bones"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count"); } Polygon2D::Polygon2D() { @@ -667,4 +845,5 @@ Polygon2D::Polygon2D() { tex_scale = Vector2(1, 1); color = Color(1, 1, 1); rect_cache_dirty = true; + internal_vertices = 0; } diff --git a/scene/2d/polygon_2d.h b/scene/2d/polygon_2d.h index 575f71d74a..c1d6ebe46e 100644 --- a/scene/2d/polygon_2d.h +++ b/scene/2d/polygon_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -40,7 +40,8 @@ class Polygon2D : public Node2D { PoolVector<Vector2> polygon; PoolVector<Vector2> uv; PoolVector<Color> vertex_colors; - PoolVector<int> splits; + Array polygons; + int internal_vertices; struct Bone { NodePath path; @@ -87,11 +88,14 @@ public: void set_polygon(const PoolVector<Vector2> &p_polygon); PoolVector<Vector2> get_polygon() const; + void set_internal_vertex_count(int p_count); + int get_internal_vertex_count() const; + void set_uv(const PoolVector<Vector2> &p_uv); PoolVector<Vector2> get_uv() const; - void set_splits(const PoolVector<int> &p_uv); - PoolVector<int> get_splits() const; + void set_polygons(const Array &p_polygons); + Array get_polygons() const; void set_color(const Color &p_color); Color get_color() const; diff --git a/scene/2d/position_2d.cpp b/scene/2d/position_2d.cpp index 543314eefa..bed6f8a816 100644 --- a/scene/2d/position_2d.cpp +++ b/scene/2d/position_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/position_2d.h b/scene/2d/position_2d.h index bff474cccd..c95315fea3 100644 --- a/scene/2d/position_2d.h +++ b/scene/2d/position_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp index f7c18a17df..57dfe5176d 100644 --- a/scene/2d/ray_cast_2d.cpp +++ b/scene/2d/ray_cast_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/ray_cast_2d.h index a438be87b6..f53f3ff07b 100644 --- a/scene/2d/ray_cast_2d.h +++ b/scene/2d/ray_cast_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/remote_transform_2d.cpp b/scene/2d/remote_transform_2d.cpp index f0274e5206..1c38a91877 100644 --- a/scene/2d/remote_transform_2d.cpp +++ b/scene/2d/remote_transform_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/remote_transform_2d.h b/scene/2d/remote_transform_2d.h index 3f395f820e..16a5417592 100644 --- a/scene/2d/remote_transform_2d.h +++ b/scene/2d/remote_transform_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/screen_button.cpp b/scene/2d/screen_button.cpp index 44a41328e8..fb1558a404 100644 --- a/scene/2d/screen_button.cpp +++ b/scene/2d/screen_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/screen_button.h b/scene/2d/screen_button.h index 3e8adc2e5e..fd944ead64 100644 --- a/scene/2d/screen_button.h +++ b/scene/2d/screen_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp index 1c504d00fc..2a674e64e6 100644 --- a/scene/2d/skeleton_2d.cpp +++ b/scene/2d/skeleton_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/skeleton_2d.h b/scene/2d/skeleton_2d.h index 9d0a061457..cf9877e6f8 100644 --- a/scene/2d/skeleton_2d.h +++ b/scene/2d/skeleton_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/sprite.cpp b/scene/2d/sprite.cpp index f4e6e2bdbb..ba103a8bf0 100644 --- a/scene/2d/sprite.cpp +++ b/scene/2d/sprite.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/sprite.h b/scene/2d/sprite.h index ab444f89fc..e38db3a299 100644 --- a/scene/2d/sprite.h +++ b/scene/2d/sprite.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp index 8fe65f53a9..d61296b13f 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -327,6 +327,11 @@ void TileMap::update_dirty_quadrants() { Ref<ShaderMaterial> mat = tile_set->tile_get_material(c.id); int z_index = tile_set->tile_get_z_index(c.id); + if (tile_set->tile_get_tile_mode(c.id) == TileSet::AUTO_TILE || + tile_set->tile_get_tile_mode(c.id) == TileSet::ATLAS_TILE) { + z_index += tile_set->autotile_get_z_index(c.id, Vector2(c.autotile_coord_x, c.autotile_coord_y)); + } + RID canvas_item; RID debug_canvas_item; @@ -372,13 +377,12 @@ void TileMap::update_dirty_quadrants() { r.size = tile_set->autotile_get_size(c.id); r.position += (r.size + Vector2(spacing, spacing)) * Vector2(c.autotile_coord_x, c.autotile_coord_y); } - Size2 s = tex->get_size(); + Size2 s; if (r == Rect2()) s = tex->get_size(); - else { + else s = r.size; - } Rect2 rect; rect.position = offset.floor(); @@ -835,7 +839,7 @@ void TileMap::update_cell_bitmask(int p_x, int p_y) { Map<PosKey, Cell>::Element *E = tile_map.find(p); if (E != NULL) { int id = get_cell(p_x, p_y); - if (tile_set->tile_get_tile_mode(id) == TileSet::AUTO_TILE || tile_set->tile_get_tile_mode(id) == TileSet::ATLAS_TILE) { + if (tile_set->tile_get_tile_mode(id) == TileSet::AUTO_TILE) { uint16_t mask = 0; if (tile_set->autotile_get_bitmask_mode(id) == TileSet::BITMASK_2X2) { if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) { @@ -899,7 +903,8 @@ void TileMap::update_cell_bitmask(int p_x, int p_y) { PosKey qk(p_x / _get_quadrant_size(), p_y / _get_quadrant_size()); Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk); _make_quadrant_dirty(Q); - } else { + + } else if (tile_set->tile_get_tile_mode(id) == TileSet::SINGLE_TILE) { E->get().autotile_coord_x = 0; E->get().autotile_coord_y = 0; } @@ -1625,6 +1630,8 @@ void TileMap::_bind_methods() { ClassDB::bind_method(D_METHOD("is_cell_y_flipped", "x", "y"), &TileMap::is_cell_y_flipped); ClassDB::bind_method(D_METHOD("is_cell_transposed", "x", "y"), &TileMap::is_cell_transposed); + ClassDB::bind_method(D_METHOD("get_cell_autotile_coord", "x", "y"), &TileMap::get_cell_autotile_coord); + ClassDB::bind_method(D_METHOD("fix_invalid_tiles"), &TileMap::fix_invalid_tiles); ClassDB::bind_method(D_METHOD("clear"), &TileMap::clear); diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h index 499c79b180..a44098fd77 100644 --- a/scene/2d/tile_map.h +++ b/scene/2d/tile_map.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/visibility_notifier_2d.cpp b/scene/2d/visibility_notifier_2d.cpp index 7d7c47619a..1cf037daf2 100644 --- a/scene/2d/visibility_notifier_2d.cpp +++ b/scene/2d/visibility_notifier_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -190,7 +190,7 @@ void VisibilityEnabler2D::_find_nodes(Node *p_node) { if (enabler[ENABLER_FREEZE_BODIES]) { RigidBody2D *rb2d = Object::cast_to<RigidBody2D>(p_node); - if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || (rb2d->get_mode() == RigidBody2D::MODE_RIGID && !rb2d->is_able_to_sleep())))) { + if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || rb2d->get_mode() == RigidBody2D::MODE_RIGID))) { add = true; meta = rb2d->get_mode(); diff --git a/scene/2d/visibility_notifier_2d.h b/scene/2d/visibility_notifier_2d.h index 04084b609a..259368455b 100644 --- a/scene/2d/visibility_notifier_2d.h +++ b/scene/2d/visibility_notifier_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/y_sort.cpp b/scene/2d/y_sort.cpp index d3997c13c3..d7e523e189 100644 --- a/scene/2d/y_sort.cpp +++ b/scene/2d/y_sort.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/2d/y_sort.h b/scene/2d/y_sort.h index 5ff12aa25a..1bf757720e 100644 --- a/scene/2d/y_sort.h +++ b/scene/2d/y_sort.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/area.cpp b/scene/3d/area.cpp index 5e78368804..99f43b1242 100644 --- a/scene/3d/area.cpp +++ b/scene/3d/area.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -157,7 +157,9 @@ void Area::_body_inout(int p_status, const RID &p_body, int p_instance, int p_bo Map<ObjectID, BodyState>::Element *E = body_map.find(objid); - ERR_FAIL_COND(!body_in && !E); + if (!body_in && !E) { + return; //likely removed from the tree + } locked = true; @@ -751,6 +753,7 @@ Area::Area() : angular_damp = 1; priority = 0; monitoring = false; + monitorable = false; collision_mask = 1; collision_layer = 1; set_ray_pickable(false); diff --git a/scene/3d/area.h b/scene/3d/area.h index e1ff1079e3..043d651e04 100644 --- a/scene/3d/area.h +++ b/scene/3d/area.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/arvr_nodes.cpp b/scene/3d/arvr_nodes.cpp index 2dc500f7ab..17b698c1b8 100644 --- a/scene/3d/arvr_nodes.cpp +++ b/scene/3d/arvr_nodes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -266,6 +266,7 @@ void ARVRController::set_controller_id(int p_controller_id) { // We don't check any bounds here, this controller may not yet be active and just be a place holder until it is. // Note that setting this to 0 means this node is not bound to a controller yet. controller_id = p_controller_id; + update_configuration_warning(); }; int ARVRController::get_controller_id(void) const { @@ -446,6 +447,7 @@ void ARVRAnchor::set_anchor_id(int p_anchor_id) { // We don't check any bounds here, this anchor may not yet be active and just be a place holder until it is. // Note that setting this to 0 means this node is not bound to an anchor yet. anchor_id = p_anchor_id; + update_configuration_warning(); }; int ARVRAnchor::get_anchor_id(void) const { diff --git a/scene/3d/arvr_nodes.h b/scene/3d/arvr_nodes.h index d6690676cc..523bc112c1 100644 --- a/scene/3d/arvr_nodes.h +++ b/scene/3d/arvr_nodes.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp index afd87deca6..0f4d0383a4 100644 --- a/scene/3d/audio_stream_player_3d.cpp +++ b/scene/3d/audio_stream_player_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -33,6 +33,7 @@ #include "scene/3d/area.h" #include "scene/3d/camera.h" #include "scene/main/viewport.h" + void AudioStreamPlayer3D::_mix_audio() { if (!stream_playback.is_valid() || !active || @@ -206,15 +207,15 @@ float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const { float att = 0; switch (attenuation_model) { case ATTENUATION_INVERSE_DISTANCE: { - att = Math::linear2db(1.0 / ((p_distance / unit_size) + 000001)); + att = Math::linear2db(1.0 / ((p_distance / unit_size) + CMP_EPSILON)); } break; case ATTENUATION_INVERSE_SQUARE_DISTANCE: { float d = (p_distance / unit_size); d *= d; - att = Math::linear2db(1.0 / (d + 0.00001)); + att = Math::linear2db(1.0 / (d + CMP_EPSILON)); } break; case ATTENUATION_LOGARITHMIC: { - att = -20 * Math::log(p_distance / unit_size + 000001); + att = -20 * Math::log(p_distance / unit_size + CMP_EPSILON); } break; default: { ERR_PRINT("Unknown attenuation type"); diff --git a/scene/3d/audio_stream_player_3d.h b/scene/3d/audio_stream_player_3d.h index 14413d0702..881652da64 100644 --- a/scene/3d/audio_stream_player_3d.h +++ b/scene/3d/audio_stream_player_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/baked_lightmap.cpp b/scene/3d/baked_lightmap.cpp index 62589bd67e..d66e6cc83d 100644 --- a/scene/3d/baked_lightmap.cpp +++ b/scene/3d/baked_lightmap.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/baked_lightmap.h b/scene/3d/baked_lightmap.h index 60b62f74eb..bb3f84719a 100644 --- a/scene/3d/baked_lightmap.h +++ b/scene/3d/baked_lightmap.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/bone_attachment.cpp b/scene/3d/bone_attachment.cpp index a875b65c22..0233029435 100644 --- a/scene/3d/bone_attachment.cpp +++ b/scene/3d/bone_attachment.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/bone_attachment.h b/scene/3d/bone_attachment.h index 81a225015e..051e2b4c56 100644 --- a/scene/3d/bone_attachment.h +++ b/scene/3d/bone_attachment.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp index 8ef64e2e80..fd28b876f3 100644 --- a/scene/3d/camera.cpp +++ b/scene/3d/camera.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/camera.h b/scene/3d/camera.h index a35c9d6e7f..a531324a85 100644 --- a/scene/3d/camera.h +++ b/scene/3d/camera.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/collision_object.cpp b/scene/3d/collision_object.cpp index 99b8ce0567..d8c2042c88 100644 --- a/scene/3d/collision_object.cpp +++ b/scene/3d/collision_object.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/collision_object.h b/scene/3d/collision_object.h index f8ef04b78f..90f370b6d4 100644 --- a/scene/3d/collision_object.h +++ b/scene/3d/collision_object.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/collision_polygon.cpp b/scene/3d/collision_polygon.cpp index 379dd21c39..db07059b32 100644 --- a/scene/3d/collision_polygon.cpp +++ b/scene/3d/collision_polygon.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/collision_polygon.h b/scene/3d/collision_polygon.h index f1f137c9c5..04c00fc70f 100644 --- a/scene/3d/collision_polygon.h +++ b/scene/3d/collision_polygon.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/collision_shape.cpp b/scene/3d/collision_shape.cpp index 4fd68fb47d..daee291ba3 100644 --- a/scene/3d/collision_shape.cpp +++ b/scene/3d/collision_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/collision_shape.h b/scene/3d/collision_shape.h index 6ca8e80ea1..0c8e383a7f 100644 --- a/scene/3d/collision_shape.h +++ b/scene/3d/collision_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/cpu_particles.cpp b/scene/3d/cpu_particles.cpp index a22708ac99..29610cb0bf 100644 --- a/scene/3d/cpu_particles.cpp +++ b/scene/3d/cpu_particles.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -217,7 +217,7 @@ String CPUParticles::get_configuration_warning() const { if (!mesh_found) { if (warnings != String()) warnings += "\n"; - warnings += "- " + TTR("Nothing is visible because no mesh has not been assigned."); + warnings += "- " + TTR("Nothing is visible because no mesh has been assigned."); } if (!anim_material_found && (get_param(PARAM_ANIM_SPEED) != 0.0 || get_param(PARAM_ANIM_OFFSET) != 0.0 || @@ -523,7 +523,7 @@ void CPUParticles::_particles_process(float p_delta) { Basis velocity_xform; if (!local_coords) { emission_xform = get_global_transform(); - velocity_xform = emission_xform.basis.inverse().transposed(); + velocity_xform = emission_xform.basis; } for (int i = 0; i < pcount; i++) { @@ -605,19 +605,14 @@ void CPUParticles::_particles_process(float p_delta) { p.hue_rot_rand = Math::randf(); p.anim_offset_rand = Math::randf(); - float angle1_rad; - float angle2_rad; - if (flags[FLAG_DISABLE_Z]) { - - angle1_rad = (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0; + float angle1_rad = (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0; Vector3 rot = Vector3(Math::cos(angle1_rad), Math::sin(angle1_rad), 0.0); p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]); - } else { //initiate velocity spread in 3D - angle1_rad = (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0; - angle2_rad = (Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * Math_PI * spread / 180.0; + float angle1_rad = (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0; + float angle2_rad = (Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * Math_PI * spread / 180.0; Vector3 direction_xz = Vector3(Math::sin(angle1_rad), 0, Math::cos(angle1_rad)); Vector3 direction_yz = Vector3(0, Math::sin(angle2_rad), Math::cos(angle2_rad)); @@ -691,7 +686,7 @@ void CPUParticles::_particles_process(float p_delta) { if (flags[FLAG_DISABLE_Z]) { p.velocity.z = 0.0; - p.velocity.z = 0.0; + p.transform.origin.z = 0.0; } } else if (!p.active) { @@ -757,15 +752,15 @@ void CPUParticles::_particles_process(float p_delta) { } Vector3 force = gravity; - Vector3 pos = p.transform.origin; + Vector3 position = p.transform.origin; if (flags[FLAG_DISABLE_Z]) { - pos.z = 0.0; + position.z = 0.0; } //apply linear acceleration force += p.velocity.length() > 0.0 ? p.velocity.normalized() * (parameters[PARAM_LINEAR_ACCEL] + tex_linear_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_LINEAR_ACCEL]) : Vector3(); //apply radial acceleration Vector3 org = emission_xform.origin; - Vector3 diff = pos - org; + Vector3 diff = position - org; force += diff.length() > 0.0 ? diff.normalized() * (parameters[PARAM_RADIAL_ACCEL] + tex_radial_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_RADIAL_ACCEL]) : Vector3(); //apply tangential acceleration; if (flags[FLAG_DISABLE_Z]) { @@ -1361,15 +1356,15 @@ void CPUParticles::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGLE); ADD_GROUP("Scale", ""); - ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE); - ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE); - ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_SCALE); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_amount", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_amount_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_amount_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_SCALE); ADD_GROUP("Color", ""); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp"); ADD_GROUP("Hue Variation", "hue_"); - ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.1"), "set_param", "get_param", PARAM_HUE_VARIATION); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_HUE_VARIATION); ADD_GROUP("Animation", "anim_"); diff --git a/scene/3d/cpu_particles.h b/scene/3d/cpu_particles.h index 2e83924dfc..b50befe7be 100644 --- a/scene/3d/cpu_particles.h +++ b/scene/3d/cpu_particles.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/gi_probe.cpp b/scene/3d/gi_probe.cpp index 6276d02eff..5b08ea7790 100644 --- a/scene/3d/gi_probe.cpp +++ b/scene/3d/gi_probe.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/gi_probe.h b/scene/3d/gi_probe.h index af4b646590..87664e06b8 100644 --- a/scene/3d/gi_probe.h +++ b/scene/3d/gi_probe.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/immediate_geometry.cpp b/scene/3d/immediate_geometry.cpp index 14a0b0505d..a555106bd8 100644 --- a/scene/3d/immediate_geometry.cpp +++ b/scene/3d/immediate_geometry.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/immediate_geometry.h b/scene/3d/immediate_geometry.h index f7201b4bba..3467663dff 100644 --- a/scene/3d/immediate_geometry.h +++ b/scene/3d/immediate_geometry.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/interpolated_camera.cpp b/scene/3d/interpolated_camera.cpp index 93832f8e00..d720dd117c 100644 --- a/scene/3d/interpolated_camera.cpp +++ b/scene/3d/interpolated_camera.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/interpolated_camera.h b/scene/3d/interpolated_camera.h index b025112295..97100c9501 100644 --- a/scene/3d/interpolated_camera.h +++ b/scene/3d/interpolated_camera.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp index 11d61315ba..3b514dab8c 100644 --- a/scene/3d/light.cpp +++ b/scene/3d/light.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/light.h b/scene/3d/light.h index b35b397ced..85e0ce3c24 100644 --- a/scene/3d/light.h +++ b/scene/3d/light.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/listener.cpp b/scene/3d/listener.cpp index 439c1f8c45..85e65e23f2 100644 --- a/scene/3d/listener.cpp +++ b/scene/3d/listener.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/listener.h b/scene/3d/listener.h index 8047971ebd..86451e7d99 100644 --- a/scene/3d/listener.h +++ b/scene/3d/listener.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -71,8 +71,6 @@ public: void set_visible_layers(uint32_t p_layers); uint32_t get_visible_layers() const; - Vector<Plane> get_frustum() const; - Listener(); ~Listener(); }; diff --git a/scene/3d/mesh_instance.cpp b/scene/3d/mesh_instance.cpp index cf0317cd58..848889155b 100644 --- a/scene/3d/mesh_instance.cpp +++ b/scene/3d/mesh_instance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -138,6 +138,8 @@ void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) { set_base(RID()); } + update_gizmo(); + _change_notify(); } Ref<Mesh> MeshInstance::get_mesh() const { diff --git a/scene/3d/mesh_instance.h b/scene/3d/mesh_instance.h index 0b5b4b9e7b..022ef15aad 100644 --- a/scene/3d/mesh_instance.h +++ b/scene/3d/mesh_instance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/multimesh_instance.cpp b/scene/3d/multimesh_instance.cpp index 4cbd1df64a..d744a74859 100644 --- a/scene/3d/multimesh_instance.cpp +++ b/scene/3d/multimesh_instance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/multimesh_instance.h b/scene/3d/multimesh_instance.h index 1cd077a0a5..8f41aa8fd2 100644 --- a/scene/3d/multimesh_instance.h +++ b/scene/3d/multimesh_instance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/navigation.cpp b/scene/3d/navigation.cpp index 6e7b372647..5a3c8223ff 100644 --- a/scene/3d/navigation.cpp +++ b/scene/3d/navigation.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/navigation.h b/scene/3d/navigation.h index 8f200997cd..f920d1d7f6 100644 --- a/scene/3d/navigation.h +++ b/scene/3d/navigation.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/navigation_mesh.cpp b/scene/3d/navigation_mesh.cpp index 99680b7273..75301af657 100644 --- a/scene/3d/navigation_mesh.cpp +++ b/scene/3d/navigation_mesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/navigation_mesh.h b/scene/3d/navigation_mesh.h index 753ad76edc..74531e2423 100644 --- a/scene/3d/navigation_mesh.h +++ b/scene/3d/navigation_mesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/particles.cpp b/scene/3d/particles.cpp index 3fff42aa78..2add50dd5d 100644 --- a/scene/3d/particles.cpp +++ b/scene/3d/particles.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/particles.h b/scene/3d/particles.h index 72241c5c89..42c68010db 100644 --- a/scene/3d/particles.h +++ b/scene/3d/particles.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/path.cpp b/scene/3d/path.cpp index 339a434a6e..9fae5a9a54 100644 --- a/scene/3d/path.cpp +++ b/scene/3d/path.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -44,10 +44,11 @@ void Path::_curve_changed() { emit_signal("curve_changed"); } - // update the configuration warnings of all children of type OrientedPathFollows + // update the configuration warnings of all children of type PathFollow + // previously used for PathFollowOriented (now enforced orientation is done in PathFollow) if (is_inside_tree()) { for (int i = 0; i < get_child_count(); i++) { - OrientedPathFollow *child = Object::cast_to<OrientedPathFollow>(get_child(i)); + PathFollow *child = Object::cast_to<PathFollow>(get_child(i)); if (child) { child->update_configuration_warning(); } @@ -105,24 +106,64 @@ void PathFollow::_update_transform() { return; } + float bl = c->get_baked_length(); + float bi = c->get_bake_interval(); float o = offset; + float o_next = offset + bi; if (loop) { - o = Math::fposmod(o, c->get_baked_length()); + o = Math::fposmod(o, bl); + o_next = Math::fposmod(o_next, bl); + } else if (rotation_mode == ROTATION_ORIENTED && o_next >= bl) { + o = bl - bi; + o_next = bl; } Vector3 pos = c->interpolate_baked(o, cubic); Transform t = get_transform(); + // Vector3 pos_offset = Vector3(h_offset, v_offset, 0); not used in all cases + // will be replaced by "Vector3(h_offset, v_offset, 0)" where it was formely used + + if (rotation_mode == ROTATION_ORIENTED) { + + Vector3 pos = c->interpolate_baked(o, cubic); + Vector3 forward = c->interpolate_baked(o_next, cubic) - pos; + + if (forward.length_squared() < CMP_EPSILON2) + forward = Vector3(0, 0, 1); + else + forward.normalize(); + + Vector3 up = c->interpolate_baked_up_vector(o, true); + + if (o_next < o) { + Vector3 up1 = c->interpolate_baked_up_vector(o_next, true); + Vector3 axis = up.cross(up1); - t.origin = pos; - Vector3 pos_offset = Vector3(h_offset, v_offset, 0); + if (axis.length_squared() < CMP_EPSILON2) + axis = forward; + else + axis.normalize(); - if (rotation_mode != ROTATION_NONE) { + up.rotate(axis, up.angle_to(up1) * 0.5f); + } + + Vector3 scale = t.basis.get_scale(); + Vector3 sideways = up.cross(forward).normalized(); + up = forward.cross(sideways).normalized(); + + t.basis.set(sideways, up, forward); + t.basis.scale_local(scale); + + t.origin = pos + sideways * h_offset + up * v_offset; + } else if (rotation_mode != ROTATION_NONE) { // perform parallel transport // // see C. Dougan, The Parallel Transport Frame, Game Programming Gems 2 for example // for a discussion about why not Frenet frame. + t.origin = pos; + Vector3 t_prev = (pos - c->interpolate_baked(o - delta_offset, cubic)).normalized(); Vector3 t_cur = (c->interpolate_baked(o + delta_offset, cubic) - pos).normalized(); @@ -165,9 +206,9 @@ void PathFollow::_update_transform() { } } - t.translate(pos_offset); + t.translate(Vector3(h_offset, v_offset, 0)); } else { - t.origin += pos_offset; + t.origin = pos + Vector3(h_offset, v_offset, 0); } set_transform(t); @@ -213,7 +254,7 @@ void PathFollow::_validate_property(PropertyInfo &property) const { if (path && path->get_curve().is_valid()) max = path->get_curve()->get_baked_length(); - property.hint_string = "0," + rtos(max) + ",0.01"; + property.hint_string = "0," + rtos(max) + ",0.01,or_greater"; } } @@ -224,6 +265,11 @@ String PathFollow::get_configuration_warning() const { if (!Object::cast_to<Path>(get_parent())) { return TTR("PathFollow only works when set as a child of a Path node."); + } else { + Path *path = Object::cast_to<Path>(get_parent()); + if (path->get_curve().is_valid() && !path->get_curve()->is_up_vector_enabled() && rotation_mode == ROTATION_ORIENTED) { + return TTR("PathFollow ROTATION_ORIENTED requires \"Up Vector\" enabled in its parent Path's Curve resource."); + } } return String(); @@ -252,11 +298,11 @@ void PathFollow::_bind_methods() { ClassDB::bind_method(D_METHOD("set_loop", "loop"), &PathFollow::set_loop); ClassDB::bind_method(D_METHOD("has_loop"), &PathFollow::has_loop); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_EXP_RANGE, "0,10000,0.01,or_greater"), "set_offset", "get_offset"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_greater"), "set_offset", "get_offset"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_greater", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ"), "set_rotation_mode", "get_rotation_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ,Oriented"), "set_rotation_mode", "get_rotation_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cubic_interp"), "set_cubic_interpolation", "get_cubic_interpolation"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop"); @@ -264,6 +310,7 @@ void PathFollow::_bind_methods() { BIND_ENUM_CONSTANT(ROTATION_Y); BIND_ENUM_CONSTANT(ROTATION_XY); BIND_ENUM_CONSTANT(ROTATION_XYZ); + BIND_ENUM_CONSTANT(ROTATION_ORIENTED); } void PathFollow::set_offset(float p_offset) { @@ -322,6 +369,8 @@ float PathFollow::get_unit_offset() const { void PathFollow::set_rotation_mode(RotationMode p_rotation_mode) { rotation_mode = p_rotation_mode; + + update_configuration_warning(); _update_transform(); } @@ -351,236 +400,3 @@ PathFollow::PathFollow() { cubic = true; loop = true; } - -////////////// - -void OrientedPathFollow::_update_transform() { - - if (!path) - return; - - Ref<Curve3D> c = path->get_curve(); - if (!c.is_valid()) - return; - - int count = c->get_point_count(); - if (count < 2) - return; - - if (delta_offset == 0) { - return; - } - - float offset = get_offset(); - float bl = c->get_baked_length(); - float bi = c->get_bake_interval(); - float o = offset; - float o_next = offset + bi; - - if (has_loop()) { - o = Math::fposmod(o, bl); - o_next = Math::fposmod(o_next, bl); - } else if (o_next >= bl) { - o = bl - bi; - o_next = bl; - } - - bool cubic = get_cubic_interpolation(); - Vector3 pos = c->interpolate_baked(o, cubic); - Vector3 forward = c->interpolate_baked(o_next, cubic) - pos; - - if (forward.length_squared() < CMP_EPSILON2) - forward = Vector3(0, 0, 1); - else - forward.normalize(); - - Vector3 up = c->interpolate_baked_up_vector(o, true); - - if (o_next < o) { - Vector3 up1 = c->interpolate_baked_up_vector(o_next, true); - Vector3 axis = up.cross(up1); - - if (axis.length_squared() < CMP_EPSILON2) - axis = forward; - else - axis.normalize(); - - up.rotate(axis, up.angle_to(up1) * 0.5f); - } - - Transform t = get_transform(); - Vector3 scale = t.basis.get_scale(); - - Vector3 sideways = up.cross(forward).normalized(); - up = forward.cross(sideways).normalized(); - - t.basis.set(sideways, up, forward); - t.basis.scale_local(scale); - - t.origin = pos + sideways * get_h_offset() + up * get_v_offset(); - - set_transform(t); -} - -void OrientedPathFollow::_notification(int p_what) { - - switch (p_what) { - - case NOTIFICATION_ENTER_TREE: { - - Node *parent = get_parent(); - if (parent) { - path = Object::cast_to<Path>(parent); - if (path) { - _update_transform(); - } - } - - } break; - case NOTIFICATION_EXIT_TREE: { - - path = NULL; - } break; - } -} - -void OrientedPathFollow::set_cubic_interpolation(bool p_enable) { - - cubic = p_enable; -} - -bool OrientedPathFollow::get_cubic_interpolation() const { - - return cubic; -} - -void OrientedPathFollow::_validate_property(PropertyInfo &property) const { - - if (property.name == "offset") { - - float max = 10000; - if (path && path->get_curve().is_valid()) - max = path->get_curve()->get_baked_length(); - - property.hint_string = "0," + rtos(max) + ",0.01"; - } -} - -String OrientedPathFollow::get_configuration_warning() const { - - if (!is_visible_in_tree() || !is_inside_tree()) - return String(); - - if (!Object::cast_to<Path>(get_parent())) { - return TTR("OrientedPathFollow only works when set as a child of a Path node."); - } else { - Path *path = Object::cast_to<Path>(get_parent()); - if (path->get_curve().is_valid() && !path->get_curve()->is_up_vector_enabled()) { - return TTR("OrientedPathFollow requires up vectors enabled in its parent Path."); - } - } - - return String(); -} - -void OrientedPathFollow::_bind_methods() { - - ClassDB::bind_method(D_METHOD("set_offset", "offset"), &OrientedPathFollow::set_offset); - ClassDB::bind_method(D_METHOD("get_offset"), &OrientedPathFollow::get_offset); - - ClassDB::bind_method(D_METHOD("set_h_offset", "h_offset"), &OrientedPathFollow::set_h_offset); - ClassDB::bind_method(D_METHOD("get_h_offset"), &OrientedPathFollow::get_h_offset); - - ClassDB::bind_method(D_METHOD("set_v_offset", "v_offset"), &OrientedPathFollow::set_v_offset); - ClassDB::bind_method(D_METHOD("get_v_offset"), &OrientedPathFollow::get_v_offset); - - ClassDB::bind_method(D_METHOD("set_unit_offset", "unit_offset"), &OrientedPathFollow::set_unit_offset); - ClassDB::bind_method(D_METHOD("get_unit_offset"), &OrientedPathFollow::get_unit_offset); - - ClassDB::bind_method(D_METHOD("set_cubic_interpolation", "enable"), &OrientedPathFollow::set_cubic_interpolation); - ClassDB::bind_method(D_METHOD("get_cubic_interpolation"), &OrientedPathFollow::get_cubic_interpolation); - - ClassDB::bind_method(D_METHOD("set_loop", "loop"), &OrientedPathFollow::set_loop); - ClassDB::bind_method(D_METHOD("has_loop"), &OrientedPathFollow::has_loop); - - ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01"), "set_offset", "get_offset"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cubic_interp"), "set_cubic_interpolation", "get_cubic_interpolation"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop"); -} - -void OrientedPathFollow::set_offset(float p_offset) { - delta_offset = p_offset - offset; - offset = p_offset; - - if (path) - _update_transform(); - _change_notify("offset"); - _change_notify("unit_offset"); -} - -void OrientedPathFollow::set_h_offset(float p_h_offset) { - - h_offset = p_h_offset; - if (path) - _update_transform(); -} - -float OrientedPathFollow::get_h_offset() const { - - return h_offset; -} - -void OrientedPathFollow::set_v_offset(float p_v_offset) { - - v_offset = p_v_offset; - if (path) - _update_transform(); -} - -float OrientedPathFollow::get_v_offset() const { - - return v_offset; -} - -float OrientedPathFollow::get_offset() const { - - return offset; -} - -void OrientedPathFollow::set_unit_offset(float p_unit_offset) { - - if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) - set_offset(p_unit_offset * path->get_curve()->get_baked_length()); -} - -float OrientedPathFollow::get_unit_offset() const { - - if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) - return get_offset() / path->get_curve()->get_baked_length(); - else - return 0; -} - -void OrientedPathFollow::set_loop(bool p_loop) { - - loop = p_loop; -} - -bool OrientedPathFollow::has_loop() const { - - return loop; -} - -OrientedPathFollow::OrientedPathFollow() { - - offset = 0; - delta_offset = 0; - h_offset = 0; - v_offset = 0; - path = NULL; - cubic = true; - loop = true; -} diff --git a/scene/3d/path.h b/scene/3d/path.h index beb37d9714..2a12c4a826 100644 --- a/scene/3d/path.h +++ b/scene/3d/path.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -63,7 +63,8 @@ public: ROTATION_NONE, ROTATION_Y, ROTATION_XY, - ROTATION_XYZ + ROTATION_XYZ, + ROTATION_ORIENTED }; private: @@ -113,49 +114,4 @@ public: VARIANT_ENUM_CAST(PathFollow::RotationMode); -class OrientedPathFollow : public Spatial { - - GDCLASS(OrientedPathFollow, Spatial); - -private: - Path *path; - real_t delta_offset; // change in offset since last _update_transform - real_t offset; - real_t h_offset; - real_t v_offset; - bool cubic; - bool loop; - - void _update_transform(); - -protected: - virtual void _validate_property(PropertyInfo &property) const; - - void _notification(int p_what); - static void _bind_methods(); - -public: - void set_offset(float p_offset); - float get_offset() const; - - void set_h_offset(float p_h_offset); - float get_h_offset() const; - - void set_v_offset(float p_v_offset); - float get_v_offset() const; - - void set_unit_offset(float p_unit_offset); - float get_unit_offset() const; - - void set_loop(bool p_loop); - bool has_loop() const; - - void set_cubic_interpolation(bool p_enable); - bool get_cubic_interpolation() const; - - String get_configuration_warning() const; - - OrientedPathFollow(); -}; - #endif // PATH_H diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 9148b436a0..22da51ac30 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1907,6 +1907,26 @@ bool PhysicalBone::SixDOFJointData::_set(const StringName &p_name, const Variant if (j.is_valid()) PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, axis_data[axis].linear_limit_softness); + } else if ("linear_spring_enabled" == var_name) { + axis_data[axis].linear_spring_enabled = p_value; + if (j.is_valid()) + PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, axis_data[axis].linear_spring_enabled); + + } else if ("linear_spring_stiffness" == var_name) { + axis_data[axis].linear_spring_stiffness = p_value; + if (j.is_valid()) + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, axis_data[axis].linear_spring_stiffness); + + } else if ("linear_spring_damping" == var_name) { + axis_data[axis].linear_spring_damping = p_value; + if (j.is_valid()) + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_DAMPING, axis_data[axis].linear_spring_damping); + + } else if ("linear_equilibrium_point" == var_name) { + axis_data[axis].linear_equilibrium_point = p_value; + if (j.is_valid()) + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].linear_equilibrium_point); + } else if ("linear_restitution" == var_name) { axis_data[axis].linear_restitution = p_value; if (j.is_valid()) @@ -1952,6 +1972,26 @@ bool PhysicalBone::SixDOFJointData::_set(const StringName &p_name, const Variant if (j.is_valid()) PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_ERP, axis_data[axis].erp); + } else if ("angular_spring_enabled" == var_name) { + axis_data[axis].angular_spring_enabled = p_value; + if (j.is_valid()) + PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, axis_data[axis].angular_spring_enabled); + + } else if ("angular_spring_stiffness" == var_name) { + axis_data[axis].angular_spring_stiffness = p_value; + if (j.is_valid()) + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, axis_data[axis].angular_spring_stiffness); + + } else if ("angular_spring_damping" == var_name) { + axis_data[axis].angular_spring_damping = p_value; + if (j.is_valid()) + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, axis_data[axis].angular_spring_damping); + + } else if ("angular_equilibrium_point" == var_name) { + axis_data[axis].angular_equilibrium_point = p_value; + if (j.is_valid()) + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].angular_equilibrium_point); + } else { return false; } @@ -1990,6 +2030,14 @@ bool PhysicalBone::SixDOFJointData::_get(const StringName &p_name, Variant &r_re r_ret = axis_data[axis].linear_limit_lower; } else if ("linear_limit_softness" == var_name) { r_ret = axis_data[axis].linear_limit_softness; + } else if ("linear_spring_enabled" == var_name) { + r_ret = axis_data[axis].linear_spring_enabled; + } else if ("linear_spring_stiffness" == var_name) { + r_ret = axis_data[axis].linear_spring_stiffness; + } else if ("linear_spring_damping" == var_name) { + r_ret = axis_data[axis].linear_spring_damping; + } else if ("linear_equilibrium_point" == var_name) { + r_ret = axis_data[axis].linear_equilibrium_point; } else if ("linear_restitution" == var_name) { r_ret = axis_data[axis].linear_restitution; } else if ("linear_damping" == var_name) { @@ -2008,6 +2056,14 @@ bool PhysicalBone::SixDOFJointData::_get(const StringName &p_name, Variant &r_re r_ret = axis_data[axis].angular_damping; } else if ("erp" == var_name) { r_ret = axis_data[axis].erp; + } else if ("angular_spring_enabled" == var_name) { + r_ret = axis_data[axis].angular_spring_enabled; + } else if ("angular_spring_stiffness" == var_name) { + r_ret = axis_data[axis].angular_spring_stiffness; + } else if ("angular_spring_damping" == var_name) { + r_ret = axis_data[axis].angular_spring_damping; + } else if ("angular_equilibrium_point" == var_name) { + r_ret = axis_data[axis].angular_equilibrium_point; } else { return false; } @@ -2022,6 +2078,10 @@ void PhysicalBone::SixDOFJointData::_get_property_list(List<PropertyInfo> *p_lis p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/linear_limit_upper")); p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/linear_limit_lower")); p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/linear_limit_softness", PROPERTY_HINT_RANGE, "0.01,16,0.01")); + p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/linear_spring_enabled")); + p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/linear_spring_stiffness")); + p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/linear_spring_damping")); + p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/linear_equilibrium_point")); p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/linear_restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01")); p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/linear_damping", PROPERTY_HINT_RANGE, "0.01,16,0.01")); p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/angular_limit_enabled")); @@ -2031,6 +2091,10 @@ void PhysicalBone::SixDOFJointData::_get_property_list(List<PropertyInfo> *p_lis p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/angular_restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01")); p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/angular_damping", PROPERTY_HINT_RANGE, "0.01,16,0.01")); p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/erp")); + p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/angular_spring_enabled")); + p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/angular_spring_stiffness")); + p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/angular_spring_damping")); + p_list->push_back(PropertyInfo(Variant::REAL, "joint_constraints/" + axis_names[i] + "/angular_equilibrium_point")); } } @@ -2294,6 +2358,10 @@ void PhysicalBone::_reload_joint() { PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_UPPER_LIMIT, g6dofjd->axis_data[axis].linear_limit_upper); PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_LOWER_LIMIT, g6dofjd->axis_data[axis].linear_limit_lower); PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].linear_limit_softness); + PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, g6dofjd->axis_data[axis].linear_spring_enabled); + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].linear_spring_stiffness); + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_DAMPING, g6dofjd->axis_data[axis].linear_spring_damping); + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].linear_equilibrium_point); PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_RESTITUTION, g6dofjd->axis_data[axis].linear_restitution); PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_DAMPING, g6dofjd->axis_data[axis].linear_damping); PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, g6dofjd->axis_data[axis].angular_limit_enabled); @@ -2303,6 +2371,10 @@ void PhysicalBone::_reload_joint() { PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_RESTITUTION, g6dofjd->axis_data[axis].angular_restitution); PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_DAMPING, g6dofjd->axis_data[axis].angular_damping); PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_ERP, g6dofjd->axis_data[axis].erp); + PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, g6dofjd->axis_data[axis].angular_spring_enabled); + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].angular_spring_stiffness); + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, g6dofjd->axis_data[axis].angular_spring_damping); + PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].angular_equilibrium_point); } } break; diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h index 20d948b6eb..5570d0c86b 100644 --- a/scene/3d/physics_body.h +++ b/scene/3d/physics_body.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -494,6 +494,10 @@ public: real_t linear_limit_softness; real_t linear_restitution; real_t linear_damping; + bool linear_spring_enabled; + real_t linear_spring_stiffness; + real_t linear_spring_damping; + real_t linear_equilibrium_point; bool angular_limit_enabled; real_t angular_limit_upper; real_t angular_limit_lower; @@ -501,6 +505,10 @@ public: real_t angular_restitution; real_t angular_damping; real_t erp; + bool angular_spring_enabled; + real_t angular_spring_stiffness; + real_t angular_spring_damping; + real_t angular_equilibrium_point; SixDOFAxisData() : linear_limit_enabled(true), @@ -509,13 +517,21 @@ public: linear_limit_softness(0.7), linear_restitution(0.5), linear_damping(1.), + linear_spring_enabled(false), + linear_spring_stiffness(0), + linear_spring_damping(0), + linear_equilibrium_point(0), angular_limit_enabled(true), angular_limit_upper(0), angular_limit_lower(0), angular_limit_softness(0.5), angular_restitution(0), angular_damping(1.), - erp(0.5) {} + erp(0.5), + angular_spring_enabled(false), + angular_spring_stiffness(0), + angular_spring_damping(0.), + angular_equilibrium_point(0) {} }; virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; } diff --git a/scene/3d/physics_joint.cpp b/scene/3d/physics_joint.cpp index 1adf1c5d79..c261ed3aeb 100644 --- a/scene/3d/physics_joint.cpp +++ b/scene/3d/physics_joint.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -707,6 +707,9 @@ void Generic6DOFJoint::_bind_methods() { ClassDB::bind_method(D_METHOD("set_flag_z", "flag", "value"), &Generic6DOFJoint::set_flag_z); ClassDB::bind_method(D_METHOD("get_flag_z", "flag"), &Generic6DOFJoint::get_flag_z); + ClassDB::bind_method(D_METHOD("set_precision", "precision"), &Generic6DOFJoint::set_precision); + ClassDB::bind_method(D_METHOD("get_precision"), &Generic6DOFJoint::get_precision); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_LIMIT); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_limit_x/upper_distance"), "set_param_x", "get_param_x", PARAM_LINEAR_UPPER_LIMIT); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_limit_x/lower_distance"), "set_param_x", "get_param_x", PARAM_LINEAR_LOWER_LIMIT); @@ -776,7 +779,6 @@ void Generic6DOFJoint::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_motor_z/target_velocity"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_TARGET_VELOCITY); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_motor_z/force_limit"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_FORCE_LIMIT); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_SPRING); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_SPRING); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_STIFFNESS); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_spring_z/damping"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_DAMPING); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_spring_z/equilibrium_point"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT); @@ -796,6 +798,8 @@ void Generic6DOFJoint::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_spring_z/damping"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_DAMPING); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_spring_z/equilibrium_point"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT); + ADD_PROPERTY(PropertyInfo(Variant::INT, "precision", PROPERTY_HINT_RANGE, "1,99999,1"), "set_precision", "get_precision"); + BIND_ENUM_CONSTANT(PARAM_LINEAR_LOWER_LIMIT); BIND_ENUM_CONSTANT(PARAM_LINEAR_UPPER_LIMIT); BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS); @@ -908,6 +912,14 @@ bool Generic6DOFJoint::get_flag_z(Flag p_flag) const { return flags_z[p_flag]; } +void Generic6DOFJoint::set_precision(int p_precision) { + precision = p_precision; + + PhysicsServer::get_singleton()->generic_6dof_joint_set_precision( + get_joint(), + precision); +} + RID Generic6DOFJoint::_configure_joint(PhysicsBody *body_a, PhysicsBody *body_b) { Transform gt = get_global_transform(); @@ -942,7 +954,8 @@ RID Generic6DOFJoint::_configure_joint(PhysicsBody *body_a, PhysicsBody *body_b) return j; } -Generic6DOFJoint::Generic6DOFJoint() { +Generic6DOFJoint::Generic6DOFJoint() : + precision(1) { set_param_x(PARAM_LINEAR_LOWER_LIMIT, 0); set_param_x(PARAM_LINEAR_UPPER_LIMIT, 0); diff --git a/scene/3d/physics_joint.h b/scene/3d/physics_joint.h index ee4ca28658..f6df920314 100644 --- a/scene/3d/physics_joint.h +++ b/scene/3d/physics_joint.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -305,6 +305,8 @@ protected: float params_z[PARAM_MAX]; bool flags_z[FLAG_MAX]; + int precision; + virtual RID _configure_joint(PhysicsBody *body_a, PhysicsBody *body_b); static void _bind_methods(); @@ -327,6 +329,11 @@ public: void set_flag_z(Flag p_flag, bool p_enabled); bool get_flag_z(Flag p_flag) const; + void set_precision(int p_precision); + int get_precision() const { + return precision; + } + Generic6DOFJoint(); }; diff --git a/scene/3d/portal.cpp b/scene/3d/portal.cpp index 137338d79e..f5163dfcdd 100644 --- a/scene/3d/portal.cpp +++ b/scene/3d/portal.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/portal.h b/scene/3d/portal.h index cb3f208072..f053867917 100644 --- a/scene/3d/portal.h +++ b/scene/3d/portal.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/position_3d.cpp b/scene/3d/position_3d.cpp index 3ae04f491f..18de105eee 100644 --- a/scene/3d/position_3d.cpp +++ b/scene/3d/position_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/position_3d.h b/scene/3d/position_3d.h index 2bc69eff9b..21361592d1 100644 --- a/scene/3d/position_3d.h +++ b/scene/3d/position_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/proximity_group.cpp b/scene/3d/proximity_group.cpp index f56f728d99..12eab2e4e8 100644 --- a/scene/3d/proximity_group.cpp +++ b/scene/3d/proximity_group.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/proximity_group.h b/scene/3d/proximity_group.h index 448f30bf80..bd11e31031 100644 --- a/scene/3d/proximity_group.h +++ b/scene/3d/proximity_group.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/ray_cast.cpp b/scene/3d/ray_cast.cpp index 17f069bbc8..10f92058e0 100644 --- a/scene/3d/ray_cast.cpp +++ b/scene/3d/ray_cast.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/ray_cast.h b/scene/3d/ray_cast.h index e95382e1fe..43d55adb98 100644 --- a/scene/3d/ray_cast.h +++ b/scene/3d/ray_cast.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/reflection_probe.cpp b/scene/3d/reflection_probe.cpp index fe522bbe97..c34771d9f1 100644 --- a/scene/3d/reflection_probe.cpp +++ b/scene/3d/reflection_probe.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/reflection_probe.h b/scene/3d/reflection_probe.h index 13ae1c81f6..2921a3a881 100644 --- a/scene/3d/reflection_probe.h +++ b/scene/3d/reflection_probe.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/remote_transform.cpp b/scene/3d/remote_transform.cpp index c12e49fb47..add77e0272 100644 --- a/scene/3d/remote_transform.cpp +++ b/scene/3d/remote_transform.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -63,38 +63,40 @@ void RemoteTransform::_update_remote() { if (update_remote_position && update_remote_rotation && update_remote_scale) { n->set_global_transform(get_global_transform()); } else { - Transform n_trans = n->get_global_transform(); Transform our_trans = get_global_transform(); - if (!update_remote_position) - our_trans.set_origin(n_trans.get_origin()); + if (update_remote_rotation) + n->set_rotation(our_trans.basis.get_rotation()); - n->set_global_transform(our_trans); + if (update_remote_scale) + n->set_scale(our_trans.basis.get_scale()); - if (!update_remote_rotation) - n->set_rotation(n_trans.basis.get_rotation()); + if (update_remote_position) { + Transform n_trans = n->get_global_transform(); - if (!update_remote_scale) - n->set_scale(n_trans.basis.get_scale()); + n_trans.set_origin(our_trans.get_origin()); + n->set_global_transform(n_trans); + } } } else { if (update_remote_position && update_remote_rotation && update_remote_scale) { - n->set_global_transform(get_global_transform()); + n->set_transform(get_transform()); } else { - Transform n_trans = n->get_transform(); Transform our_trans = get_transform(); - if (!update_remote_position) - our_trans.set_origin(n_trans.get_origin()); + if (update_remote_rotation) + n->set_rotation(our_trans.basis.get_rotation()); - n->set_transform(our_trans); + if (update_remote_scale) + n->set_scale(our_trans.basis.get_scale()); - if (!update_remote_rotation) - n->set_rotation(n_trans.basis.get_rotation()); + if (update_remote_position) { + Transform n_trans = n->get_transform(); - if (!update_remote_scale) - n->set_scale(n_trans.basis.get_scale()); + n_trans.set_origin(our_trans.get_origin()); + n->set_transform(n_trans); + } } } } diff --git a/scene/3d/remote_transform.h b/scene/3d/remote_transform.h index 6b788a2d75..b737a4f858 100644 --- a/scene/3d/remote_transform.h +++ b/scene/3d/remote_transform.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/room_instance.cpp b/scene/3d/room_instance.cpp index 3914d7190e..073fe4f1da 100644 --- a/scene/3d/room_instance.cpp +++ b/scene/3d/room_instance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/room_instance.h b/scene/3d/room_instance.h index ff388e606c..9ee140d522 100644 --- a/scene/3d/room_instance.h +++ b/scene/3d/room_instance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/scenario_fx.cpp b/scene/3d/scenario_fx.cpp index 26cbfc0b11..ad9b61e1ff 100644 --- a/scene/3d/scenario_fx.cpp +++ b/scene/3d/scenario_fx.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/scenario_fx.h b/scene/3d/scenario_fx.h index 7a8e2b548f..6317dae75d 100644 --- a/scene/3d/scenario_fx.h +++ b/scene/3d/scenario_fx.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index db82ef2a5c..0db2250a3a 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h index 07abdc1fe7..0f463c9ea7 100644 --- a/scene/3d/skeleton.h +++ b/scene/3d/skeleton.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/soft_body.cpp b/scene/3d/soft_body.cpp index 1e730d0b3d..ac20609c21 100644 --- a/scene/3d/soft_body.cpp +++ b/scene/3d/soft_body.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -401,7 +401,7 @@ String SoftBody::get_configuration_warning() const { } Transform t = get_transform(); - if ((ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(0).length() - 1.0) > 0.05)) { + if ((ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05)) { if (!warning.empty()) warning += "\n\n"; diff --git a/scene/3d/soft_body.h b/scene/3d/soft_body.h index b1e699e839..2516d39552 100644 --- a/scene/3d/soft_body.h +++ b/scene/3d/soft_body.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/spatial.cpp b/scene/3d/spatial.cpp index dc09392713..d6544c39da 100644 --- a/scene/3d/spatial.cpp +++ b/scene/3d/spatial.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,6 +32,7 @@ #include "core/engine.h" #include "core/message_queue.h" +#include "scene/main/scene_tree.h" #include "scene/main/viewport.h" #include "scene/scene_string_names.h" @@ -401,6 +402,8 @@ void Spatial::update_gizmo() { if (!is_inside_world()) return; if (!data.gizmo.is_valid()) + get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this); + if (!data.gizmo.is_valid()) return; if (data.gizmo_dirty) return; diff --git a/scene/3d/spatial.h b/scene/3d/spatial.h index 815ca16bc5..18a4a5b54d 100644 --- a/scene/3d/spatial.h +++ b/scene/3d/spatial.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/spatial_velocity_tracker.cpp b/scene/3d/spatial_velocity_tracker.cpp index 3850a0c7e6..97517be53b 100644 --- a/scene/3d/spatial_velocity_tracker.cpp +++ b/scene/3d/spatial_velocity_tracker.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/spatial_velocity_tracker.h b/scene/3d/spatial_velocity_tracker.h index a8278a4fb5..795f56091f 100644 --- a/scene/3d/spatial_velocity_tracker.h +++ b/scene/3d/spatial_velocity_tracker.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/spring_arm.cpp b/scene/3d/spring_arm.cpp index f74784c2f9..f3665d251b 100644 --- a/scene/3d/spring_arm.cpp +++ b/scene/3d/spring_arm.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/spring_arm.h b/scene/3d/spring_arm.h index e0c3f2992d..35df56f06e 100644 --- a/scene/3d/spring_arm.h +++ b/scene/3d/spring_arm.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp index 8e00fbe735..a3fa2ac98d 100644 --- a/scene/3d/sprite_3d.cpp +++ b/scene/3d/sprite_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -461,6 +461,13 @@ void Sprite3D::_draw() { int axis = get_axis(); normal[axis] = 1.0; + Plane tangent; + if (axis == Vector3::AXIS_X) { + tangent = Plane(0, 0, -1, 1); + } else { + tangent = Plane(1, 0, 0, 1); + } + RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS); VS::get_singleton()->immediate_set_material(immediate, mat); @@ -487,6 +494,7 @@ void Sprite3D::_draw() { for (int i = 0; i < 4; i++) { VS::get_singleton()->immediate_normal(immediate, normal); + VS::get_singleton()->immediate_tangent(immediate, tangent); VS::get_singleton()->immediate_color(immediate, color); VS::get_singleton()->immediate_uv(immediate, uvs[i]); @@ -761,6 +769,13 @@ void AnimatedSprite3D::_draw() { int axis = get_axis(); normal[axis] = 1.0; + Plane tangent; + if (axis == Vector3::AXIS_X) { + tangent = Plane(0, 0, -1, -1); + } else { + tangent = Plane(1, 0, 0, -1); + } + RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS); VS::get_singleton()->immediate_set_material(immediate, mat); @@ -788,6 +803,7 @@ void AnimatedSprite3D::_draw() { for (int i = 0; i < 4; i++) { VS::get_singleton()->immediate_normal(immediate, normal); + VS::get_singleton()->immediate_tangent(immediate, tangent); VS::get_singleton()->immediate_color(immediate, color); VS::get_singleton()->immediate_uv(immediate, uvs[i]); diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h index a4705a8970..0e086ef31e 100644 --- a/scene/3d/sprite_3d.h +++ b/scene/3d/sprite_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp index 56a86b6a17..c7f7b14a8f 100644 --- a/scene/3d/vehicle_body.cpp +++ b/scene/3d/vehicle_body.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h index 68fbf8d873..7e7571df4d 100644 --- a/scene/3d/vehicle_body.h +++ b/scene/3d/vehicle_body.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/visibility_notifier.cpp b/scene/3d/visibility_notifier.cpp index c69387d082..3014432d59 100644 --- a/scene/3d/visibility_notifier.cpp +++ b/scene/3d/visibility_notifier.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -153,7 +153,7 @@ void VisibilityEnabler::_find_nodes(Node *p_node) { if (enabler[ENABLER_FREEZE_BODIES]) { RigidBody *rb = Object::cast_to<RigidBody>(p_node); - if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || (rb->get_mode() == RigidBody::MODE_RIGID && !rb->is_able_to_sleep())))) { + if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || rb->get_mode() == RigidBody::MODE_RIGID))) { add = true; meta = rb->get_mode(); diff --git a/scene/3d/visibility_notifier.h b/scene/3d/visibility_notifier.h index 2cf685a92c..ff4424300c 100644 --- a/scene/3d/visibility_notifier.h +++ b/scene/3d/visibility_notifier.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/visual_instance.cpp b/scene/3d/visual_instance.cpp index 6dc821c3f5..1bbf1b7bc7 100644 --- a/scene/3d/visual_instance.cpp +++ b/scene/3d/visual_instance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/visual_instance.h b/scene/3d/visual_instance.h index 784f2a358a..3b6fccf65f 100644 --- a/scene/3d/visual_instance.h +++ b/scene/3d/visual_instance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp index 0eccbbc8f9..30e38c8ee2 100644 --- a/scene/3d/voxel_light_baker.cpp +++ b/scene/3d/voxel_light_baker.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -342,8 +342,8 @@ void VoxelLightBaker::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p if (lnormal == Vector3()) //just in case normal as nor provided lnormal = normal; - int uv_x = CLAMP(Math::fposmod(uv.x, 1.0f) * bake_texture_size, 0, bake_texture_size - 1); - int uv_y = CLAMP(Math::fposmod(uv.y, 1.0f) * bake_texture_size, 0, bake_texture_size - 1); + int uv_x = CLAMP(int(Math::fposmod(uv.x, 1.0f) * bake_texture_size), 0, bake_texture_size - 1); + int uv_y = CLAMP(int(Math::fposmod(uv.y, 1.0f) * bake_texture_size), 0, bake_texture_size - 1); int ofs = uv_y * bake_texture_size + uv_x; albedo_accum.r += p_material.albedo[ofs].r; @@ -1931,7 +1931,6 @@ Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh //add directional light (do this after blur) { - LightMap *lightmap_ptr = lightmap.ptrw(); const Cell *cells = bake_cells.ptr(); const Light *light = bake_light.ptr(); #ifdef _OPENMP diff --git a/scene/3d/voxel_light_baker.h b/scene/3d/voxel_light_baker.h index 3d55c053f3..295e099d47 100644 --- a/scene/3d/voxel_light_baker.h +++ b/scene/3d/voxel_light_baker.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/animation_blend_space_1d.cpp b/scene/animation/animation_blend_space_1d.cpp index 76de39c3e6..dded44b990 100644 --- a/scene/animation/animation_blend_space_1d.cpp +++ b/scene/animation/animation_blend_space_1d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -110,7 +110,7 @@ void AnimationNodeBlendSpace1D::add_blend_point(const Ref<AnimationRootNode> &p_ if (p_at_index == -1 || p_at_index == blend_points_used) { p_at_index = blend_points_used; } else { - for (int i = blend_points_used - 1; i > p_at_index; i++) { + for (int i = blend_points_used - 1; i > p_at_index; i--) { blend_points[i] = blend_points[i - 1]; } } diff --git a/scene/animation/animation_blend_space_1d.h b/scene/animation/animation_blend_space_1d.h index a83a813744..dfac88b712 100644 --- a/scene/animation/animation_blend_space_1d.h +++ b/scene/animation/animation_blend_space_1d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/animation_blend_space_2d.cpp b/scene/animation/animation_blend_space_2d.cpp index 9321133d5f..d744d6cc8e 100644 --- a/scene/animation/animation_blend_space_2d.cpp +++ b/scene/animation/animation_blend_space_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -33,9 +33,17 @@ void AnimationNodeBlendSpace2D::get_parameter_list(List<PropertyInfo> *r_list) const { r_list->push_back(PropertyInfo(Variant::VECTOR2, blend_position)); + r_list->push_back(PropertyInfo(Variant::INT, closest, PROPERTY_HINT_NONE, "", 0)); + r_list->push_back(PropertyInfo(Variant::REAL, length_internal, PROPERTY_HINT_NONE, "", 0)); } Variant AnimationNodeBlendSpace2D::get_parameter_default_value(const StringName &p_parameter) const { - return Vector2(); + if (p_parameter == closest) { + return -1; + } else if (p_parameter == length_internal) { + return 0; + } else { + return Vector2(); + } } void AnimationNodeBlendSpace2D::get_child_nodes(List<ChildNode> *r_child_nodes) { @@ -72,18 +80,15 @@ void AnimationNodeBlendSpace2D::add_blend_point(const Ref<AnimationRootNode> &p_ blend_points[p_at_index].node->connect("tree_changed", this, "_tree_changed", varray(), CONNECT_REFERENCE_COUNTED); blend_points_used++; - if (auto_triangles) { - trianges_dirty = true; - } + _queue_auto_triangles(); + emit_signal("tree_changed"); } void AnimationNodeBlendSpace2D::set_blend_point_position(int p_point, const Vector2 &p_position) { ERR_FAIL_INDEX(p_point, blend_points_used); blend_points[p_point].position = p_position; - if (auto_triangles) { - trianges_dirty = true; - } + _queue_auto_triangles(); } void AnimationNodeBlendSpace2D::set_blend_point_node(int p_point, const Ref<AnimationRootNode> &p_node) { ERR_FAIL_INDEX(p_point, blend_points_used); @@ -301,15 +306,27 @@ Vector<int> AnimationNodeBlendSpace2D::_get_triangles() const { return t; } +void AnimationNodeBlendSpace2D::_queue_auto_triangles() { + if (!auto_triangles || trianges_dirty) { + return; + } + + trianges_dirty = true; + call_deferred("_update_triangles"); +} + void AnimationNodeBlendSpace2D::_update_triangles() { if (!auto_triangles || !trianges_dirty) return; + print_line("updating triangles"); trianges_dirty = false; triangles.clear(); - if (blend_points_used < 3) + if (blend_points_used < 3) { + emit_signal("triangles_updated"); return; + } Vector<Vector2> points; points.resize(blend_points_used); @@ -319,9 +336,12 @@ void AnimationNodeBlendSpace2D::_update_triangles() { Vector<Delaunay2D::Triangle> triangles = Delaunay2D::triangulate(points); + print_line("triangles generated: " + itos(triangles.size())); + for (int i = 0; i < triangles.size(); i++) { add_triangle(triangles[i].points[0], triangles[i].points[1], triangles[i].points[2]); } + emit_signal("triangles_updated"); } Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) { @@ -412,84 +432,124 @@ float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) { _update_triangles(); Vector2 blend_pos = get_parameter(blend_position); + int closest = get_parameter(this->closest); + float length_internal = get_parameter(this->length_internal); + float mind = 0; //time of min distance point - if (triangles.size() == 0) - return 0; + if (blend_mode == BLEND_MODE_INTERPOLATED) { - Vector2 best_point; - bool first = true; - int blend_triangle = -1; - float blend_weights[3] = { 0, 0, 0 }; + if (triangles.size() == 0) + return 0; - for (int i = 0; i < triangles.size(); i++) { - Vector2 points[3]; - for (int j = 0; j < 3; j++) { - points[j] = get_blend_point_position(get_triangle_point(i, j)); - } + Vector2 best_point; + bool first = true; + int blend_triangle = -1; + float blend_weights[3] = { 0, 0, 0 }; - if (Geometry::is_point_in_triangle(blend_pos, points[0], points[1], points[2])) { + for (int i = 0; i < triangles.size(); i++) { + Vector2 points[3]; + for (int j = 0; j < 3; j++) { + points[j] = get_blend_point_position(get_triangle_point(i, j)); + } - blend_triangle = i; - _blend_triangle(blend_pos, points, blend_weights); - break; - } + if (Geometry::is_point_in_triangle(blend_pos, points[0], points[1], points[2])) { - for (int j = 0; j < 3; j++) { - Vector2 s[2] = { - points[j], - points[(j + 1) % 3] - }; - Vector2 closest = Geometry::get_closest_point_to_segment_2d(blend_pos, s); - if (first || closest.distance_to(blend_pos) < best_point.distance_to(blend_pos)) { - best_point = closest; blend_triangle = i; - first = false; - float d = s[0].distance_to(s[1]); - if (d == 0.0) { - blend_weights[j] = 1.0; - blend_weights[(j + 1) % 3] = 0.0; - blend_weights[(j + 2) % 3] = 0.0; - } else { - float c = s[0].distance_to(closest) / d; - - blend_weights[j] = 1.0 - c; - blend_weights[(j + 1) % 3] = c; - blend_weights[(j + 2) % 3] = 0.0; + _blend_triangle(blend_pos, points, blend_weights); + break; + } + + for (int j = 0; j < 3; j++) { + Vector2 s[2] = { + points[j], + points[(j + 1) % 3] + }; + Vector2 closest = Geometry::get_closest_point_to_segment_2d(blend_pos, s); + if (first || closest.distance_to(blend_pos) < best_point.distance_to(blend_pos)) { + best_point = closest; + blend_triangle = i; + first = false; + float d = s[0].distance_to(s[1]); + if (d == 0.0) { + blend_weights[j] = 1.0; + blend_weights[(j + 1) % 3] = 0.0; + blend_weights[(j + 2) % 3] = 0.0; + } else { + float c = s[0].distance_to(closest) / d; + + blend_weights[j] = 1.0 - c; + blend_weights[(j + 1) % 3] = c; + blend_weights[(j + 2) % 3] = 0.0; + } } } } - } - ERR_FAIL_COND_V(blend_triangle == -1, 0); //should never reach here + ERR_FAIL_COND_V(blend_triangle == -1, 0); //should never reach here - int triangle_points[3]; - for (int j = 0; j < 3; j++) { - triangle_points[j] = get_triangle_point(blend_triangle, j); - } + int triangle_points[3]; + for (int j = 0; j < 3; j++) { + triangle_points[j] = get_triangle_point(blend_triangle, j); + } - first = true; - float mind = 0; - for (int i = 0; i < blend_points_used; i++) { + first = true; - bool found = false; - for (int j = 0; j < 3; j++) { - if (i == triangle_points[j]) { - //blend with the given weight - float t = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, blend_weights[j], FILTER_IGNORE, false); - if (first || t < mind) { - mind = t; - first = false; + for (int i = 0; i < blend_points_used; i++) { + + bool found = false; + for (int j = 0; j < 3; j++) { + if (i == triangle_points[j]) { + //blend with the given weight + float t = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, blend_weights[j], FILTER_IGNORE, false); + if (first || t < mind) { + mind = t; + first = false; + } + found = true; + break; } - found = true; - break; + } + + if (!found) { + //ignore + blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, 0, FILTER_IGNORE, false); + } + } + } else { + + int new_closest = -1; + float new_closest_dist = 1e20; + + for (int i = 0; i < blend_points_used; i++) { + + float d = blend_points[i].position.distance_squared_to(blend_pos); + if (d < new_closest_dist) { + + new_closest = i; + new_closest_dist = d; } } - if (!found) { - //ignore - blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, 0, FILTER_IGNORE, false); + if (new_closest != closest) { + + float from = 0; + if (blend_mode == BLEND_MODE_DISCRETE_CARRY && closest != -1) { + //see how much animation remains + from = blend_node(blend_points[closest].name, blend_points[closest].node, p_time, true, 0.0, FILTER_IGNORE, false) - length_internal; + } + + mind = blend_node(blend_points[new_closest].name, blend_points[new_closest].node, from, true, 1.0, FILTER_IGNORE, false) + from; + length_internal = from + mind; + + closest = new_closest; + + } else { + mind = blend_node(blend_points[closest].name, blend_points[closest].node, p_time, p_seek, 1.0, FILTER_IGNORE, false); } } + + set_parameter(this->closest, closest); + set_parameter(this->length_internal, length_internal); return mind; } @@ -498,6 +558,10 @@ String AnimationNodeBlendSpace2D::get_caption() const { } void AnimationNodeBlendSpace2D::_validate_property(PropertyInfo &property) const { + + if (auto_triangles && property.name == "triangles") { + property.usage = 0; + } if (property.name.begins_with("blend_point_")) { String left = property.name.get_slicec('/', 0); int idx = left.get_slicec('_', 2).to_int(); @@ -509,10 +573,12 @@ void AnimationNodeBlendSpace2D::_validate_property(PropertyInfo &property) const } void AnimationNodeBlendSpace2D::set_auto_triangles(bool p_enable) { - auto_triangles = p_enable; - if (auto_triangles) { - trianges_dirty = true; + if (auto_triangles == p_enable) { + return; } + + auto_triangles = p_enable; + _queue_auto_triangles(); } bool AnimationNodeBlendSpace2D::get_auto_triangles() const { @@ -527,6 +593,14 @@ void AnimationNodeBlendSpace2D::_tree_changed() { emit_signal("tree_changed"); } +void AnimationNodeBlendSpace2D::set_blend_mode(BlendMode p_blend_mode) { + blend_mode = p_blend_mode; +} + +AnimationNodeBlendSpace2D::BlendMode AnimationNodeBlendSpace2D::get_blend_mode() const { + return blend_mode; +} + void AnimationNodeBlendSpace2D::_bind_methods() { ClassDB::bind_method(D_METHOD("add_blend_point", "node", "pos", "at_index"), &AnimationNodeBlendSpace2D::add_blend_point, DEFVAL(-1)); @@ -565,7 +639,11 @@ void AnimationNodeBlendSpace2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_auto_triangles", "enable"), &AnimationNodeBlendSpace2D::set_auto_triangles); ClassDB::bind_method(D_METHOD("get_auto_triangles"), &AnimationNodeBlendSpace2D::get_auto_triangles); + ClassDB::bind_method(D_METHOD("set_blend_mode", "mode"), &AnimationNodeBlendSpace2D::set_blend_mode); + ClassDB::bind_method(D_METHOD("get_blend_mode"), &AnimationNodeBlendSpace2D::get_blend_mode); + ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeBlendSpace2D::_tree_changed); + ClassDB::bind_method(D_METHOD("_update_triangles"), &AnimationNodeBlendSpace2D::_update_triangles); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_triangles", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_auto_triangles", "get_auto_triangles"); @@ -581,6 +659,12 @@ void AnimationNodeBlendSpace2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "snap", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_snap", "get_snap"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "x_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_x_label", "get_x_label"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "y_label", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_y_label", "get_y_label"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Interpolated,Discrete,Carry", PROPERTY_USAGE_NOEDITOR), "set_blend_mode", "get_blend_mode"); + + ADD_SIGNAL(MethodInfo("triangles_updated")); + BIND_ENUM_CONSTANT(BLEND_MODE_INTERPOLATED); + BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE); + BIND_ENUM_CONSTANT(BLEND_MODE_DISCRETE_CARRY); } AnimationNodeBlendSpace2D::AnimationNodeBlendSpace2D() { @@ -597,6 +681,9 @@ AnimationNodeBlendSpace2D::AnimationNodeBlendSpace2D() { y_label = "y"; trianges_dirty = false; blend_position = "blend_position"; + closest = "closest"; + length_internal = "length_internal"; + blend_mode = BLEND_MODE_INTERPOLATED; } AnimationNodeBlendSpace2D::~AnimationNodeBlendSpace2D() { diff --git a/scene/animation/animation_blend_space_2d.h b/scene/animation/animation_blend_space_2d.h index 2c684687de..c21360beb9 100644 --- a/scene/animation/animation_blend_space_2d.h +++ b/scene/animation/animation_blend_space_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -35,7 +35,14 @@ class AnimationNodeBlendSpace2D : public AnimationRootNode { GDCLASS(AnimationNodeBlendSpace2D, AnimationRootNode) +public: + enum BlendMode { + BLEND_MODE_INTERPOLATED, + BLEND_MODE_DISCRETE, + BLEND_MODE_DISCRETE_CARRY, + }; +protected: enum { MAX_BLEND_POINTS = 64 }; @@ -56,11 +63,14 @@ class AnimationNodeBlendSpace2D : public AnimationRootNode { Vector<BlendTriangle> triangles; StringName blend_position; + StringName closest; + StringName length_internal; Vector2 max_space; Vector2 min_space; Vector2 snap; String x_label; String y_label; + BlendMode blend_mode; void _add_blend_point(int p_index, const Ref<AnimationRootNode> &p_node); void _set_triangles(const Vector<int> &p_triangles); @@ -72,6 +82,7 @@ class AnimationNodeBlendSpace2D : public AnimationRootNode { bool trianges_dirty; void _update_triangles(); + void _queue_auto_triangles(); void _tree_changed(); @@ -122,10 +133,15 @@ public: void set_auto_triangles(bool p_enable); bool get_auto_triangles() const; + void set_blend_mode(BlendMode p_blend_mode); + BlendMode get_blend_mode() const; + virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name); AnimationNodeBlendSpace2D(); ~AnimationNodeBlendSpace2D(); }; +VARIANT_ENUM_CAST(AnimationNodeBlendSpace2D::BlendMode) + #endif // ANIMATION_BLEND_SPACE_2D_H diff --git a/scene/animation/animation_blend_tree.cpp b/scene/animation/animation_blend_tree.cpp index a08639089e..a343a4f0ed 100644 --- a/scene/animation/animation_blend_tree.cpp +++ b/scene/animation/animation_blend_tree.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -700,7 +700,7 @@ String AnimationNodeTransition::get_input_caption(int p_input) const { if (tree.is_valid() && current >= 0) { prev = current; - prev_xfading = xfade; + prev_xfading = xfade; time = 0; current = p_current; switched = true; @@ -835,12 +835,11 @@ AnimationNodeTransition::AnimationNodeTransition() { time = "time"; current = "current"; prev_current = "prev_current"; - ; enabled_inputs = 0; for (int i = 0; i < MAX_INPUTS; i++) { inputs[i].auto_advance = false; - inputs[i].name = itos(i + 1); + inputs[i].name = "state " + itos(i); } } diff --git a/scene/animation/animation_blend_tree.h b/scene/animation/animation_blend_tree.h index 5adb7fd71a..e207713134 100644 --- a/scene/animation/animation_blend_tree.h +++ b/scene/animation/animation_blend_tree.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/animation_cache.cpp b/scene/animation/animation_cache.cpp index 756907c41c..6c67af5777 100644 --- a/scene/animation/animation_cache.cpp +++ b/scene/animation/animation_cache.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/animation_cache.h b/scene/animation/animation_cache.h index cf28236376..ac668b7796 100644 --- a/scene/animation/animation_cache.h +++ b/scene/animation/animation_cache.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp index a7af3f687b..56faba27cf 100644 --- a/scene/animation/animation_node_state_machine.cpp +++ b/scene/animation/animation_node_state_machine.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -480,10 +480,9 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm, } //compute time left for transitions by using the end node - if (sm->end_node != StringName() && sm->end_node != current) { - rem = sm->blend_node(current, sm->states[sm->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false); + rem = sm->blend_node(sm->end_node, sm->states[sm->end_node].node, 0, true, 0, AnimationNode::FILTER_IGNORE, false); } return rem; diff --git a/scene/animation/animation_node_state_machine.h b/scene/animation/animation_node_state_machine.h index a88b3eb482..e47b940c35 100644 --- a/scene/animation/animation_node_state_machine.h +++ b/scene/animation/animation_node_state_machine.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index 102f05a146..1d2001c30d 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1120,6 +1120,15 @@ void AnimationPlayer::queue(const StringName &p_name) { queued.push_back(p_name); } +PoolVector<String> AnimationPlayer::get_queue() { + PoolVector<String> ret; + for (List<StringName>::Element *E = queued.front(); E; E = E->next()) { + ret.push_back(E->get()); + } + + return ret; +} + void AnimationPlayer::clear_queue() { queued.clear(); } @@ -1348,6 +1357,9 @@ void AnimationPlayer::_animation_changed() { clear_caches(); emit_signal("caches_cleared"); + if (is_playing()) { + playback.seeked = true; //need to restart stuff, like audio + } } void AnimationPlayer::_stop_playing_caches() { @@ -1415,6 +1427,8 @@ StringName AnimationPlayer::find_animation(const Ref<Animation> &p_animation) co } void AnimationPlayer::set_autoplay(const String &p_name) { + if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) + WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect."); autoplay = p_name; } @@ -1600,6 +1614,7 @@ void AnimationPlayer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_assigned_animation", "anim"), &AnimationPlayer::set_assigned_animation); ClassDB::bind_method(D_METHOD("get_assigned_animation"), &AnimationPlayer::get_assigned_animation); ClassDB::bind_method(D_METHOD("queue", "name"), &AnimationPlayer::queue); + ClassDB::bind_method(D_METHOD("get_queue"), &AnimationPlayer::get_queue); ClassDB::bind_method(D_METHOD("clear_queue"), &AnimationPlayer::clear_queue); ClassDB::bind_method(D_METHOD("set_active", "active"), &AnimationPlayer::set_active); diff --git a/scene/animation/animation_player.h b/scene/animation/animation_player.h index f50b2454ec..175072edcf 100644 --- a/scene/animation/animation_player.h +++ b/scene/animation/animation_player.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -312,6 +312,7 @@ public: void play(const StringName &p_name = StringName(), float p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false); void play_backwards(const StringName &p_name = StringName(), float p_custom_blend = -1); void queue(const StringName &p_name); + PoolVector<String> get_queue(); void clear_queue(); void stop(bool p_reset = true); bool is_playing() const; diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp index eb00f91bb3..706717a8e3 100644 --- a/scene/animation/animation_tree.cpp +++ b/scene/animation/animation_tree.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -37,9 +37,20 @@ #include "servers/audio/audio_stream.h" void AnimationNode::get_parameter_list(List<PropertyInfo> *r_list) const { + if (get_script_instance()) { + Array parameters = get_script_instance()->call("get_parameter_list"); + for (int i = 0; i < parameters.size(); i++) { + Dictionary d = parameters[i]; + ERR_CONTINUE(d.empty()); + r_list->push_back(PropertyInfo::from_dict(d)); + } + } } Variant AnimationNode::get_parameter_default_value(const StringName &p_parameter) const { + if (get_script_instance()) { + return get_script_instance()->call("get_parameter_default_value"); + } return Variant(); } @@ -62,6 +73,18 @@ Variant AnimationNode::get_parameter(const StringName &p_name) const { } void AnimationNode::get_child_nodes(List<ChildNode> *r_child_nodes) { + + if (get_script_instance()) { + Dictionary cn = get_script_instance()->call("get_child_nodes"); + List<Variant> keys; + cn.get_key_list(&keys); + for (List<Variant>::Element *E = keys.front(); E; E = E->next()) { + ChildNode child; + child.name = E->get(); + child.node = cn[E->get()]; + r_child_nodes->push_back(child); + } + } } void AnimationNode::blend_animation(const StringName &p_animation, float p_time, float p_delta, bool p_seeked, float p_blend) { @@ -373,6 +396,9 @@ void AnimationNode::_validate_property(PropertyInfo &property) const { } Ref<AnimationNode> AnimationNode::get_child_by_name(const StringName &p_name) { + if (get_script_instance()) { + return get_script_instance()->call("get_child_by_name"); + } return Ref<AnimationNode>(); } @@ -403,6 +429,14 @@ void AnimationNode::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter_enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_filter_enabled", "is_filter_enabled"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "filters", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_filters", "_get_filters"); + BIND_VMETHOD(MethodInfo(Variant::DICTIONARY, "get_child_nodes")); + BIND_VMETHOD(MethodInfo(Variant::ARRAY, "get_parameter_list")); + BIND_VMETHOD(MethodInfo(Variant::OBJECT, "get_child_by_name", PropertyInfo(Variant::STRING, "name"))); + { + MethodInfo mi = MethodInfo(Variant::NIL, "get_parameter_default_value", PropertyInfo(Variant::STRING, "name")); + mi.return_val.usage = PROPERTY_USAGE_NIL_IS_VARIANT; + BIND_VMETHOD(mi); + } BIND_VMETHOD(MethodInfo("process", PropertyInfo(Variant::REAL, "time"), PropertyInfo(Variant::BOOL, "seek"))); BIND_VMETHOD(MethodInfo(Variant::STRING, "get_caption")); BIND_VMETHOD(MethodInfo(Variant::STRING, "has_filter")); diff --git a/scene/animation/animation_tree.h b/scene/animation/animation_tree.h index cda7f8ae74..4c65b2a92c 100644 --- a/scene/animation/animation_tree.h +++ b/scene/animation/animation_tree.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/animation_tree_player.cpp b/scene/animation/animation_tree_player.cpp index 524784df53..e3a21d8b46 100644 --- a/scene/animation/animation_tree_player.cpp +++ b/scene/animation/animation_tree_player.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -401,6 +401,9 @@ void AnimationTreePlayer::_notification(int p_what) { case NOTIFICATION_ENTER_TREE: { + ERR_EXPLAIN("AnimationTreePlayer has been deprecated. Use AnimationTree instead."); + WARN_DEPRECATED + if (!processing) { //make sure that a previous process state was not saved //only process if "processing" is set @@ -409,12 +412,14 @@ void AnimationTreePlayer::_notification(int p_what) { } } break; case NOTIFICATION_READY: { + dirty_caches = true; if (master != NodePath()) { _update_sources(); } } break; case NOTIFICATION_INTERNAL_PROCESS: { + if (animation_process_mode == ANIMATION_PROCESS_PHYSICS) break; @@ -1715,6 +1720,11 @@ Error AnimationTreePlayer::node_rename(const StringName &p_node, const StringNam return OK; } +String AnimationTreePlayer::get_configuration_warning() const { + + return TTR("This node has been deprecated. Use AnimationTree instead."); +} + void AnimationTreePlayer::_bind_methods() { ClassDB::bind_method(D_METHOD("add_node", "type", "id"), &AnimationTreePlayer::add_node); diff --git a/scene/animation/animation_tree_player.h b/scene/animation/animation_tree_player.h index d2d7b1c9ec..12e514f7d5 100644 --- a/scene/animation/animation_tree_player.h +++ b/scene/animation/animation_tree_player.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -343,6 +343,8 @@ public: int node_get_input_count(const StringName &p_node) const; StringName node_get_input_source(const StringName &p_node, int p_input) const; + String get_configuration_warning() const; + /* ANIMATION NODE */ void animation_node_set_animation(const StringName &p_node, const Ref<Animation> &p_animation); Ref<Animation> animation_node_get_animation(const StringName &p_node) const; diff --git a/scene/animation/root_motion_view.cpp b/scene/animation/root_motion_view.cpp index 01a10dbc2b..646a39d063 100644 --- a/scene/animation/root_motion_view.cpp +++ b/scene/animation/root_motion_view.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/root_motion_view.h b/scene/animation/root_motion_view.h index 5198ab21aa..bca265b1f0 100644 --- a/scene/animation/root_motion_view.h +++ b/scene/animation/root_motion_view.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp index 83f45afac8..88fb2d5bfc 100644 --- a/scene/animation/skeleton_ik.cpp +++ b/scene/animation/skeleton_ik.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -280,7 +280,7 @@ void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_ } } -void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool p_use_magnet, const Vector3 &p_magnet_position) { +void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) { if (blending_delta <= 0.01f) { return; // Skip solving @@ -314,7 +314,10 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool p_u } } else { // Set target orientation to tip - new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis; + if (override_tip_basis) + new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis; + else + new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis; } p_task->skeleton->set_bone_global_pose(ci->bone, new_bone_pose); @@ -366,6 +369,9 @@ void SkeletonIK::_bind_methods() { ClassDB::bind_method(D_METHOD("set_target_node", "node"), &SkeletonIK::set_target_node); ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonIK::get_target_node); + ClassDB::bind_method(D_METHOD("set_override_tip_basis", "override"), &SkeletonIK::set_override_tip_basis); + ClassDB::bind_method(D_METHOD("is_override_tip_basis"), &SkeletonIK::is_override_tip_basis); + ClassDB::bind_method(D_METHOD("set_use_magnet", "use"), &SkeletonIK::set_use_magnet); ClassDB::bind_method(D_METHOD("is_using_magnet"), &SkeletonIK::is_using_magnet); @@ -388,6 +394,7 @@ void SkeletonIK::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::STRING, "tip_bone"), "set_tip_bone", "get_tip_bone"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "interpolation", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_interpolation", "get_interpolation"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "target"), "set_target_transform", "get_target_transform"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_tip_basis"), "set_override_tip_basis", "is_override_tip_basis"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_magnet"), "set_use_magnet", "is_using_magnet"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "magnet"), "set_magnet_position", "get_magnet_position"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node"), "set_target_node", "get_target_node"); @@ -418,6 +425,7 @@ void SkeletonIK::_notification(int p_what) { SkeletonIK::SkeletonIK() : Node(), interpolation(1), + override_tip_basis(true), use_magnet(false), min_distance(0.01), max_iterations(10), @@ -478,6 +486,14 @@ NodePath SkeletonIK::get_target_node() { return target_node_path_override; } +void SkeletonIK::set_override_tip_basis(bool p_override) { + override_tip_basis = p_override; +} + +bool SkeletonIK::is_override_tip_basis() const { + return override_tip_basis; +} + void SkeletonIK::set_use_magnet(bool p_use) { use_magnet = p_use; } @@ -555,7 +571,7 @@ void SkeletonIK::reload_goal() { void SkeletonIK::_solve_chain() { if (!task) return; - FabrikInverseKinematic::solve(task, interpolation, use_magnet, magnet_position); + FabrikInverseKinematic::solve(task, interpolation, override_tip_basis, use_magnet, magnet_position); } #endif // _3D_DISABLED diff --git a/scene/animation/skeleton_ik.h b/scene/animation/skeleton_ik.h index 202d6959bb..228184a2df 100644 --- a/scene/animation/skeleton_ik.h +++ b/scene/animation/skeleton_ik.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -138,7 +138,7 @@ public: // The goal of chain should be always in local space static void set_goal(Task *p_task, const Transform &p_goal); static void make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta); - static void solve(Task *p_task, real_t blending_delta, bool p_use_magnet, const Vector3 &p_magnet_position); + static void solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position); }; class SkeletonIK : public Node { @@ -149,6 +149,7 @@ class SkeletonIK : public Node { real_t interpolation; Transform target; NodePath target_node_path_override; + bool override_tip_basis; bool use_magnet; Vector3 magnet_position; @@ -185,6 +186,9 @@ public: void set_target_node(const NodePath &p_node); NodePath get_target_node(); + void set_override_tip_basis(bool p_override); + bool is_override_tip_basis() const; + void set_use_magnet(bool p_use); bool is_using_magnet() const; diff --git a/scene/animation/tween.cpp b/scene/animation/tween.cpp index 3521782417..6a5d7839f4 100644 --- a/scene/animation/tween.cpp +++ b/scene/animation/tween.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/animation/tween.h b/scene/animation/tween.h index aa47c00717..6fe3bffdbe 100644 --- a/scene/animation/tween.h +++ b/scene/animation/tween.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/audio/audio_player.cpp b/scene/audio/audio_player.cpp index 1d9d048fe1..4eae3b04e7 100644 --- a/scene/audio/audio_player.cpp +++ b/scene/audio/audio_player.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/audio/audio_player.h b/scene/audio/audio_player.h index 591c00ed18..2e9526c335 100644 --- a/scene/audio/audio_player.h +++ b/scene/audio/audio_player.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/base_button.cpp b/scene/gui/base_button.cpp index d37eb22c4d..a6b4d475ba 100644 --- a/scene/gui/base_button.cpp +++ b/scene/gui/base_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -406,6 +406,16 @@ bool BaseButton::is_toggle_mode() const { return toggle_mode; } +void BaseButton::set_shortcut_in_tooltip(bool p_on) { + + shortcut_in_tooltip = p_on; +} + +bool BaseButton::is_shortcut_in_tooltip_enabled() const { + + return shortcut_in_tooltip; +} + void BaseButton::set_action_mode(ActionMode p_mode) { action_mode = p_mode; @@ -471,7 +481,7 @@ void BaseButton::_unhandled_input(Ref<InputEvent> p_event) { String BaseButton::get_tooltip(const Point2 &p_pos) const { String tooltip = Control::get_tooltip(p_pos); - if (shortcut.is_valid() && shortcut->is_valid()) { + if (shortcut_in_tooltip && shortcut.is_valid() && shortcut->is_valid()) { String text = shortcut->get_name() + " (" + shortcut->get_as_text() + ")"; if (shortcut->get_name().nocasecmp_to(tooltip) != 0) { text += "\n" + tooltip; @@ -510,6 +520,8 @@ void BaseButton::_bind_methods() { ClassDB::bind_method(D_METHOD("is_hovered"), &BaseButton::is_hovered); ClassDB::bind_method(D_METHOD("set_toggle_mode", "enabled"), &BaseButton::set_toggle_mode); ClassDB::bind_method(D_METHOD("is_toggle_mode"), &BaseButton::is_toggle_mode); + ClassDB::bind_method(D_METHOD("set_shortcut_in_tooltip", "enabled"), &BaseButton::set_shortcut_in_tooltip); + ClassDB::bind_method(D_METHOD("is_shortcut_in_tooltip_enabled"), &BaseButton::is_shortcut_in_tooltip_enabled); ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &BaseButton::set_disabled); ClassDB::bind_method(D_METHOD("is_disabled"), &BaseButton::is_disabled); ClassDB::bind_method(D_METHOD("set_action_mode", "mode"), &BaseButton::set_action_mode); @@ -535,6 +547,7 @@ void BaseButton::_bind_methods() { ADD_SIGNAL(MethodInfo("toggled", PropertyInfo(Variant::BOOL, "button_pressed"))); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_in_tooltip"), "set_shortcut_in_tooltip", "is_shortcut_in_tooltip_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed"); ADD_PROPERTY(PropertyInfo(Variant::INT, "action_mode", PROPERTY_HINT_ENUM, "Button Press,Button Release"), "set_action_mode", "get_action_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask"); @@ -555,6 +568,7 @@ void BaseButton::_bind_methods() { BaseButton::BaseButton() { toggle_mode = false; + shortcut_in_tooltip = true; status.pressed = false; status.press_attempt = false; status.hovering = false; @@ -581,6 +595,16 @@ void ButtonGroup::get_buttons(List<BaseButton *> *r_buttons) { } } +Array ButtonGroup::_get_buttons() { + + Array btns; + for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) { + btns.push_back(E->get()); + } + + return btns; +} + BaseButton *ButtonGroup::get_pressed_button() { for (Set<BaseButton *>::Element *E = buttons.front(); E; E = E->next()) { @@ -594,6 +618,7 @@ BaseButton *ButtonGroup::get_pressed_button() { void ButtonGroup::_bind_methods() { ClassDB::bind_method(D_METHOD("get_pressed_button"), &ButtonGroup::get_pressed_button); + ClassDB::bind_method(D_METHOD("get_buttons"), &ButtonGroup::_get_buttons); } ButtonGroup::ButtonGroup() { diff --git a/scene/gui/base_button.h b/scene/gui/base_button.h index 176d9fc213..9a00cc79f2 100644 --- a/scene/gui/base_button.h +++ b/scene/gui/base_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -51,6 +51,7 @@ public: private: int button_mask; bool toggle_mode; + bool shortcut_in_tooltip; FocusMode enabled_focus_mode; Ref<ShortCut> shortcut; @@ -100,6 +101,9 @@ public: void set_toggle_mode(bool p_on); bool is_toggle_mode() const; + void set_shortcut_in_tooltip(bool p_on); + bool is_shortcut_in_tooltip_enabled() const; + void set_disabled(bool p_disabled); bool is_disabled() const; @@ -139,6 +143,7 @@ protected: public: BaseButton *get_pressed_button(); void get_buttons(List<BaseButton *> *r_buttons); + Array _get_buttons(); ButtonGroup(); }; diff --git a/scene/gui/box_container.cpp b/scene/gui/box_container.cpp index 12b9fe7c03..35e8e984cd 100644 --- a/scene/gui/box_container.cpp +++ b/scene/gui/box_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/box_container.h b/scene/gui/box_container.h index abc228f804..89924f7fcb 100644 --- a/scene/gui/box_container.h +++ b/scene/gui/box_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/button.cpp b/scene/gui/button.cpp index 621153b6de..b77b57ddd4 100644 --- a/scene/gui/button.cpp +++ b/scene/gui/button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/button.h b/scene/gui/button.h index 0b41b14f02..6ba3475e5a 100644 --- a/scene/gui/button.h +++ b/scene/gui/button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/center_container.cpp b/scene/gui/center_container.cpp index cf71f89830..7c842999d1 100644 --- a/scene/gui/center_container.cpp +++ b/scene/gui/center_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/center_container.h b/scene/gui/center_container.h index 519e1493ec..9c9f61388c 100644 --- a/scene/gui/center_container.h +++ b/scene/gui/center_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/check_box.cpp b/scene/gui/check_box.cpp index 0790f87ea7..1d8b74d9db 100644 --- a/scene/gui/check_box.cpp +++ b/scene/gui/check_box.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/check_box.h b/scene/gui/check_box.h index 8375b46ca0..adfb12e7a1 100644 --- a/scene/gui/check_box.h +++ b/scene/gui/check_box.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/check_button.cpp b/scene/gui/check_button.cpp index fa9538da28..35e3119473 100644 --- a/scene/gui/check_button.cpp +++ b/scene/gui/check_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/check_button.h b/scene/gui/check_button.h index a11749e3f6..13b0dbc194 100644 --- a/scene/gui/check_button.h +++ b/scene/gui/check_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp index c5d3def4c1..b99128e65f 100644 --- a/scene/gui/color_picker.cpp +++ b/scene/gui/color_picker.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -204,22 +204,9 @@ void ColorPicker::_update_presets() { preset->draw_texture_rect(get_icon("preset_bg", "ColorPicker"), Rect2(Point2(), preset_size), true); -#ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint()) { - PoolColorArray arr_to_save = PoolColorArray(); - - for (int i = 0; i < presets.size(); i++) { - preset->draw_rect(Rect2(Point2(size.width * i, 0), size), presets[i]); - arr_to_save.insert(i, presets[i]); - } - - EditorSettings::get_singleton()->set_project_metadata("color_picker", "presets", arr_to_save); - } -#else for (int i = 0; i < presets.size(); i++) { preset->draw_rect(Rect2(Point2(size.width * i, 0), size), presets[i]); } -#endif } void ColorPicker::_text_type_toggled() { @@ -251,6 +238,38 @@ void ColorPicker::add_preset(const Color &p_color) { preset->update(); if (presets.size() == 10) bt_add_preset->hide(); + +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + PoolColorArray arr_to_save = get_presets(); + EditorSettings::get_singleton()->set_project_metadata("color_picker", "presets", arr_to_save); + } +#endif +} + +void ColorPicker::erase_preset(const Color &p_color) { + + if (presets.find(p_color)) { + presets.erase(presets.find(p_color)); + preset->update(); + +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + PoolColorArray arr_to_save = get_presets(); + EditorSettings::get_singleton()->set_project_metadata("color_picker", "presets", arr_to_save); + } +#endif + } +} + +PoolColorArray ColorPicker::get_presets() const { + + PoolColorArray arr; + arr.resize(presets.size()); + for (int i = 0; i < presets.size(); i++) { + arr.set(i, presets[i]); + } + return arr; } void ColorPicker::set_raw_mode(bool p_enabled) { @@ -444,14 +463,15 @@ void ColorPicker::_preset_input(const Ref<InputEvent> &p_event) { if (bev->is_pressed() && bev->get_button_index() == BUTTON_LEFT) { int index = bev->get_position().x / (preset->get_size().x / presets.size()); set_pick_color(presets[index]); + _update_color(); + emit_signal("color_changed", color); } else if (bev->is_pressed() && bev->get_button_index() == BUTTON_RIGHT) { int index = bev->get_position().x / (preset->get_size().x / presets.size()); - presets.erase(presets[index]); - preset->update(); + Color clicked_preset = presets[index]; + erase_preset(clicked_preset); + emit_signal("preset_removed", clicked_preset); bt_add_preset->show(); } - _update_color(); - emit_signal("color_changed", color); } Ref<InputEventMouseMotion> mev = p_event; @@ -501,6 +521,7 @@ void ColorPicker::_screen_input(const Ref<InputEvent> &p_event) { void ColorPicker::_add_preset_pressed() { add_preset(color); + emit_signal("preset_added", color); } void ColorPicker::_screen_pick_pressed() { @@ -553,6 +574,8 @@ void ColorPicker::_bind_methods() { ClassDB::bind_method(D_METHOD("set_edit_alpha", "show"), &ColorPicker::set_edit_alpha); ClassDB::bind_method(D_METHOD("is_editing_alpha"), &ColorPicker::is_editing_alpha); ClassDB::bind_method(D_METHOD("add_preset", "color"), &ColorPicker::add_preset); + ClassDB::bind_method(D_METHOD("erase_preset", "color"), &ColorPicker::erase_preset); + ClassDB::bind_method(D_METHOD("get_presets"), &ColorPicker::get_presets); ClassDB::bind_method(D_METHOD("_value_changed"), &ColorPicker::_value_changed); ClassDB::bind_method(D_METHOD("_html_entered"), &ColorPicker::_html_entered); ClassDB::bind_method(D_METHOD("_text_type_toggled"), &ColorPicker::_text_type_toggled); @@ -575,6 +598,8 @@ void ColorPicker::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "deferred_mode"), "set_deferred_mode", "is_deferred_mode"); ADD_SIGNAL(MethodInfo("color_changed", PropertyInfo(Variant::COLOR, "color"))); + ADD_SIGNAL(MethodInfo("preset_added", PropertyInfo(Variant::COLOR, "color"))); + ADD_SIGNAL(MethodInfo("preset_removed", PropertyInfo(Variant::COLOR, "color"))); } ColorPicker::ColorPicker() : diff --git a/scene/gui/color_picker.h b/scene/gui/color_picker.h index 0166da7118..b78844839a 100644 --- a/scene/gui/color_picker.h +++ b/scene/gui/color_picker.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -105,6 +105,9 @@ public: Color get_pick_color() const; void add_preset(const Color &p_color); + void erase_preset(const Color &p_color); + PoolColorArray get_presets() const; + void set_raw_mode(bool p_enabled); bool is_raw_mode() const; diff --git a/scene/gui/color_rect.cpp b/scene/gui/color_rect.cpp index 463f3911dc..df9b4e8498 100644 --- a/scene/gui/color_rect.cpp +++ b/scene/gui/color_rect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/color_rect.h b/scene/gui/color_rect.h index a841008f76..d7f9ef275d 100644 --- a/scene/gui/color_rect.h +++ b/scene/gui/color_rect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/container.cpp b/scene/gui/container.cpp index d606629041..2579321773 100644 --- a/scene/gui/container.cpp +++ b/scene/gui/container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -95,6 +95,7 @@ void Container::_sort_children() { void Container::fit_child_in_rect(Control *p_child, const Rect2 &p_rect) { + ERR_FAIL_COND(!p_child); ERR_FAIL_COND(p_child->get_parent() != this); Size2 minsize = p_child->get_combined_minimum_size(); diff --git a/scene/gui/container.h b/scene/gui/container.h index c472162f58..0b014137f4 100644 --- a/scene/gui/container.h +++ b/scene/gui/container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp index 79e1d35b94..513befb8f3 100644 --- a/scene/gui/control.cpp +++ b/scene/gui/control.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -451,6 +451,11 @@ void Control::_update_canvas_item_transform() { Transform2D xform = _get_internal_transform(); xform[2] += get_position(); + // We use a little workaround to avoid flickering when moving the pivot with _edit_set_pivot() + if (is_inside_tree() && Math::abs(Math::sin(data.rotation * 4.0f)) < 0.00001f && get_viewport()->is_snap_controls_to_pixels_enabled()) { + xform[2] = xform[2].round(); + } + VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), xform); } @@ -1336,11 +1341,6 @@ void Control::_size_changed() { new_size_cache.height = minimum_size.height; } - // We use a little workaround to avoid flickering when moving the pivot with _edit_set_pivot() - if (is_inside_tree() && Math::abs(Math::sin(data.rotation * 4.0f)) < 0.00001f && get_viewport()->is_snap_controls_to_pixels_enabled()) { - new_size_cache = new_size_cache.round(); - new_pos_cache = new_pos_cache.round(); - } bool pos_changed = new_pos_cache != data.pos_cache; bool size_changed = new_size_cache != data.size_cache; @@ -1740,10 +1740,10 @@ Rect2 Control::_compute_child_rect(const float p_anchors[4], const float p_margi void Control::_compute_margins(Rect2 p_rect, const float p_anchors[4], float (&r_margins)[4]) { Size2 parent_rect_size = get_parent_anchorable_rect().size; - r_margins[0] = Math::floor(p_rect.position.x - (p_anchors[0] * parent_rect_size.x)); - r_margins[1] = Math::floor(p_rect.position.y - (p_anchors[1] * parent_rect_size.y)); - r_margins[2] = Math::floor(p_rect.position.x + p_rect.size.x - (p_anchors[2] * parent_rect_size.x)); - r_margins[3] = Math::floor(p_rect.position.y + p_rect.size.y - (p_anchors[3] * parent_rect_size.y)); + r_margins[0] = p_rect.position.x - (p_anchors[0] * parent_rect_size.x); + r_margins[1] = p_rect.position.y - (p_anchors[1] * parent_rect_size.y); + r_margins[2] = p_rect.position.x + p_rect.size.x - (p_anchors[2] * parent_rect_size.x); + r_margins[3] = p_rect.position.y + p_rect.size.y - (p_anchors[3] * parent_rect_size.y); } void Control::set_position(const Size2 &p_point) { diff --git a/scene/gui/control.h b/scene/gui/control.h index eb39d9ca0f..0812457bd2 100644 --- a/scene/gui/control.h +++ b/scene/gui/control.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/dialogs.cpp b/scene/gui/dialogs.cpp index 50511f6bbd..89f3d509d0 100644 --- a/scene/gui/dialogs.cpp +++ b/scene/gui/dialogs.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/dialogs.h b/scene/gui/dialogs.h index feb080dd06..4b89ac54c5 100644 --- a/scene/gui/dialogs.h +++ b/scene/gui/dialogs.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/file_dialog.cpp b/scene/gui/file_dialog.cpp index 1e9f4df4a3..5599c64daa 100644 --- a/scene/gui/file_dialog.cpp +++ b/scene/gui/file_dialog.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -29,6 +29,7 @@ /*************************************************************************/ #include "file_dialog.h" + #include "core/os/keyboard.h" #include "core/print_string.h" #include "scene/gui/label.h" @@ -596,7 +597,7 @@ void FileDialog::set_current_file(const String &p_file) { int lp = p_file.find_last("."); if (lp != -1) { file->select(0, lp); - if (file->is_inside_tree()) + if (file->is_inside_tree() && !get_tree()->is_node_being_edited(file)) file->grab_focus(); } } diff --git a/scene/gui/file_dialog.h b/scene/gui/file_dialog.h index 8bd15080d3..85edac0b12 100644 --- a/scene/gui/file_dialog.h +++ b/scene/gui/file_dialog.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/gradient_edit.cpp b/scene/gui/gradient_edit.cpp index c13964d196..cfbc9d6d18 100644 --- a/scene/gui/gradient_edit.cpp +++ b/scene/gui/gradient_edit.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/gradient_edit.h b/scene/gui/gradient_edit.h index f6927ad0b7..fd340b3f6c 100644 --- a/scene/gui/gradient_edit.h +++ b/scene/gui/gradient_edit.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp index b3bebc88ec..94c65b3e64 100644 --- a/scene/gui/graph_edit.cpp +++ b/scene/gui/graph_edit.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -34,6 +34,10 @@ #include "core/os/keyboard.h" #include "scene/gui/box_container.h" +#ifdef TOOLS_ENABLED +#include "editor/editor_scale.h" +#endif + #define ZOOM_SCALE 1.2 #define MIN_ZOOM (((1 / ZOOM_SCALE) / ZOOM_SCALE) / ZOOM_SCALE) @@ -665,11 +669,15 @@ void GraphEdit::_draw_cos_line(CanvasItem *p_where, const Vector2 &p_from, const Vector<Color> colors; points.push_back(p_from); colors.push_back(p_color); - _bake_segment2d(points, colors, 0, 1, p_from, c1, p_to, c2, 0, 3, 9, 8, p_color, p_to_color, lines); + _bake_segment2d(points, colors, 0, 1, p_from, c1, p_to, c2, 0, 3, 9, 3, p_color, p_to_color, lines); points.push_back(p_to); colors.push_back(p_to_color); +#ifdef TOOLS_ENABLED + p_where->draw_polyline_colors(points, colors, Math::floor(2 * EDSCALE), true); +#else p_where->draw_polyline_colors(points, colors, 2, true); +#endif } void GraphEdit::_connections_layer_draw() { @@ -1277,7 +1285,7 @@ void GraphEdit::_bind_methods() { ADD_SIGNAL(MethodInfo("connection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot"))); ADD_SIGNAL(MethodInfo("disconnection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot"))); - ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "p_position"))); + ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "position"))); ADD_SIGNAL(MethodInfo("duplicate_nodes_request")); ADD_SIGNAL(MethodInfo("node_selected", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("connection_to_empty", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::VECTOR2, "release_position"))); @@ -1339,21 +1347,25 @@ GraphEdit::GraphEdit() { zoom_minus = memnew(ToolButton); zoom_hb->add_child(zoom_minus); + zoom_minus->set_tooltip(RTR("Zoom Out")); zoom_minus->connect("pressed", this, "_zoom_minus"); zoom_minus->set_focus_mode(FOCUS_NONE); zoom_reset = memnew(ToolButton); zoom_hb->add_child(zoom_reset); + zoom_reset->set_tooltip(RTR("Zoom Reset")); zoom_reset->connect("pressed", this, "_zoom_reset"); zoom_reset->set_focus_mode(FOCUS_NONE); zoom_plus = memnew(ToolButton); zoom_hb->add_child(zoom_plus); + zoom_plus->set_tooltip(RTR("Zoom In")); zoom_plus->connect("pressed", this, "_zoom_plus"); zoom_plus->set_focus_mode(FOCUS_NONE); snap_button = memnew(ToolButton); snap_button->set_toggle_mode(true); + snap_button->set_tooltip(RTR("Enable snap and show grid.")); snap_button->connect("pressed", this, "_snap_toggled"); snap_button->set_pressed(true); snap_button->set_focus_mode(FOCUS_NONE); diff --git a/scene/gui/graph_edit.h b/scene/gui/graph_edit.h index 71165e3dc9..de826bf505 100644 --- a/scene/gui/graph_edit.h +++ b/scene/gui/graph_edit.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/graph_node.cpp b/scene/gui/graph_node.cpp index b189afd30b..7c879d239c 100644 --- a/scene/gui/graph_node.cpp +++ b/scene/gui/graph_node.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/graph_node.h b/scene/gui/graph_node.h index 20d25a69b0..2179904cc4 100644 --- a/scene/gui/graph_node.h +++ b/scene/gui/graph_node.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/grid_container.cpp b/scene/gui/grid_container.cpp index bb1d1d7695..b37d08de71 100644 --- a/scene/gui/grid_container.cpp +++ b/scene/gui/grid_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/grid_container.h b/scene/gui/grid_container.h index 243d06f034..3196046378 100644 --- a/scene/gui/grid_container.h +++ b/scene/gui/grid_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/item_list.cpp b/scene/gui/item_list.cpp index 1669d62082..f5521cccd5 100644 --- a/scene/gui/item_list.cpp +++ b/scene/gui/item_list.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/item_list.h b/scene/gui/item_list.h index acd17986eb..3a7cc65ab4 100644 --- a/scene/gui/item_list.h +++ b/scene/gui/item_list.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/label.cpp b/scene/gui/label.cpp index a7f88514e0..e3e9368a12 100644 --- a/scene/gui/label.cpp +++ b/scene/gui/label.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -244,7 +244,7 @@ void Label::_notification(int p_what) { CharType n = xl_text[i + pos + 1]; if (uppercase) { c = String::char_uppercase(c); - n = String::char_uppercase(c); + n = String::char_uppercase(n); } float move = font->draw_char(ci, Point2(x_ofs_shadow, y_ofs) + shadow_ofs, c, n, font_color_shadow, false); @@ -265,7 +265,7 @@ void Label::_notification(int p_what) { CharType n = xl_text[i + pos + 1]; if (uppercase) { c = String::char_uppercase(c); - n = String::char_uppercase(c); + n = String::char_uppercase(n); } x_ofs += drawer.draw_char(ci, Point2(x_ofs, y_ofs), c, n, font_color); @@ -395,7 +395,7 @@ void Label::regenerate_word_cache() { for (int i = 0; i <= xl_text.length(); i++) { - CharType current = i < xl_text.length() ? xl_text[i] : ' '; //always a space at the end, so the algo works + CharType current = i < xl_text.length() ? xl_text[i] : L' '; //always a space at the end, so the algo works if (uppercase) current = String::char_uppercase(current); diff --git a/scene/gui/label.h b/scene/gui/label.h index d5e0b60773..561c42ef9e 100644 --- a/scene/gui/label.h +++ b/scene/gui/label.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/line_edit.cpp b/scene/gui/line_edit.cpp index 299c304c5f..4a2bb3dad1 100644 --- a/scene/gui/line_edit.cpp +++ b/scene/gui/line_edit.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -248,7 +248,9 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) { set_cursor_position(text.length()); } break; #endif - default: { handled = false; } + default: { + handled = false; + } } if (handled) { @@ -831,7 +833,6 @@ void LineEdit::_notification(int p_what) { OS::get_singleton()->set_ime_active(true); OS::get_singleton()->set_ime_position(get_global_position() + Point2(using_placeholder ? 0 : x_ofs, y_ofs + caret_height)); - OS::get_singleton()->set_ime_intermediate_text_callback(_ime_text_callback, this); } } break; case NOTIFICATION_FOCUS_ENTER: { @@ -843,7 +844,6 @@ void LineEdit::_notification(int p_what) { OS::get_singleton()->set_ime_active(true); Point2 cursor_pos = Point2(get_cursor_position(), 1) * get_minimum_size().height; OS::get_singleton()->set_ime_position(get_global_position() + cursor_pos); - OS::get_singleton()->set_ime_intermediate_text_callback(_ime_text_callback, this); if (OS::get_singleton()->has_virtual_keyboard()) OS::get_singleton()->show_virtual_keyboard(text, get_global_rect()); @@ -852,7 +852,6 @@ void LineEdit::_notification(int p_what) { case NOTIFICATION_FOCUS_EXIT: { OS::get_singleton()->set_ime_position(Point2()); - OS::get_singleton()->set_ime_intermediate_text_callback(NULL, NULL); OS::get_singleton()->set_ime_active(false); ime_text = ""; ime_selection = Point2(); @@ -861,6 +860,14 @@ void LineEdit::_notification(int p_what) { OS::get_singleton()->hide_virtual_keyboard(); } break; + case MainLoop::NOTIFICATION_OS_IME_UPDATE: { + + if (has_focus()) { + ime_text = OS::get_singleton()->get_ime_text(); + ime_selection = OS::get_singleton()->get_ime_selection(); + update(); + } + } break; } } @@ -1283,13 +1290,11 @@ int LineEdit::get_max_length() const { void LineEdit::selection_fill_at_cursor() { - int aux; - selection.begin = cursor_pos; selection.end = selection.cursor_start; if (selection.end < selection.begin) { - aux = selection.end; + int aux = selection.end; selection.end = selection.begin; selection.begin = aux; } @@ -1461,13 +1466,6 @@ void LineEdit::set_right_icon(const Ref<Texture> &p_icon) { update(); } -void LineEdit::_ime_text_callback(void *p_self, String p_text, Point2 p_selection) { - LineEdit *self = (LineEdit *)p_self; - self->ime_text = p_text; - self->ime_selection = p_selection; - self->update(); -} - void LineEdit::_text_changed() { if (expand_to_text_length) diff --git a/scene/gui/line_edit.h b/scene/gui/line_edit.h index 5294d99da0..3b29780dc0 100644 --- a/scene/gui/line_edit.h +++ b/scene/gui/line_edit.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -122,7 +122,6 @@ private: Timer *caret_blink_timer; - static void _ime_text_callback(void *p_self, String p_text, Point2 p_selection); void _text_changed(); void _emit_text_change(); bool expand_to_text_length; diff --git a/scene/gui/link_button.cpp b/scene/gui/link_button.cpp index a603487cf1..21527e9bfc 100644 --- a/scene/gui/link_button.cpp +++ b/scene/gui/link_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/link_button.h b/scene/gui/link_button.h index 0821ad9c0d..ffe248ac5e 100644 --- a/scene/gui/link_button.h +++ b/scene/gui/link_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/margin_container.cpp b/scene/gui/margin_container.cpp index 5e1d53fe1d..a087b68d25 100644 --- a/scene/gui/margin_container.cpp +++ b/scene/gui/margin_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/margin_container.h b/scene/gui/margin_container.h index ea75109248..336b68665f 100644 --- a/scene/gui/margin_container.h +++ b/scene/gui/margin_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/menu_button.cpp b/scene/gui/menu_button.cpp index 95ec618c3b..b67d8c00d6 100644 --- a/scene/gui/menu_button.cpp +++ b/scene/gui/menu_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -71,13 +71,24 @@ PopupMenu *MenuButton::get_popup() const { return popup; } +void MenuButton::_set_items(const Array &p_items) { + + popup->set("items", p_items); +} + Array MenuButton::_get_items() const { return popup->get("items"); } -void MenuButton::_set_items(const Array &p_items) { - popup->set("items", p_items); +void MenuButton::set_switch_on_hover(bool p_enabled) { + + switch_on_hover = p_enabled; +} + +bool MenuButton::is_switch_on_hover() { + + return switch_on_hover; } void MenuButton::_bind_methods() { @@ -86,9 +97,12 @@ void MenuButton::_bind_methods() { ClassDB::bind_method(D_METHOD("_unhandled_key_input"), &MenuButton::_unhandled_key_input); ClassDB::bind_method(D_METHOD("_set_items"), &MenuButton::_set_items); ClassDB::bind_method(D_METHOD("_get_items"), &MenuButton::_get_items); + ClassDB::bind_method(D_METHOD("set_switch_on_hover", "enable"), &MenuButton::set_switch_on_hover); + ClassDB::bind_method(D_METHOD("is_switch_on_hover"), &MenuButton::is_switch_on_hover); ClassDB::bind_method(D_METHOD("set_disable_shortcuts", "disabled"), &MenuButton::set_disable_shortcuts); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "items", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_items", "_get_items"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "switch_on_hover"), "set_switch_on_hover", "is_switch_on_hover"); ADD_SIGNAL(MethodInfo("about_to_show")); } @@ -100,6 +114,7 @@ void MenuButton::set_disable_shortcuts(bool p_disabled) { MenuButton::MenuButton() { + switch_on_hover = false; set_flat(true); set_disable_shortcuts(false); set_enabled_focus_mode(FOCUS_NONE); diff --git a/scene/gui/menu_button.h b/scene/gui/menu_button.h index 0636accfee..794840035e 100644 --- a/scene/gui/menu_button.h +++ b/scene/gui/menu_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -41,6 +41,7 @@ class MenuButton : public Button { GDCLASS(MenuButton, Button); bool clicked; + bool switch_on_hover; bool disable_shortcuts; PopupMenu *popup; @@ -57,6 +58,8 @@ public: virtual void pressed(); PopupMenu *get_popup() const; + void set_switch_on_hover(bool p_enabled); + bool is_switch_on_hover(); void set_disable_shortcuts(bool p_disabled); MenuButton(); diff --git a/scene/gui/nine_patch_rect.cpp b/scene/gui/nine_patch_rect.cpp index 802dc0db4f..23e0ea876d 100644 --- a/scene/gui/nine_patch_rect.cpp +++ b/scene/gui/nine_patch_rect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/nine_patch_rect.h b/scene/gui/nine_patch_rect.h index b4b4602a7d..ac17e52fc1 100644 --- a/scene/gui/nine_patch_rect.h +++ b/scene/gui/nine_patch_rect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/option_button.cpp b/scene/gui/option_button.cpp index 6b847c6483..98f427cc07 100644 --- a/scene/gui/option_button.cpp +++ b/scene/gui/option_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/option_button.h b/scene/gui/option_button.h index d5f866d806..121b4c002d 100644 --- a/scene/gui/option_button.h +++ b/scene/gui/option_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/panel.cpp b/scene/gui/panel.cpp index d3b7b72ee1..c26bd09f50 100644 --- a/scene/gui/panel.cpp +++ b/scene/gui/panel.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/panel.h b/scene/gui/panel.h index db8b35372e..f8d15e4261 100644 --- a/scene/gui/panel.h +++ b/scene/gui/panel.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/panel_container.cpp b/scene/gui/panel_container.cpp index a778d62659..b1fced87fc 100644 --- a/scene/gui/panel_container.cpp +++ b/scene/gui/panel_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/panel_container.h b/scene/gui/panel_container.h index 267e2b921f..15661d3e35 100644 --- a/scene/gui/panel_container.h +++ b/scene/gui/panel_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/popup.cpp b/scene/gui/popup.cpp index bfbe62e1c7..2d2c54594a 100644 --- a/scene/gui/popup.cpp +++ b/scene/gui/popup.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -52,9 +52,13 @@ void Popup::_notification(int p_what) { //small helper to make editing of these easier in editor #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && get_tree()->get_edited_scene_root() && get_tree()->get_edited_scene_root()->is_a_parent_of(this)) { + //edited on editor set_as_toplevel(false); - } + } else #endif + if (is_visible()) { + hide(); + } } } diff --git a/scene/gui/popup.h b/scene/gui/popup.h index 5b1ef7d6ca..7ccefe1d75 100644 --- a/scene/gui/popup.h +++ b/scene/gui/popup.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp index f621522102..ac94ac63ec 100644 --- a/scene/gui/popup_menu.cpp +++ b/scene/gui/popup_menu.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -453,7 +453,6 @@ void PopupMenu::_notification(int p_what) { Color icon_color(1, 1, 1, items[i].disabled ? 0.5 : 1); - item_ofs.x += items[i].h_ofs; if (!items[i].icon.is_null()) { icon_size = items[i].icon->get_size(); @@ -470,6 +469,7 @@ void PopupMenu::_notification(int p_what) { String text = items[i].shortcut.is_valid() ? String(tr(items[i].shortcut->get_name())) : items[i].xl_text; + item_ofs.x += items[i].h_ofs; if (items[i].separator) { int sep_h = separator->get_center_size().height + separator->get_minimum_size().height; diff --git a/scene/gui/popup_menu.h b/scene/gui/popup_menu.h index a06a17c9fe..767ff568fe 100644 --- a/scene/gui/popup_menu.h +++ b/scene/gui/popup_menu.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/progress_bar.cpp b/scene/gui/progress_bar.cpp index fc5d56237a..e7564bbf73 100644 --- a/scene/gui/progress_bar.cpp +++ b/scene/gui/progress_bar.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/progress_bar.h b/scene/gui/progress_bar.h index d091c983b1..6157183e0f 100644 --- a/scene/gui/progress_bar.h +++ b/scene/gui/progress_bar.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/range.cpp b/scene/gui/range.cpp index e862743934..c24e62c8cb 100644 --- a/scene/gui/range.cpp +++ b/scene/gui/range.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/range.h b/scene/gui/range.h index 58f15c8aa8..cf0add8c89 100644 --- a/scene/gui/range.h +++ b/scene/gui/range.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/reference_rect.cpp b/scene/gui/reference_rect.cpp index e96e5afb2a..553e133946 100644 --- a/scene/gui/reference_rect.cpp +++ b/scene/gui/reference_rect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/reference_rect.h b/scene/gui/reference_rect.h index 9fad1a06b0..de3ccaeeca 100644 --- a/scene/gui/reference_rect.h +++ b/scene/gui/reference_rect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp index 9f1687262f..2e466fd582 100644 --- a/scene/gui/rich_text_label.cpp +++ b/scene/gui/rich_text_label.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -765,20 +765,19 @@ void RichTextLabel::_update_scroll() { if (exceeds) { scroll_visible = true; - main->first_invalid_line = 0; scroll_w = vscroll->get_combined_minimum_size().width; vscroll->show(); vscroll->set_anchor_and_margin(MARGIN_LEFT, ANCHOR_END, -scroll_w); - _validate_line_caches(main); - } else { - scroll_visible = false; - vscroll->hide(); scroll_w = 0; - _validate_line_caches(main); + vscroll->hide(); } + + main->first_invalid_line = 0; //invalidate ALL + _validate_line_caches(main); } + scroll_updated = true; } void RichTextLabel::_notification(int p_what) { @@ -931,6 +930,7 @@ void RichTextLabel::_gui_input(Ref<InputEvent> p_event) { if (true) { if (b->is_pressed() && !b->is_doubleclick()) { + scroll_updated = false; int line = 0; Item *item = NULL; @@ -939,12 +939,7 @@ void RichTextLabel::_gui_input(Ref<InputEvent> p_event) { if (item) { - Variant meta; - if (!outside && _find_meta(item, &meta)) { - //meta clicked - - emit_signal("meta_clicked", meta); - } else if (selection.enabled) { + if (selection.enabled) { selection.click = item; selection.click_char = line; @@ -993,6 +988,24 @@ void RichTextLabel::_gui_input(Ref<InputEvent> p_event) { } else if (!b->is_pressed()) { selection.click = NULL; + + if (!b->is_doubleclick() && !scroll_updated) { + int line = 0; + Item *item = NULL; + + bool outside; + _find_click(main, b->get_position(), &item, &line, &outside); + + if (item) { + + Variant meta; + if (!outside && _find_meta(item, &meta)) { + //meta clicked + + emit_signal("meta_clicked", meta); + } + } + } } } } @@ -2326,6 +2339,7 @@ RichTextLabel::RichTextLabel() { updating_scroll = false; scroll_active = true; scroll_w = 0; + scroll_updated = false; vscroll = memnew(VScrollBar); add_child(vscroll); diff --git a/scene/gui/rich_text_label.h b/scene/gui/rich_text_label.h index c2e5712b9d..bec2c5ac02 100644 --- a/scene/gui/rich_text_label.h +++ b/scene/gui/rich_text_label.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -225,6 +225,7 @@ private: bool scroll_following; bool scroll_active; int scroll_w; + bool scroll_updated; bool updating_scroll; int current_idx; int visible_line_count; diff --git a/scene/gui/scroll_bar.cpp b/scene/gui/scroll_bar.cpp index 07380f45cc..2938654ed9 100644 --- a/scene/gui/scroll_bar.cpp +++ b/scene/gui/scroll_bar.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -330,6 +330,8 @@ void ScrollBar::_notification(int p_what) { if (Math::abs(vel) >= dist) { set_value(target_scroll); + scrolling = false; + set_physics_process_internal(false); } else { set_value(get_value() + vel); } diff --git a/scene/gui/scroll_bar.h b/scene/gui/scroll_bar.h index cde4120cdb..5ceabfc06b 100644 --- a/scene/gui/scroll_bar.h +++ b/scene/gui/scroll_bar.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/scroll_container.cpp b/scene/gui/scroll_container.cpp index 9c22a049b8..28292309b9 100644 --- a/scene/gui/scroll_container.cpp +++ b/scene/gui/scroll_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -271,7 +271,6 @@ void ScrollContainer::_notification(int p_what) { } if (!scroll_v || (!v_scroll->is_visible_in_tree() && c->get_v_size_flags() & SIZE_EXPAND)) { r.position.y = 0; - r.size.height = size.height; if (c->get_v_size_flags() & SIZE_EXPAND) r.size.height = MAX(size.height, minsize.height); else diff --git a/scene/gui/scroll_container.h b/scene/gui/scroll_container.h index abef80294a..2ab169f4d0 100644 --- a/scene/gui/scroll_container.h +++ b/scene/gui/scroll_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/separator.cpp b/scene/gui/separator.cpp index cd0b06da81..a717420b9b 100644 --- a/scene/gui/separator.cpp +++ b/scene/gui/separator.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/separator.h b/scene/gui/separator.h index 7949c7ca9b..54ad9b5bb5 100644 --- a/scene/gui/separator.h +++ b/scene/gui/separator.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/shortcut.cpp b/scene/gui/shortcut.cpp index 6fcf96f611..400fdca082 100644 --- a/scene/gui/shortcut.cpp +++ b/scene/gui/shortcut.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/shortcut.h b/scene/gui/shortcut.h index 7613a24e43..df0623ed50 100644 --- a/scene/gui/shortcut.h +++ b/scene/gui/shortcut.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/slider.cpp b/scene/gui/slider.cpp index 147c0518ec..eb04b85931 100644 --- a/scene/gui/slider.cpp +++ b/scene/gui/slider.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/slider.h b/scene/gui/slider.h index 4d02348159..d0ab7baecf 100644 --- a/scene/gui/slider.h +++ b/scene/gui/slider.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/spin_box.cpp b/scene/gui/spin_box.cpp index ace22dddff..d21143739c 100644 --- a/scene/gui/spin_box.cpp +++ b/scene/gui/spin_box.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -110,6 +110,9 @@ void SpinBox::_gui_input(const Ref<InputEvent> &p_event) { range_click_timer->start(); line_edit->grab_focus(); + + drag.allowed = true; + drag.capture_pos = mb->get_position(); } break; case BUTTON_RIGHT: { @@ -133,14 +136,7 @@ void SpinBox::_gui_input(const Ref<InputEvent> &p_event) { } } - if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == 1) { - - //set_default_cursor_shape(CURSOR_VSIZE); - Vector2 cpos = Vector2(mb->get_position().x, mb->get_position().y); - drag.mouse_pos = cpos; - } - - if (mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == 1) { + if (mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT) { //set_default_cursor_shape(CURSOR_ARROW); range_click_timer->stop(); @@ -150,32 +146,24 @@ void SpinBox::_gui_input(const Ref<InputEvent> &p_event) { Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE); warp_mouse(drag.capture_pos); } + drag.allowed = false; } Ref<InputEventMouseMotion> mm = p_event; - if (mm.is_valid() && mm->get_button_mask() & 1) { - - Vector2 cpos = mm->get_position(); + if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) { if (drag.enabled) { - float diff_y = drag.mouse_pos.y - cpos.y; - diff_y = Math::pow(ABS(diff_y), 1.8f) * SGN(diff_y); - diff_y *= 0.1; - - drag.mouse_pos = cpos; - drag.base_val = CLAMP(drag.base_val + get_step() * diff_y, get_min(), get_max()); - - set_value(drag.base_val); - - } else if (drag.mouse_pos.distance_to(cpos) > 2) { + drag.diff_y += mm->get_relative().y; + float diff_y = -0.01 * Math::pow(ABS(drag.diff_y), 1.8f) * SGN(drag.diff_y); + set_value(CLAMP(drag.base_val + get_step() * diff_y, get_min(), get_max())); + } else if (drag.allowed && drag.capture_pos.distance_to(mm->get_position()) > 2) { Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED); drag.enabled = true; drag.base_val = get_value(); - drag.mouse_pos = cpos; - drag.capture_pos = cpos; + drag.diff_y = 0; } } } diff --git a/scene/gui/spin_box.h b/scene/gui/spin_box.h index f1ee26d9f3..49dc6d950c 100644 --- a/scene/gui/spin_box.h +++ b/scene/gui/spin_box.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -54,10 +54,10 @@ class SpinBox : public Range { struct Drag { float base_val; + bool allowed; bool enabled; - Vector2 from; - Vector2 mouse_pos; Vector2 capture_pos; + float diff_y; } drag; void _line_edit_focus_exit(); diff --git a/scene/gui/split_container.cpp b/scene/gui/split_container.cpp index c38c411333..e4cb2a06fc 100644 --- a/scene/gui/split_container.cpp +++ b/scene/gui/split_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -62,39 +62,28 @@ void SplitContainer::_resort() { // If we have only one element if (!first || !second) { if (first) { - fit_child_in_rect(_getch(0), Rect2(Point2(), get_size())); + fit_child_in_rect(first, Rect2(Point2(), get_size())); } else if (second) { - fit_child_in_rect(_getch(1), Rect2(Point2(), get_size())); + fit_child_in_rect(second, Rect2(Point2(), get_size())); } return; } // Determine expanded children - bool first_expanded = false; - bool second_expanded = false; - if (vertical) { - first_expanded = first->get_v_size_flags() & SIZE_EXPAND; - second_expanded = second->get_v_size_flags() & SIZE_EXPAND; - } else { - first_expanded = first->get_h_size_flags() & SIZE_EXPAND; - second_expanded = second->get_h_size_flags() & SIZE_EXPAND; - } + bool first_expanded = (vertical ? first->get_v_size_flags() : first->get_h_size_flags()) & SIZE_EXPAND; + bool second_expanded = (vertical ? second->get_v_size_flags() : second->get_h_size_flags()) & SIZE_EXPAND; // Determine the separation between items Ref<Texture> g = get_icon("grabber"); int sep = get_constant("separation"); - if (dragger_visibility == DRAGGER_HIDDEN_COLLAPSED) { - sep = 0; - } else { - sep = MAX(sep, vertical ? g->get_height() : g->get_width()); - } + sep = (dragger_visibility != DRAGGER_HIDDEN_COLLAPSED) ? MAX(sep, vertical ? g->get_height() : g->get_width()) : 0; // Compute the minimum size Size2 ms_first = first->get_combined_minimum_size(); Size2 ms_second = second->get_combined_minimum_size(); + // Compute the separator position without the split offset float ratio = first->get_stretch_ratio() / (first->get_stretch_ratio() + second->get_stretch_ratio()); - int no_offset_middle_sep = 0; if (first_expanded && second_expanded) { no_offset_middle_sep = get_size()[axis] * ratio - sep / 2; @@ -104,12 +93,16 @@ void SplitContainer::_resort() { no_offset_middle_sep = ms_first[axis]; } + // Compute the final middle separation middle_sep = no_offset_middle_sep; - middle_sep += (collapsed) ? 0 : split_offset; - middle_sep = MIN(middle_sep, get_size()[axis] - ms_second[axis] - sep); - middle_sep = MAX(middle_sep, ms_first[axis]); if (!collapsed) { - split_offset = middle_sep - no_offset_middle_sep; + int clamped_split_offset = CLAMP(split_offset, ms_first[axis] - no_offset_middle_sep, (get_size()[axis] - ms_second[axis] - sep) - no_offset_middle_sep); + middle_sep += clamped_split_offset; + if (should_clamp_split_offset) { + split_offset = clamped_split_offset; + _change_notify("split_offset"); + should_clamp_split_offset = false; + } } if (vertical) { @@ -123,7 +116,6 @@ void SplitContainer::_resort() { } update(); - _change_notify("split_offset"); } Size2 SplitContainer::get_minimum_size() const { @@ -131,8 +123,8 @@ Size2 SplitContainer::get_minimum_size() const { /* Calculate MINIMUM SIZE */ Size2i minimum; - int sep = get_constant("separation"); Ref<Texture> g = get_icon("grabber"); + int sep = get_constant("separation"); sep = (dragger_visibility != DRAGGER_HIDDEN_COLLAPSED) ? MAX(sep, vertical ? g->get_height() : g->get_width()) : 0; for (int i = 0; i < 2; i++) { @@ -248,6 +240,7 @@ void SplitContainer::_gui_input(const Ref<InputEvent> &p_event) { if (mm.is_valid() && dragging) { split_offset = drag_ofs + ((vertical ? mm->get_position().y : mm->get_position().x) - drag_from); + should_clamp_split_offset = true; queue_sort(); emit_signal("dragged", get_split_offset()); } @@ -282,6 +275,7 @@ void SplitContainer::set_split_offset(int p_offset) { return; split_offset = p_offset; + queue_sort(); } @@ -290,6 +284,12 @@ int SplitContainer::get_split_offset() const { return split_offset; } +void SplitContainer::clamp_split_offset() { + should_clamp_split_offset = true; + + queue_sort(); +} + void SplitContainer::set_collapsed(bool p_collapsed) { if (collapsed == p_collapsed) @@ -319,8 +319,10 @@ bool SplitContainer::is_collapsed() const { void SplitContainer::_bind_methods() { ClassDB::bind_method(D_METHOD("_gui_input"), &SplitContainer::_gui_input); + ClassDB::bind_method(D_METHOD("set_split_offset", "offset"), &SplitContainer::set_split_offset); ClassDB::bind_method(D_METHOD("get_split_offset"), &SplitContainer::get_split_offset); + ClassDB::bind_method(D_METHOD("clamp_split_offset"), &SplitContainer::clamp_split_offset); ClassDB::bind_method(D_METHOD("set_collapsed", "collapsed"), &SplitContainer::set_collapsed); ClassDB::bind_method(D_METHOD("is_collapsed"), &SplitContainer::is_collapsed); @@ -343,6 +345,7 @@ SplitContainer::SplitContainer(bool p_vertical) { mouse_inside = false; split_offset = 0; + should_clamp_split_offset = false; middle_sep = 0; vertical = p_vertical; dragging = false; diff --git a/scene/gui/split_container.h b/scene/gui/split_container.h index 321f7fd3b7..3c1ca09a9f 100644 --- a/scene/gui/split_container.h +++ b/scene/gui/split_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -45,9 +45,10 @@ public: }; private: - bool vertical; + bool should_clamp_split_offset; int split_offset; int middle_sep; + bool vertical; bool dragging; int drag_from; int drag_ofs; @@ -67,6 +68,7 @@ protected: public: void set_split_offset(int p_offset); int get_split_offset() const; + void clamp_split_offset(); void set_collapsed(bool p_collapsed); bool is_collapsed() const; diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp index 4c354768fe..b4fe6b0255 100644 --- a/scene/gui/tab_container.cpp +++ b/scene/gui/tab_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/tab_container.h b/scene/gui/tab_container.h index 8a3c9d2bb2..c110f041d0 100644 --- a/scene/gui/tab_container.h +++ b/scene/gui/tab_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/tabs.cpp b/scene/gui/tabs.cpp index cf3113ca8c..ac643c1320 100644 --- a/scene/gui/tabs.cpp +++ b/scene/gui/tabs.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -53,7 +53,7 @@ Size2 Tabs::get_minimum_size() const { ms.width += get_constant("hseparation"); } - ms.width += font->get_string_size(tabs[i].text).width; + ms.width += Math::ceil(font->get_string_size(tabs[i].text).width); if (tabs[i].disabled) ms.width += tab_disabled->get_minimum_size().width; @@ -547,7 +547,7 @@ void Tabs::_update_cache() { for (int i = 0; i < tabs.size(); i++) { tabs.write[i].ofs_cache = mw; tabs.write[i].size_cache = get_tab_width(i); - tabs.write[i].size_text = font->get_string_size(tabs[i].text).width; + tabs.write[i].size_text = Math::ceil(font->get_string_size(tabs[i].text).width); mw += tabs[i].size_cache; if (tabs[i].size_cache <= min_width || i == current) { size_fixed += tabs[i].size_cache; @@ -803,7 +803,7 @@ int Tabs::get_tab_width(int p_idx) const { x += get_constant("hseparation"); } - x += font->get_string_size(tabs[p_idx].text).width; + x += Math::ceil(font->get_string_size(tabs[p_idx].text).width); if (tabs[p_idx].disabled) x += tab_disabled->get_minimum_size().width; diff --git a/scene/gui/tabs.h b/scene/gui/tabs.h index a98744b804..7c54f1acf2 100644 --- a/scene/gui/tabs.h +++ b/scene/gui/tabs.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp index 7bfcd0843c..09fbb39866 100644 --- a/scene/gui/text_edit.cpp +++ b/scene/gui/text_edit.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -549,16 +549,17 @@ void TextEdit::_notification(int p_what) { MessageQueue::get_singleton()->push_call(this, "_cursor_changed_emit"); if (text_changed_dirty) MessageQueue::get_singleton()->push_call(this, "_text_changed_emit"); - update_wrap_at(); + _update_wrap_at(); } break; case NOTIFICATION_RESIZED: { _update_scrollbars(); - update_wrap_at(); + call_deferred("_update_wrap_at"); } break; case NOTIFICATION_THEME_CHANGED: { _update_caches(); + _update_wrap_at(); } break; case MainLoop::NOTIFICATION_WM_FOCUS_IN: { window_has_focus = true; @@ -802,6 +803,7 @@ void TextEdit::_notification(int p_what) { } Point2 cursor_pos; + int cursor_insert_offset_y = 0; // get the highlighted words String highlighted_text = get_selection_text(); @@ -846,9 +848,9 @@ void TextEdit::_notification(int p_what) { bool underlined = false; + Vector<String> wrap_rows = get_wrap_rows_text(line); int line_wrap_amount = times_line_wraps(line); int last_wrap_column = 0; - Vector<String> wrap_rows = get_wrap_rows_text(line); for (int line_wrap_index = 0; line_wrap_index < line_wrap_amount + 1; line_wrap_index++) { if (line_wrap_index != 0) { @@ -1108,9 +1110,11 @@ void TextEdit::_notification(int p_what) { if (cursor.column == last_wrap_column + j && cursor.line == line && cursor_wrap_index == line_wrap_index) { cursor_pos = Point2i(char_ofs + char_margin + ofs_x, ofs_y); + cursor_pos.y += (get_row_height() - cache.font->get_height()) / 2; if (insert_mode) { - cursor_pos.y += (get_row_height() - 3); + cursor_insert_offset_y = (cache.font->get_height() - 3); + cursor_pos.y += cursor_insert_offset_y; } int caret_w = (str[j] == '\t') ? cache.font->get_char_size(' ').width : char_w; @@ -1155,7 +1159,8 @@ void TextEdit::_notification(int p_what) { #else caret_w = (block_caret) ? caret_w : 2; #endif - VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(cursor_pos, Size2i(caret_w, get_row_height())), cache.caret_color); + + VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(cursor_pos, Size2i(caret_w, cache.font->get_height())), cache.caret_color); } } } @@ -1198,9 +1203,11 @@ void TextEdit::_notification(int p_what) { if (cursor.column == last_wrap_column + str.length() && cursor.line == line && cursor_wrap_index == line_wrap_index && (char_ofs + char_margin) >= xmargin_beg) { cursor_pos = Point2i(char_ofs + char_margin + ofs_x, ofs_y); + cursor_pos.y += (get_row_height() - cache.font->get_height()) / 2; if (insert_mode) { - cursor_pos.y += (get_row_height() - 3); + cursor_insert_offset_y = cache.font->get_height() - 3; + cursor_pos.y += cursor_insert_offset_y; } if (ime_text.length() > 0) { int ofs = 0; @@ -1245,7 +1252,8 @@ void TextEdit::_notification(int p_what) { #else int caret_w = (block_caret) ? char_w : 2; #endif - VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(cursor_pos, Size2i(caret_w, get_row_height())), cache.caret_color); + + VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(cursor_pos, Size2i(caret_w, cache.font->get_height())), cache.caret_color); } } } @@ -1287,9 +1295,9 @@ void TextEdit::_notification(int p_what) { int th = h + csb->get_minimum_size().y; if (cursor_pos.y + get_row_height() + th > get_size().height) { - completion_rect.position.y = cursor_pos.y - th; + completion_rect.position.y = cursor_pos.y - th - (cache.line_spacing / 2.0f) - cursor_insert_offset_y; } else { - completion_rect.position.y = cursor_pos.y + get_row_height() + csb->get_offset().y; + completion_rect.position.y = cursor_pos.y + cache.font->get_height() + (cache.line_spacing / 2.0f) + csb->get_offset().y - cursor_insert_offset_y; completion_below = true; } @@ -1323,7 +1331,8 @@ void TextEdit::_notification(int p_what) { text_color = color_regions[j].color; } } - draw_string(cache.font, Point2(completion_rect.position.x, completion_rect.position.y + i * get_row_height() + cache.font->get_ascent()), completion_options[l], text_color, completion_rect.size.width); + int yofs = (get_row_height() - cache.font->get_height()) / 2; + draw_string(cache.font, Point2(completion_rect.position.x, completion_rect.position.y + i * get_row_height() + cache.font->get_ascent() + yofs), completion_options[l], text_color, completion_rect.size.width); } if (scrollw) { @@ -1412,7 +1421,6 @@ void TextEdit::_notification(int p_what) { if (has_focus()) { OS::get_singleton()->set_ime_active(true); OS::get_singleton()->set_ime_position(get_global_position() + cursor_pos + Point2(0, get_row_height())); - OS::get_singleton()->set_ime_intermediate_text_callback(_ime_text_callback, this); } } break; @@ -1425,7 +1433,6 @@ void TextEdit::_notification(int p_what) { OS::get_singleton()->set_ime_active(true); Point2 cursor_pos = Point2(cursor_get_column(), cursor_get_line()) * get_row_height(); OS::get_singleton()->set_ime_position(get_global_position() + cursor_pos); - OS::get_singleton()->set_ime_intermediate_text_callback(_ime_text_callback, this); if (OS::get_singleton()->has_virtual_keyboard()) OS::get_singleton()->show_virtual_keyboard(get_text(), get_global_rect()); @@ -1433,7 +1440,6 @@ void TextEdit::_notification(int p_what) { case NOTIFICATION_FOCUS_EXIT: { OS::get_singleton()->set_ime_position(Point2()); - OS::get_singleton()->set_ime_intermediate_text_callback(NULL, NULL); OS::get_singleton()->set_ime_active(false); ime_text = ""; ime_selection = Point2(); @@ -1441,14 +1447,15 @@ void TextEdit::_notification(int p_what) { if (OS::get_singleton()->has_virtual_keyboard()) OS::get_singleton()->hide_virtual_keyboard(); } break; - } -} + case MainLoop::NOTIFICATION_OS_IME_UPDATE: { -void TextEdit::_ime_text_callback(void *p_self, String p_text, Point2 p_selection) { - TextEdit *self = (TextEdit *)p_self; - self->ime_text = p_text; - self->ime_selection = p_selection; - self->update(); + if (has_focus()) { + ime_text = OS::get_singleton()->get_ime_text(); + ime_selection = OS::get_singleton()->get_ime_selection(); + update(); + } + } break; + } } void TextEdit::_consume_pair_symbol(CharType ch) { @@ -3254,7 +3261,6 @@ void TextEdit::_scroll_down(real_t p_delta) { int max_v_scroll = round(v_scroll->get_max() - v_scroll->get_page()); if (target_v_scroll > max_v_scroll) { target_v_scroll = max_v_scroll; - v_scroll->set_value(target_v_scroll); } if (Math::abs(target_v_scroll - v_scroll->get_value()) < 1.0) { v_scroll->set_value(target_v_scroll); @@ -3639,7 +3645,7 @@ int TextEdit::get_total_visible_rows() const { return total_rows; } -void TextEdit::update_wrap_at() { +void TextEdit::_update_wrap_at() { wrap_at = get_size().width - cache.style_normal->get_minimum_size().width - cache.line_number_w - cache.breakpoint_gutter_width - cache.fold_gutter_width - wrap_right_offset; update_cursor_wrap_offset(); @@ -3805,7 +3811,6 @@ Vector<String> TextEdit::get_wrap_rows_text(int p_line) const { if (indent_ofs + word_px > wrap_at) { // not enough space; add it anyway wrap_substring += word_str; - px += word_px; word_str = ""; word_px = 0; } @@ -3820,6 +3825,10 @@ Vector<String> TextEdit::get_wrap_rows_text(int p_line) const { // line ends before hit wrap_at; add this word to the substring wrap_substring += word_str; lines.push_back(wrap_substring); + + // update cache + text.set_line_wrap_amount(p_line, lines.size() - 1); + return lines; } @@ -4264,6 +4273,7 @@ void TextEdit::_clear() { cursor.line_ofs = 0; cursor.wrap_ofs = 0; cursor.last_fit_x = 0; + selection.active = false; } void TextEdit::clear() { @@ -5757,6 +5767,7 @@ void TextEdit::_update_completion_candidates() { completion_base = s; Vector<float> sim_cache; bool single_quote = s.begins_with("'"); + Vector<String> completion_options_casei; for (int i = 0; i < completion_strings.size(); i++) { if (single_quote && completion_strings[i].is_quoted()) { @@ -5765,9 +5776,13 @@ void TextEdit::_update_completion_candidates() { if (completion_strings[i].begins_with(s)) { completion_options.push_back(completion_strings[i]); + } else if (completion_strings[i].to_lower().begins_with(s.to_lower())) { + completion_options_casei.push_back(completion_strings[i]); } } + completion_options.append_array(completion_options_casei); + if (completion_options.size() == 0) { for (int i = 0; i < completion_strings.size(); i++) { if (s.is_subsequence_of(completion_strings[i])) { @@ -6039,7 +6054,10 @@ void TextEdit::menu_option(int p_option) { case MENU_UNDO: { undo(); } break; - }; + case MENU_REDO: { + redo(); + } + } } void TextEdit::set_select_identifiers_on_hover(bool p_enable) { @@ -6074,6 +6092,7 @@ void TextEdit::_bind_methods() { ClassDB::bind_method(D_METHOD("_click_selection_held"), &TextEdit::_click_selection_held); ClassDB::bind_method(D_METHOD("_toggle_draw_caret"), &TextEdit::_toggle_draw_caret); ClassDB::bind_method(D_METHOD("_v_scroll_input"), &TextEdit::_v_scroll_input); + ClassDB::bind_method(D_METHOD("_update_wrap_at"), &TextEdit::_update_wrap_at); BIND_ENUM_CONSTANT(SEARCH_MATCH_CASE); BIND_ENUM_CONSTANT(SEARCH_WHOLE_WORDS); @@ -6215,6 +6234,7 @@ void TextEdit::_bind_methods() { BIND_ENUM_CONSTANT(MENU_CLEAR); BIND_ENUM_CONSTANT(MENU_SELECT_ALL); BIND_ENUM_CONSTANT(MENU_UNDO); + BIND_ENUM_CONSTANT(MENU_REDO); BIND_ENUM_CONSTANT(MENU_MAX); GLOBAL_DEF("gui/timers/text_edit_idle_detect_sec", 3); @@ -6343,6 +6363,7 @@ TextEdit::TextEdit() { menu->add_item(RTR("Clear"), MENU_CLEAR); menu->add_separator(); menu->add_item(RTR("Undo"), MENU_UNDO, KEY_MASK_CMD | KEY_Z); + menu->add_item(RTR("Redo"), MENU_REDO, KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_Z); menu->connect("id_pressed", this, "menu_option"); } diff --git a/scene/gui/text_edit.h b/scene/gui/text_edit.h index 8a508a8738..95f1fbbee5 100644 --- a/scene/gui/text_edit.h +++ b/scene/gui/text_edit.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -336,7 +336,7 @@ private: int get_total_visible_rows() const; void update_cursor_wrap_offset(); - void update_wrap_at(); + void _update_wrap_at(); bool line_wraps(int line) const; int times_line_wraps(int line) const; Vector<String> get_wrap_rows_text(int p_line) const; @@ -380,8 +380,6 @@ private: void _scroll_lines_up(); void _scroll_lines_down(); - static void _ime_text_callback(void *p_self, String p_text, Point2 p_selection); - //void mouse_motion(const Point& p_pos, const Point& p_rel, int p_button_mask); Size2 get_minimum_size() const; @@ -444,6 +442,7 @@ public: MENU_CLEAR, MENU_SELECT_ALL, MENU_UNDO, + MENU_REDO, MENU_MAX }; diff --git a/scene/gui/texture_button.cpp b/scene/gui/texture_button.cpp index 4a8d87902b..95aab95253 100644 --- a/scene/gui/texture_button.cpp +++ b/scene/gui/texture_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/texture_button.h b/scene/gui/texture_button.h index d42df390e8..4dc0de5358 100644 --- a/scene/gui/texture_button.h +++ b/scene/gui/texture_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/texture_progress.cpp b/scene/gui/texture_progress.cpp index a37659e521..778d86d546 100644 --- a/scene/gui/texture_progress.cpp +++ b/scene/gui/texture_progress.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/texture_progress.h b/scene/gui/texture_progress.h index a11e55234a..008bf5b038 100644 --- a/scene/gui/texture_progress.h +++ b/scene/gui/texture_progress.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/texture_rect.cpp b/scene/gui/texture_rect.cpp index 4371baf08c..caae48336b 100644 --- a/scene/gui/texture_rect.cpp +++ b/scene/gui/texture_rect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/texture_rect.h b/scene/gui/texture_rect.h index b684ac816c..ddd101573b 100644 --- a/scene/gui/texture_rect.h +++ b/scene/gui/texture_rect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/tool_button.cpp b/scene/gui/tool_button.cpp index 4220a6b5ce..a81cc34efa 100644 --- a/scene/gui/tool_button.cpp +++ b/scene/gui/tool_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/tool_button.h b/scene/gui/tool_button.h index b8be18e560..8f729cd4df 100644 --- a/scene/gui/tool_button.h +++ b/scene/gui/tool_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp index c083e727d1..514be00227 100644 --- a/scene/gui/tree.cpp +++ b/scene/gui/tree.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1158,10 +1158,9 @@ int Tree::draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2 r.position.x += icon_width; r.size.x -= icon_width; } - //r.grow(cache.selected->get_margin(MARGIN_LEFT)); + p_item->set_meta("__focus_rect", Rect2(r.position, r.size)); if (has_focus()) { cache.selected_focus->draw(ci, r); - p_item->set_meta("__focus_rect", Rect2(r.position, r.size)); } else { cache.selected->draw(ci, r); } @@ -1419,7 +1418,7 @@ int Tree::draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2 while (c) { - if (cache.draw_relationship_lines == 1 && (c->get_parent() != root || !hide_root)) { + if (cache.draw_relationship_lines > 0 && (!hide_root || c->parent != root)) { int root_ofs = children_pos.x + ((p_item->disable_folding || hide_folding) ? cache.hseparation : cache.item_margin); int parent_ofs = p_pos.x + ((p_item->disable_folding || hide_folding) ? cache.hseparation : cache.item_margin); Point2i root_pos = Point2i(root_ofs, children_pos.y + label_h / 2) - cache.offset + p_draw_ofs; @@ -1602,6 +1601,7 @@ void Tree::_range_click_timeout() { mb.instance(); ; + propagate_mouse_activated = false; //done from outside, so signal handler cant clear the tree in the middle of emit(which is a common case) blocked++; propagate_mouse_event(pos + cache.offset, 0, 0, false, root, BUTTON_LEFT, mb); blocked--; @@ -1615,6 +1615,11 @@ void Tree::_range_click_timeout() { if (!click_handled) range_click_timer->stop(); + if (propagate_mouse_activated) { + emit_signal("item_activated"); + propagate_mouse_activated = false; + } + } else { range_click_timer->stop(); } @@ -1723,7 +1728,8 @@ int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, bool if (p_doubleclick && (!c.editable || c.mode == TreeItem::CELL_MODE_CUSTOM || c.mode == TreeItem::CELL_MODE_ICON /*|| c.mode==TreeItem::CELL_MODE_CHECK*/)) { //it's confusing for check - emit_signal("item_activated"); + propagate_mouse_activated = true; + incr_search.clear(); return -1; } @@ -2591,6 +2597,7 @@ void Tree::_gui_input(Ref<InputEvent> p_event) { click_handled = false; pressing_for_editor = false; + propagate_mouse_activated = false; blocked++; propagate_mouse_event(pos + cache.offset, 0, 0, b->is_doubleclick(), root, b->get_button_index(), b); @@ -2628,6 +2635,11 @@ void Tree::_gui_input(Ref<InputEvent> p_event) { } } + if (propagate_mouse_activated) { + emit_signal("item_activated"); + propagate_mouse_activated = false; + } + } break; case BUTTON_WHEEL_UP: { @@ -2701,6 +2713,7 @@ bool Tree::edit_selected() { Vector2 ofs(0, (text_editor->get_size().height - rect.size.height) / 2); Point2i textedpos = get_global_position() + rect.position - ofs; + cache.text_editor_position = textedpos; text_editor->set_position(textedpos); text_editor->set_size(rect.size); text_editor->clear(); @@ -2956,6 +2969,21 @@ void Tree::_notification(int p_what) { if (p_what == NOTIFICATION_THEME_CHANGED) { update_cache(); } + + if (p_what == NOTIFICATION_RESIZED || p_what == NOTIFICATION_TRANSFORM_CHANGED) { + + if (popup_edited_item != NULL) { + Rect2 rect = popup_edited_item->get_meta("__focus_rect"); + Vector2 ofs(0, (text_editor->get_size().height - rect.size.height) / 2); + Point2i textedpos = get_global_position() + rect.position - ofs; + + if (cache.text_editor_position != textedpos) { + cache.text_editor_position = textedpos; + text_editor->set_position(textedpos); + value_editor->set_position(textedpos + Point2i(0, text_editor->get_size().height)); + } + } + } } Size2 Tree::get_minimum_size() const { @@ -3884,6 +3912,7 @@ Tree::Tree() { value_editor->set_as_toplevel(true); text_editor->set_as_toplevel(true); + set_notify_transform(true); updating_value_editor = false; pressed_button = -1; @@ -3928,6 +3957,7 @@ Tree::Tree() { cache.hover_cell = -1; allow_reselect = false; + propagate_mouse_activated = false; } Tree::~Tree() { diff --git a/scene/gui/tree.h b/scene/gui/tree.h index 886ce66e2c..26d64baafb 100644 --- a/scene/gui/tree.h +++ b/scene/gui/tree.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -329,6 +329,8 @@ private: bool range_drag_enabled; Vector2 range_drag_capture_pos; + bool propagate_mouse_activated; + //TreeItem *cursor_item; //int cursor_column; @@ -457,6 +459,8 @@ private: TreeItem *hover_item; int hover_cell; + Point2i text_editor_position; + } cache; int _get_title_button_height() const; diff --git a/scene/gui/video_player.cpp b/scene/gui/video_player.cpp index 812ca0042b..5768f58977 100644 --- a/scene/gui/video_player.cpp +++ b/scene/gui/video_player.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/video_player.h b/scene/gui/video_player.h index 5c379b5620..62fb7838b6 100644 --- a/scene/gui/video_player.h +++ b/scene/gui/video_player.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/viewport_container.cpp b/scene/gui/viewport_container.cpp index 8e0d1cdd38..3f7a110c1b 100644 --- a/scene/gui/viewport_container.cpp +++ b/scene/gui/viewport_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/gui/viewport_container.h b/scene/gui/viewport_container.h index 60aec25959..b4ecc583ba 100644 --- a/scene/gui/viewport_container.h +++ b/scene/gui/viewport_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/canvas_layer.cpp b/scene/main/canvas_layer.cpp index 89bc8c1226..2b1991ebb0 100644 --- a/scene/main/canvas_layer.cpp +++ b/scene/main/canvas_layer.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/canvas_layer.h b/scene/main/canvas_layer.h index aae23fbb12..5d67245102 100644 --- a/scene/main/canvas_layer.h +++ b/scene/main/canvas_layer.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/http_request.cpp b/scene/main/http_request.cpp index a9b7fba9c7..8b68b3215c 100644 --- a/scene/main/http_request.cpp +++ b/scene/main/http_request.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -220,13 +220,12 @@ bool HTTPRequest::_handle_response(bool *ret_value) { Error err; if (new_request.begins_with("http")) { // New url, request all again - err = _parse_url(new_request); + _parse_url(new_request); } else { request_string = new_request; } err = _request(); - if (err == OK) { request_sent = false; got_response = false; diff --git a/scene/main/http_request.h b/scene/main/http_request.h index de09d2afda..baabda4010 100644 --- a/scene/main/http_request.h +++ b/scene/main/http_request.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/instance_placeholder.cpp b/scene/main/instance_placeholder.cpp index 0ee5648de2..71addd6fea 100644 --- a/scene/main/instance_placeholder.cpp +++ b/scene/main/instance_placeholder.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/instance_placeholder.h b/scene/main/instance_placeholder.h index 2158257c93..3d0e879b2b 100644 --- a/scene/main/instance_placeholder.h +++ b/scene/main/instance_placeholder.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/node.cpp b/scene/main/node.cpp index ae2ab2af80..6aa3891035 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -959,7 +959,9 @@ void Node::set_human_readable_collision_renaming(bool p_enabled) { #ifdef TOOLS_ENABLED String Node::validate_child_name(Node *p_child) { - return _generate_serial_child_name(p_child); + StringName name = p_child->data.name; + _generate_serial_child_name(p_child, name); + return name; } #endif @@ -972,7 +974,9 @@ void Node::_validate_child_name(Node *p_child, bool p_force_human_readable) { //this approach to autoset node names is human readable but very slow //it's turned on while running in the editor - p_child->data.name = _generate_serial_child_name(p_child); + StringName name = p_child->data.name; + _generate_serial_child_name(p_child, name); + p_child->data.name = name; } else { @@ -1008,74 +1012,120 @@ void Node::_validate_child_name(Node *p_child, bool p_force_human_readable) { } } -String Node::_generate_serial_child_name(Node *p_child) { +// Return s + 1 as if it were an integer +String increase_numeric_string(const String &s) { - String name = p_child->data.name; + String res = s; + bool carry = res.length() > 0; - if (name == "") { + for (int i = res.length() - 1; i >= 0; i--) { + if (!carry) { + break; + } + CharType n = s[i]; + if (n == '9') { // keep carry as true: 9 + 1 + res[i] = '0'; + } else { + res[i] = s[i] + 1; + carry = false; + } + } + + if (carry) { + res = "1" + res; + } + + return res; +} + +void Node::_generate_serial_child_name(const Node *p_child, StringName &name) const { + + if (name == StringName()) { + //no name and a new nade is needed, create one. name = p_child->get_class(); // Adjust casing according to project setting. The current type name is expected to be in PascalCase. switch (ProjectSettings::get_singleton()->get("node/name_casing").operator int()) { case NAME_CASING_PASCAL_CASE: break; - case NAME_CASING_CAMEL_CASE: - name[0] = name.to_lower()[0]; - break; + case NAME_CASING_CAMEL_CASE: { + String n = name; + n[0] = n.to_lower()[0]; + name = n; + } break; case NAME_CASING_SNAKE_CASE: - name = name.camelcase_to_underscore(true); + name = String(name).camelcase_to_underscore(true); break; } } + //quickly test if proposed name exists + int cc = data.children.size(); //children count + const Node *const *children_ptr = data.children.ptr(); + + { + + bool exists = false; + + for (int i = 0; i < cc; i++) { + if (children_ptr[i] == p_child) { //exclude self in renaming if its already a child + continue; + } + if (children_ptr[i]->data.name == name) { + exists = true; + } + } + + if (!exists) { + return; //if it does not exist, it does not need validation + } + } + // Extract trailing number + String name_string = name; String nums; - for (int i = name.length() - 1; i >= 0; i--) { - CharType n = name[i]; + for (int i = name_string.length() - 1; i >= 0; i--) { + CharType n = name_string[i]; if (n >= '0' && n <= '9') { - nums = String::chr(name[i]) + nums; + nums = String::chr(name_string[i]) + nums; } else { break; } } String nnsep = _get_name_num_separator(); - int num = 0; - bool explicit_zero = false; - if (nums.length() > 0 && name.substr(name.length() - nnsep.length() - nums.length(), nnsep.length()) == nnsep) { - // Base name + Separator + Number - num = nums.to_int(); - name = name.substr(0, name.length() - nnsep.length() - nums.length()); // Keep base name - if (num == 0) { - explicit_zero = true; - } + int name_last_index = name_string.length() - nnsep.length() - nums.length(); + + // Assign the base name + separator to name if we have numbers preceded by a separator + if (nums.length() > 0 && name_string.substr(name_last_index, nnsep.length()) == nnsep) { + name_string = name_string.substr(0, name_last_index + nnsep.length()); + } else { + nums = ""; } - int num_places = nums.length(); for (;;) { - String attempt = (name + (num > 0 || explicit_zero ? nnsep + itos(num).pad_zeros(num_places) : "")).strip_edges(); - bool found = false; - for (int i = 0; i < data.children.size(); i++) { - if (data.children[i] == p_child) + StringName attempt = name_string + nums; + bool exists = false; + + for (int i = 0; i < cc; i++) { + if (children_ptr[i] == p_child) { continue; - if (data.children[i]->data.name == attempt) { - found = true; - break; + } + if (children_ptr[i]->data.name == attempt) { + exists = true; } } - if (!found) { - return attempt; + + if (!exists) { + name = attempt; + return; } else { - if (num == 0) { - if (explicit_zero) { - // Name ended in separator + 0; user expects to get to separator + 1 - num = 1; - } else { - // Name was undecorated so skip to 2 for a more natural result - num = 2; - } + if (nums.length() == 0) { + // Name was undecorated so skip to 2 for a more natural result + nums = "2"; + name_string += nnsep; // Add separator because nums.length() > 0 was false } else { - num++; + nums = increase_numeric_string(nums); } } } diff --git a/scene/main/node.h b/scene/main/node.h index 78db12dda9..1c451ef567 100644 --- a/scene/main/node.h +++ b/scene/main/node.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -159,7 +159,7 @@ private: void _replace_connections_target(Node *p_new_target); void _validate_child_name(Node *p_child, bool p_force_human_readable = false); - String _generate_serial_child_name(Node *p_child); + void _generate_serial_child_name(const Node *p_child, StringName &name) const; void _propagate_reverse_notification(int p_notification); void _propagate_deferred_notification(int p_notification, bool p_reverse); diff --git a/scene/main/resource_preloader.cpp b/scene/main/resource_preloader.cpp index dbe7daa604..cb1168b73e 100644 --- a/scene/main/resource_preloader.cpp +++ b/scene/main/resource_preloader.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/resource_preloader.h b/scene/main/resource_preloader.h index 98c7b21f37..3e3be4ac82 100644 --- a/scene/main/resource_preloader.h +++ b/scene/main/resource_preloader.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 3f664bab10..5acb157279 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -639,6 +639,7 @@ void SceneTree::_notification(int p_notification) { } } break; case NOTIFICATION_OS_MEMORY_WARNING: + case NOTIFICATION_OS_IME_UPDATE: case NOTIFICATION_WM_MOUSE_ENTER: case NOTIFICATION_WM_MOUSE_EXIT: case NOTIFICATION_WM_FOCUS_IN: diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h index d59cbe05fb..d6ab8c37b2 100644 --- a/scene/main/scene_tree.h +++ b/scene/main/scene_tree.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/timer.cpp b/scene/main/timer.cpp index 227840531e..2ae950dad5 100755 --- a/scene/main/timer.cpp +++ b/scene/main/timer.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/timer.h b/scene/main/timer.h index 2f42252a7e..c492c6b61c 100755 --- a/scene/main/timer.h +++ b/scene/main/timer.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 86992c38f0..0633d194f7 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -148,7 +148,7 @@ void ViewportTexture::_bind_methods() { ClassDB::bind_method(D_METHOD("set_viewport_path_in_scene", "path"), &ViewportTexture::set_viewport_path_in_scene); ClassDB::bind_method(D_METHOD("get_viewport_path_in_scene"), &ViewportTexture::get_viewport_path_in_scene); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewport_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Viewport"), "set_viewport_path_in_scene", "get_viewport_path_in_scene"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewport_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Viewport", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT), "set_viewport_path_in_scene", "get_viewport_path_in_scene"); } ViewportTexture::ViewportTexture() { @@ -189,7 +189,7 @@ Viewport::GUI::GUI() { dragging = false; mouse_focus = NULL; mouse_click_grabber = NULL; - mouse_focus_button = -1; + mouse_focus_mask = 0; key_focus = NULL; mouse_over = NULL; @@ -435,7 +435,7 @@ void Viewport::_notification(int p_what) { } } - if (!has_mouse_motion) { + if (!has_mouse_motion && physics_has_last_mousepos) { Ref<InputEventMouseMotion> mm; mm.instance(); mm->set_global_position(physics_last_mousepos); @@ -465,6 +465,7 @@ void Viewport::_notification(int p_what) { pos = mm->get_position(); motion_tested = true; + physics_has_last_mousepos = true; physics_last_mousepos = pos; physics_last_mouse_state.alt = mm->get_alt(); physics_last_mouse_state.shift = mm->get_shift(); @@ -643,7 +644,7 @@ void Viewport::_notification(int p_what) { } } - if (!motion_tested && camera && physics_last_mousepos != Vector2(1e20, 1e20)) { + if (!motion_tested && camera && physics_has_last_mousepos) { //test anyway for mouseenter/exit because objects might move Vector3 from = camera->project_ray_origin(physics_last_mousepos); @@ -671,15 +672,7 @@ void Viewport::_notification(int p_what) { case SceneTree::NOTIFICATION_WM_FOCUS_OUT: { if (gui.mouse_focus) { //if mouse is being pressed, send a release event - Ref<InputEventMouseButton> mb; - mb.instance(); - mb->set_position(gui.mouse_focus->get_local_mouse_position()); - mb->set_global_position(gui.mouse_focus->get_local_mouse_position()); - mb->set_button_index(gui.mouse_focus_button); - mb->set_pressed(false); - Control *c = gui.mouse_focus; - gui.mouse_focus = NULL; - c->call_multilevel(SceneStringNames::get_singleton()->_gui_input, mb); + _drop_mouse_focus(); } } break; } @@ -1686,10 +1679,10 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { if (mb->is_pressed()) { Size2 pos = mpos; - if (gui.mouse_focus && mb->get_button_index() != gui.mouse_focus_button) { - - //do not steal mouse focus and stuff + if (gui.mouse_focus_mask) { + //do not steal mouse focus and stuff while a focus mask exists + gui.mouse_focus_mask |= 1 << (mb->get_button_index() - 1); //add the button to the mask } else { bool is_handled = false; @@ -1734,7 +1727,8 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { */ gui.mouse_focus = _gui_find_control(pos); - gui.mouse_focus_button = mb->get_button_index(); + gui.mouse_focus_mask = 1 << (mb->get_button_index() - 1); + gui.last_mouse_focus = gui.mouse_focus; if (!gui.mouse_focus) { return; @@ -1755,7 +1749,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { mb->set_position(pos); #ifdef DEBUG_ENABLED - if (ScriptDebugger::get_singleton()) { + if (ScriptDebugger::get_singleton() && gui.mouse_focus) { Array arr; arr.push_back(gui.mouse_focus->get_path()); @@ -1788,7 +1782,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { } } - if (gui.mouse_focus->can_process()) { + if (gui.mouse_focus && gui.mouse_focus->can_process()) { _gui_call_input(gui.mouse_focus, mb); } @@ -1837,6 +1831,8 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { //change mouse accordingly } + gui.mouse_focus_mask &= ~(1 << (mb->get_button_index() - 1)); //remove from mask + if (!gui.mouse_focus) { //release event is only sent if a mouse focus (previously pressed button) exists return; @@ -1852,12 +1848,11 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { Control *mouse_focus = gui.mouse_focus; //disable mouse focus if needed before calling input, this makes popups on mouse press event work better, as the release will never be received otherwise - if (mb->get_button_index() == gui.mouse_focus_button) { + if (gui.mouse_focus_mask == 0) { gui.mouse_focus = NULL; - gui.mouse_focus_button = -1; } - if (mouse_focus->can_process()) { + if (mouse_focus && mouse_focus->can_process()) { _gui_call_input(mouse_focus, mb); } @@ -1900,7 +1895,14 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { if (gui.drag_data.get_type() != Variant::NIL) { gui.mouse_focus = NULL; + gui.mouse_focus_mask = 0; + break; } else { + if (gui.drag_preview != NULL) { + ERR_PRINT("Don't set a drag preview and return null data. Preview was deleted and drag request ignored."); + memdelete(gui.drag_preview); + gui.drag_preview = NULL; + } gui.dragging = false; } @@ -1955,10 +1957,9 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { // If the mouse is over a menu button, this menu will open automatically // if there is already a pop-up menu open at the same hierarchical level. - if (popup_menu_parent && menu_button && - popup_menu_parent->get_icon().is_null() && - menu_button->get_icon().is_null() && - (popup_menu->get_parent()->get_parent()->is_a_parent_of(menu_button) || + if (popup_menu_parent && menu_button && popup_menu_parent->is_switch_on_hover() && + !menu_button->is_disabled() && menu_button->is_switch_on_hover() && + (popup_menu_parent->get_parent()->is_a_parent_of(menu_button) || menu_button->get_parent()->is_a_parent_of(popup_menu))) { popup_menu->notification(Control::NOTIFICATION_MODAL_CLOSE); @@ -2065,7 +2066,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { OS::get_singleton()->set_cursor_shape((OS::CursorShape)cursor_shape); - if (over->can_process()) { + if (over && over->can_process()) { _gui_call_input(over, mm); } @@ -2115,14 +2116,14 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { set_input_as_handled(); return; } - } else if (gui.mouse_focus) { + } else if (touch_event->get_index() == 0 && gui.last_mouse_focus) { - if (gui.mouse_focus->can_process()) { + if (gui.last_mouse_focus->can_process()) { touch_event = touch_event->xformed_by(Transform2D()); //make a copy touch_event->set_position(gui.focus_inv_xform.xform(pos)); - _gui_call_input(gui.mouse_focus, touch_event); + _gui_call_input(gui.last_mouse_focus, touch_event); } set_input_as_handled(); return; @@ -2406,7 +2407,7 @@ void Viewport::_gui_unfocus_control(Control *p_control) { void Viewport::_gui_hid_control(Control *p_control) { if (gui.mouse_focus == p_control) { - gui.mouse_focus = NULL; + _drop_mouse_focus(); } /* ??? @@ -2433,8 +2434,10 @@ void Viewport::_gui_hid_control(Control *p_control) { void Viewport::_gui_remove_control(Control *p_control) { - if (gui.mouse_focus == p_control) + if (gui.mouse_focus == p_control) { gui.mouse_focus = NULL; + gui.mouse_focus_mask = 0; + } if (gui.key_focus == p_control) gui.key_focus = NULL; if (gui.mouse_over == p_control) @@ -2483,6 +2486,27 @@ void Viewport::_gui_accept_event() { set_input_as_handled(); } +void Viewport::_drop_mouse_focus() { + + Control *c = gui.mouse_focus; + int mask = gui.mouse_focus_mask; + gui.mouse_focus = NULL; + gui.mouse_focus_mask = 0; + + for (int i = 0; i < 3; i++) { + + if (mask & (1 << i)) { + Ref<InputEventMouseButton> mb; + mb.instance(); + mb->set_position(c->get_local_mouse_position()); + mb->set_global_position(c->get_local_mouse_position()); + mb->set_button_index(i + 1); + mb->set_pressed(false); + c->call_multilevel(SceneStringNames::get_singleton()->_gui_input, mb); + } + } +} + List<Control *>::Element *Viewport::_gui_show_modal(Control *p_control) { gui.modal_stack.push_back(p_control); @@ -2492,15 +2516,8 @@ List<Control *>::Element *Viewport::_gui_show_modal(Control *p_control) { p_control->_modal_set_prev_focus_owner(0); if (gui.mouse_focus && !p_control->is_a_parent_of(gui.mouse_focus) && !gui.mouse_click_grabber) { - Ref<InputEventMouseButton> mb; - mb.instance(); - mb->set_position(gui.mouse_focus->get_local_mouse_position()); - mb->set_global_position(gui.mouse_focus->get_local_mouse_position()); - mb->set_button_index(gui.mouse_focus_button); - mb->set_pressed(false); - Control *c = gui.mouse_focus; - gui.mouse_focus = NULL; - c->call_multilevel(SceneStringNames::get_singleton()->_gui_input, mb); + + _drop_mouse_focus(); } return gui.modal_stack.back(); @@ -2530,24 +2547,45 @@ void Viewport::_post_gui_grab_click_focus() { if (gui.mouse_focus == focus_grabber) return; - Ref<InputEventMouseButton> mb; - mb.instance(); - - //send unclic + int mask = gui.mouse_focus_mask; Point2 click = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(gui.last_mouse_pos); - mb->set_position(click); - mb->set_button_index(gui.mouse_focus_button); - mb->set_pressed(false); - gui.mouse_focus->call_multilevel(SceneStringNames::get_singleton()->_gui_input, mb); + + for (int i = 0; i < 3; i++) { + + if (mask & (1 << i)) { + + Ref<InputEventMouseButton> mb; + mb.instance(); + + //send unclic + + mb->set_position(click); + mb->set_button_index(i + 1); + mb->set_pressed(false); + gui.mouse_focus->call_multilevel(SceneStringNames::get_singleton()->_gui_input, mb); + } + } gui.mouse_focus = focus_grabber; gui.focus_inv_xform = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse(); click = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(gui.last_mouse_pos); - mb->set_position(click); - mb->set_button_index(gui.mouse_focus_button); - mb->set_pressed(true); - gui.mouse_focus->call_deferred(SceneStringNames::get_singleton()->_gui_input, mb); + + for (int i = 0; i < 3; i++) { + + if (mask & (1 << i)) { + + Ref<InputEventMouseButton> mb; + mb.instance(); + + //send clic + + mb->set_position(click); + mb->set_button_index(i + 1); + mb->set_pressed(true); + gui.mouse_focus->call_deferred(SceneStringNames::get_singleton()->_gui_input, mb); + } + } } } @@ -3068,7 +3106,8 @@ Viewport::Viewport() { physics_object_picking = false; physics_object_capture = 0; physics_object_over = 0; - physics_last_mousepos = Vector2(1e20, 1e20); + physics_has_last_mousepos = false; + physics_last_mousepos = Vector2(Math_INF, Math_INF); shadow_atlas_size = 0; for (int i = 0; i < 4; i++) { diff --git a/scene/main/viewport.h b/scene/main/viewport.h index 44fb322ae2..0565fd3d18 100644 --- a/scene/main/viewport.h +++ b/scene/main/viewport.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -209,6 +209,7 @@ private: Transform physics_last_object_transform; Transform physics_last_camera_transform; ObjectID physics_last_id; + bool physics_has_last_mousepos; Vector2 physics_last_mousepos; struct { @@ -271,8 +272,9 @@ private: bool key_event_accepted; Control *mouse_focus; + Control *last_mouse_focus; Control *mouse_click_grabber; - int mouse_focus_button; + int mouse_focus_mask; Control *key_focus; Control *mouse_over; Control *tooltip; @@ -379,6 +381,8 @@ private: void _canvas_layer_add(CanvasLayer *p_canvas_layer); void _canvas_layer_remove(CanvasLayer *p_canvas_layer); + void _drop_mouse_focus(); + protected: void _notification(int p_what); static void _bind_methods(); diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 97230d422b..a50a09f095 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -210,20 +210,18 @@ #include "scene/resources/physics_material.h" #endif -static ResourceFormatLoaderTheme *resource_loader_theme = NULL; +static Ref<ResourceFormatSaverText> resource_saver_text; +static Ref<ResourceFormatLoaderText> resource_loader_text; -static ResourceFormatSaverText *resource_saver_text = NULL; -static ResourceFormatLoaderText *resource_loader_text = NULL; +static Ref<ResourceFormatLoaderDynamicFont> resource_loader_dynamic_font; -static ResourceFormatLoaderDynamicFont *resource_loader_dynamic_font = NULL; +static Ref<ResourceFormatLoaderStreamTexture> resource_loader_stream_texture; +static Ref<ResourceFormatLoaderTextureLayered> resource_loader_texture_layered; -static ResourceFormatLoaderStreamTexture *resource_loader_stream_texture = NULL; -static ResourceFormatLoaderTextureLayered *resource_loader_texture_layered = NULL; +static Ref<ResourceFormatLoaderBMFont> resource_loader_bmfont; -static ResourceFormatLoaderBMFont *resource_loader_bmfont = NULL; - -static ResourceFormatSaverShader *resource_saver_shader = NULL; -static ResourceFormatLoaderShader *resource_loader_shader = NULL; +static Ref<ResourceFormatSaverShader> resource_saver_shader; +static Ref<ResourceFormatLoaderShader> resource_loader_shader; void register_scene_types() { @@ -233,31 +231,28 @@ void register_scene_types() { Node::init_node_hrcr(); - resource_loader_dynamic_font = memnew(ResourceFormatLoaderDynamicFont); + resource_loader_dynamic_font.instance(); ResourceLoader::add_resource_format_loader(resource_loader_dynamic_font); - resource_loader_stream_texture = memnew(ResourceFormatLoaderStreamTexture); + resource_loader_stream_texture.instance(); ResourceLoader::add_resource_format_loader(resource_loader_stream_texture); - resource_loader_texture_layered = memnew(ResourceFormatLoaderTextureLayered); + resource_loader_texture_layered.instance(); ResourceLoader::add_resource_format_loader(resource_loader_texture_layered); - resource_loader_theme = memnew(ResourceFormatLoaderTheme); - ResourceLoader::add_resource_format_loader(resource_loader_theme); - - resource_saver_text = memnew(ResourceFormatSaverText); + resource_saver_text.instance(); ResourceSaver::add_resource_format_saver(resource_saver_text, true); - resource_loader_text = memnew(ResourceFormatLoaderText); + resource_loader_text.instance(); ResourceLoader::add_resource_format_loader(resource_loader_text, true); - resource_saver_shader = memnew(ResourceFormatSaverShader); + resource_saver_shader.instance(); ResourceSaver::add_resource_format_saver(resource_saver_shader, true); - resource_loader_shader = memnew(ResourceFormatLoaderShader); + resource_loader_shader.instance(); ResourceLoader::add_resource_format_loader(resource_loader_shader, true); - resource_loader_bmfont = memnew(ResourceFormatLoaderBMFont); + resource_loader_bmfont.instance(); ResourceLoader::add_resource_format_loader(resource_loader_bmfont, true); OS::get_singleton()->yield(); //may take time to init @@ -457,7 +452,6 @@ void register_scene_types() { ClassDB::register_class<Curve3D>(); ClassDB::register_class<Path>(); ClassDB::register_class<PathFollow>(); - ClassDB::register_class<OrientedPathFollow>(); ClassDB::register_class<VisibilityNotifier>(); ClassDB::register_class<VisibilityEnabler>(); ClassDB::register_class<WorldEnvironment>(); @@ -740,29 +734,31 @@ void unregister_scene_types() { clear_default_theme(); - memdelete(resource_loader_dynamic_font); - memdelete(resource_loader_stream_texture); - memdelete(resource_loader_texture_layered); - memdelete(resource_loader_theme); + ResourceLoader::remove_resource_format_loader(resource_loader_dynamic_font); + resource_loader_dynamic_font.unref(); + + ResourceLoader::remove_resource_format_loader(resource_loader_texture_layered); + resource_loader_texture_layered.unref(); + + ResourceLoader::remove_resource_format_loader(resource_loader_stream_texture); + resource_loader_stream_texture.unref(); DynamicFont::finish_dynamic_fonts(); - if (resource_saver_text) { - memdelete(resource_saver_text); - } - if (resource_loader_text) { - memdelete(resource_loader_text); - } + ResourceSaver::remove_resource_format_saver(resource_saver_text); + resource_saver_text.unref(); - if (resource_saver_shader) { - memdelete(resource_saver_shader); - } - if (resource_loader_shader) { - memdelete(resource_loader_shader); - } - if (resource_loader_bmfont) { - memdelete(resource_loader_bmfont); - } + ResourceLoader::remove_resource_format_loader(resource_loader_text); + resource_loader_text.unref(); + + ResourceSaver::remove_resource_format_saver(resource_saver_shader); + resource_saver_shader.unref(); + + ResourceLoader::remove_resource_format_loader(resource_loader_shader); + resource_loader_shader.unref(); + + ResourceLoader::remove_resource_format_loader(resource_loader_bmfont); + resource_loader_bmfont.unref(); SpatialMaterial::finish_shaders(); ParticlesMaterial::finish_shaders(); diff --git a/scene/register_scene_types.h b/scene/register_scene_types.h index 9121c015fd..3645f88807 100644 --- a/scene/register_scene_types.h +++ b/scene/register_scene_types.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp index 803c85ef34..383f3f5d4e 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -2332,7 +2332,7 @@ float Animation::bezier_track_interpolate(int p_track, float p_time) const { float duration = bt->values[idx + 1].time - bt->values[idx].time; // time duration between our two keyframes float low = 0; // 0% of the current animation segment float high = 1; // 100% of the current animation segment - float middle = 0; + float middle; Vector2 start(0, bt->values[idx].value.value); Vector2 start_out = start + bt->values[idx].value.out_handle; diff --git a/scene/resources/animation.h b/scene/resources/animation.h index 6eec2c8bc7..b66ae184e9 100644 --- a/scene/resources/animation.h +++ b/scene/resources/animation.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/audio_stream_sample.cpp b/scene/resources/audio_stream_sample.cpp index 9ee85b64b6..a89cf108bc 100644 --- a/scene/resources/audio_stream_sample.cpp +++ b/scene/resources/audio_stream_sample.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -249,6 +249,10 @@ void AudioStreamPlaybackSample::mix(AudioFrame *p_buffer, float p_rate_scale, in int32_t todo = p_frames; + if (base->loop_mode == AudioStreamSample::LOOP_BACKWARD) { + sign = -1; + } + float base_rate = AudioServer::get_singleton()->get_mix_rate(); float srate = base->mix_rate; srate *= p_rate_scale; @@ -621,7 +625,7 @@ void AudioStreamSample::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::POOL_BYTE_ARRAY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_data", "get_data"); ADD_PROPERTY(PropertyInfo(Variant::INT, "format", PROPERTY_HINT_ENUM, "8-Bit,16-Bit,IMA-ADPCM"), "set_format", "get_format"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "loop_mode", PROPERTY_HINT_ENUM, "Disabled,Forward,Ping-Pong"), "set_loop_mode", "get_loop_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "loop_mode", PROPERTY_HINT_ENUM, "Disabled,Forward,Ping-Pong,Backward"), "set_loop_mode", "get_loop_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "loop_begin"), "set_loop_begin", "get_loop_begin"); ADD_PROPERTY(PropertyInfo(Variant::INT, "loop_end"), "set_loop_end", "get_loop_end"); ADD_PROPERTY(PropertyInfo(Variant::INT, "mix_rate"), "set_mix_rate", "get_mix_rate"); @@ -634,6 +638,7 @@ void AudioStreamSample::_bind_methods() { BIND_ENUM_CONSTANT(LOOP_DISABLED); BIND_ENUM_CONSTANT(LOOP_FORWARD); BIND_ENUM_CONSTANT(LOOP_PING_PONG); + BIND_ENUM_CONSTANT(LOOP_BACKWARD); } AudioStreamSample::AudioStreamSample() { diff --git a/scene/resources/audio_stream_sample.h b/scene/resources/audio_stream_sample.h index a27acc92b7..bd701ddd12 100644 --- a/scene/resources/audio_stream_sample.h +++ b/scene/resources/audio_stream_sample.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -94,7 +94,8 @@ public: enum LoopMode { LOOP_DISABLED, LOOP_FORWARD, - LOOP_PING_PONG + LOOP_PING_PONG, + LOOP_BACKWARD }; private: diff --git a/scene/resources/bit_mask.cpp b/scene/resources/bit_mask.cpp index 56b236d03b..0e2152f244 100644 --- a/scene/resources/bit_mask.cpp +++ b/scene/resources/bit_mask.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -432,8 +432,8 @@ static void fill_bits(const BitMap *p_src, Ref<BitMap> &p_map, const Point2i &p_ int stack_size = 0; Point2i pos = p_pos; - int next_i; - int next_j; + int next_i = 0; + int next_j = 0; bool reenter = true; bool popped = false; @@ -602,7 +602,7 @@ void BitMap::_bind_methods() { ClassDB::bind_method(D_METHOD("set_bit", "position", "bit"), &BitMap::set_bit); ClassDB::bind_method(D_METHOD("get_bit", "position"), &BitMap::get_bit); - ClassDB::bind_method(D_METHOD("set_bit_rect", "p_rect", "bit"), &BitMap::set_bit_rect); + ClassDB::bind_method(D_METHOD("set_bit_rect", "rect", "bit"), &BitMap::set_bit_rect); ClassDB::bind_method(D_METHOD("get_true_bit_count"), &BitMap::get_true_bit_count); ClassDB::bind_method(D_METHOD("get_size"), &BitMap::get_size); diff --git a/scene/resources/bit_mask.h b/scene/resources/bit_mask.h index 04191a7774..4575064260 100644 --- a/scene/resources/bit_mask.h +++ b/scene/resources/bit_mask.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/bounds.cpp b/scene/resources/bounds.cpp index b115d92be3..e6fa5b818d 100644 --- a/scene/resources/bounds.cpp +++ b/scene/resources/bounds.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/bounds.h b/scene/resources/bounds.h index c86e15ae40..9a1801f23d 100644 --- a/scene/resources/bounds.h +++ b/scene/resources/bounds.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/box_shape.cpp b/scene/resources/box_shape.cpp index e9e01ed98a..d93754076c 100644 --- a/scene/resources/box_shape.cpp +++ b/scene/resources/box_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/box_shape.h b/scene/resources/box_shape.h index 5ef16b4766..42d54310a8 100644 --- a/scene/resources/box_shape.h +++ b/scene/resources/box_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/canvas.cpp b/scene/resources/canvas.cpp index 8da1da9541..0fc8b22046 100644 --- a/scene/resources/canvas.cpp +++ b/scene/resources/canvas.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/canvas.h b/scene/resources/canvas.h index cd37ea3583..4324b6227c 100644 --- a/scene/resources/canvas.h +++ b/scene/resources/canvas.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/capsule_shape.cpp b/scene/resources/capsule_shape.cpp index 101970bad8..3f7bf1e0ec 100644 --- a/scene/resources/capsule_shape.cpp +++ b/scene/resources/capsule_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/capsule_shape.h b/scene/resources/capsule_shape.h index f89d07c5f1..6bca53f783 100644 --- a/scene/resources/capsule_shape.h +++ b/scene/resources/capsule_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/capsule_shape_2d.cpp b/scene/resources/capsule_shape_2d.cpp index 95ab34abb2..fde05bfb7f 100644 --- a/scene/resources/capsule_shape_2d.cpp +++ b/scene/resources/capsule_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/capsule_shape_2d.h b/scene/resources/capsule_shape_2d.h index 04d663c010..3bedf7618d 100644 --- a/scene/resources/capsule_shape_2d.h +++ b/scene/resources/capsule_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/circle_shape_2d.cpp b/scene/resources/circle_shape_2d.cpp index 1c7bb76b26..76c1440861 100644 --- a/scene/resources/circle_shape_2d.cpp +++ b/scene/resources/circle_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/circle_shape_2d.h b/scene/resources/circle_shape_2d.h index 06bb433170..e2624ac8ed 100644 --- a/scene/resources/circle_shape_2d.h +++ b/scene/resources/circle_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/color_ramp.cpp b/scene/resources/color_ramp.cpp index d5e8c17cbc..845a1474a4 100644 --- a/scene/resources/color_ramp.cpp +++ b/scene/resources/color_ramp.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/color_ramp.h b/scene/resources/color_ramp.h index 88fa4beb7f..7a96bb429b 100644 --- a/scene/resources/color_ramp.h +++ b/scene/resources/color_ramp.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/concave_polygon_shape.cpp b/scene/resources/concave_polygon_shape.cpp index bc9e2848b3..b192d088d8 100644 --- a/scene/resources/concave_polygon_shape.cpp +++ b/scene/resources/concave_polygon_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/concave_polygon_shape.h b/scene/resources/concave_polygon_shape.h index 2cc9095abf..1b8ddfc308 100644 --- a/scene/resources/concave_polygon_shape.h +++ b/scene/resources/concave_polygon_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/concave_polygon_shape_2d.cpp b/scene/resources/concave_polygon_shape_2d.cpp index d4343680ef..51dd91fff5 100644 --- a/scene/resources/concave_polygon_shape_2d.cpp +++ b/scene/resources/concave_polygon_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/concave_polygon_shape_2d.h b/scene/resources/concave_polygon_shape_2d.h index e8fa7369ac..8e3267dc2a 100644 --- a/scene/resources/concave_polygon_shape_2d.h +++ b/scene/resources/concave_polygon_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/convex_polygon_shape.cpp b/scene/resources/convex_polygon_shape.cpp index 39488760cd..98d3460ed2 100644 --- a/scene/resources/convex_polygon_shape.cpp +++ b/scene/resources/convex_polygon_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/convex_polygon_shape.h b/scene/resources/convex_polygon_shape.h index 62567fc031..5c192476d3 100644 --- a/scene/resources/convex_polygon_shape.h +++ b/scene/resources/convex_polygon_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/convex_polygon_shape_2d.cpp b/scene/resources/convex_polygon_shape_2d.cpp index fc3d3f3334..f275405de2 100644 --- a/scene/resources/convex_polygon_shape_2d.cpp +++ b/scene/resources/convex_polygon_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/convex_polygon_shape_2d.h b/scene/resources/convex_polygon_shape_2d.h index 69c237a0e6..8625b800ed 100644 --- a/scene/resources/convex_polygon_shape_2d.h +++ b/scene/resources/convex_polygon_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp index 9188d890f7..464ca60d31 100644 --- a/scene/resources/curve.cpp +++ b/scene/resources/curve.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -761,8 +761,8 @@ Vector2 Curve2D::interpolate_baked(float p_offset, bool p_cubic) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve2D"); - ERR_FAIL_COND_V(pc == 0, Vector2()); + ERR_EXPLAIN("No points in Curve2D."); + ERR_FAIL_V(Vector2()); } if (pc == 1) @@ -826,8 +826,8 @@ Vector2 Curve2D::get_closest_point(const Vector2 &p_to_point) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve2D"); - ERR_FAIL_COND_V(pc == 0, Vector2()); + ERR_EXPLAIN("No points in Curve2D."); + ERR_FAIL_V(Vector2()); } if (pc == 1) @@ -865,8 +865,8 @@ float Curve2D::get_closest_offset(const Vector2 &p_to_point) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve2D"); - ERR_FAIL_COND_V(pc == 0, 0.0f); + ERR_EXPLAIN("No points in Curve2D."); + ERR_FAIL_V(0.0f); } if (pc == 1) @@ -1331,8 +1331,8 @@ Vector3 Curve3D::interpolate_baked(float p_offset, bool p_cubic) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve3D"); - ERR_FAIL_COND_V(pc == 0, Vector3()); + ERR_EXPLAIN("No points in Curve3D."); + ERR_FAIL_V(Vector3()); } if (pc == 1) @@ -1375,8 +1375,8 @@ float Curve3D::interpolate_baked_tilt(float p_offset) const { //validate// int pc = baked_tilt_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No tilts in Curve3D"); - ERR_FAIL_COND_V(pc == 0, 0); + ERR_EXPLAIN("No tilts in Curve3D."); + ERR_FAIL_V(0); } if (pc == 1) @@ -1413,8 +1413,8 @@ Vector3 Curve3D::interpolate_baked_up_vector(float p_offset, bool p_apply_tilt) // curve may not have baked up vectors int count = baked_up_vector_cache.size(); if (count == 0) { - ERR_EXPLAIN("No up vectors in Curve3D"); - ERR_FAIL_COND_V(count == 0, Vector3(0, 1, 0)); + ERR_EXPLAIN("No up vectors in Curve3D."); + ERR_FAIL_V(Vector3(0, 1, 0)); } if (count == 1) @@ -1484,8 +1484,8 @@ Vector3 Curve3D::get_closest_point(const Vector3 &p_to_point) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve3D"); - ERR_FAIL_COND_V(pc == 0, Vector3()); + ERR_EXPLAIN("No points in Curve3D."); + ERR_FAIL_V(Vector3()); } if (pc == 1) @@ -1523,8 +1523,8 @@ float Curve3D::get_closest_offset(const Vector3 &p_to_point) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve3D"); - ERR_FAIL_COND_V(pc == 0, 0.0f); + ERR_EXPLAIN("No points in Curve3D."); + ERR_FAIL_V(0.0f); } if (pc == 1) diff --git a/scene/resources/curve.h b/scene/resources/curve.h index 234e3a6779..911a440567 100644 --- a/scene/resources/curve.h +++ b/scene/resources/curve.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/cylinder_shape.cpp b/scene/resources/cylinder_shape.cpp index f760462d49..4fd829b349 100644 --- a/scene/resources/cylinder_shape.cpp +++ b/scene/resources/cylinder_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/cylinder_shape.h b/scene/resources/cylinder_shape.h index f510758e91..58a4f5a817 100644 --- a/scene/resources/cylinder_shape.h +++ b/scene/resources/cylinder_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp index fff136cdc3..7ed51a2f8f 100644 --- a/scene/resources/default_theme/default_theme.cpp +++ b/scene/resources/default_theme/default_theme.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -307,10 +307,6 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_constant("hseparation", "MenuButton", 3 * scale); - // ButtonGroup - - theme->set_stylebox("panel", "ButtonGroup", memnew(StyleBoxEmpty)); - // CheckBox Ref<StyleBox> cbx_empty = memnew(StyleBoxEmpty); @@ -604,6 +600,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_icon("resizer", "GraphNode", make_icon(window_resizer_png)); theme->set_font("title_font", "GraphNode", default_font); theme->set_color("title_color", "GraphNode", Color(0, 0, 0, 1)); + theme->set_color("close_color", "GraphNode", Color(0, 0, 0, 1)); theme->set_constant("title_offset", "GraphNode", 20 * scale); theme->set_constant("close_offset", "GraphNode", 18 * scale); theme->set_constant("port_offset", "GraphNode", 3 * scale); diff --git a/scene/resources/default_theme/default_theme.h b/scene/resources/default_theme/default_theme.h index 8f211af35b..cbf0cc1b79 100644 --- a/scene/resources/default_theme/default_theme.h +++ b/scene/resources/default_theme/default_theme.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/dynamic_font.cpp b/scene/resources/dynamic_font.cpp index d6b40766a2..5660f0a1b9 100644 --- a/scene/resources/dynamic_font.cpp +++ b/scene/resources/dynamic_font.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -82,11 +82,14 @@ void DynamicFontData::set_force_autohinter(bool p_force) { } void DynamicFontData::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &DynamicFontData::set_antialiased); + ClassDB::bind_method(D_METHOD("is_antialiased"), &DynamicFontData::is_antialiased); ClassDB::bind_method(D_METHOD("set_font_path", "path"), &DynamicFontData::set_font_path); ClassDB::bind_method(D_METHOD("get_font_path"), &DynamicFontData::get_font_path); ClassDB::bind_method(D_METHOD("set_hinting", "mode"), &DynamicFontData::set_hinting); ClassDB::bind_method(D_METHOD("get_hinting"), &DynamicFontData::get_hinting); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "is_antialiased"); ADD_PROPERTY(PropertyInfo(Variant::INT, "hinting", PROPERTY_HINT_ENUM, "None,Light,Normal"), "set_hinting", "get_hinting"); BIND_ENUM_CONSTANT(HINTING_NONE); @@ -98,6 +101,7 @@ void DynamicFontData::_bind_methods() { DynamicFontData::DynamicFontData() { + antialiased = true; force_autohinter = false; hinting = DynamicFontData::HINTING_NORMAL; font_mem = NULL; @@ -277,18 +281,6 @@ const Pair<const DynamicFontAtSize::Character *, DynamicFontAtSize *> DynamicFon return Pair<const Character *, DynamicFontAtSize *>(chr, const_cast<DynamicFontAtSize *>(this)); } -float DynamicFontAtSize::_get_kerning_advance(const DynamicFontAtSize *font, CharType p_char, CharType p_next) const { - float advance = 0.0; - - if (p_next) { - FT_Vector delta; - FT_Get_Kerning(font->face, p_char, p_next, FT_KERNING_DEFAULT, &delta); - advance = (delta.x / 64.0) / oversampling; - } - - return advance; -} - Size2 DynamicFontAtSize::get_char_size(CharType p_char, CharType p_next, const Vector<Ref<DynamicFontAtSize> > &p_fallbacks) const { if (!valid) @@ -297,7 +289,6 @@ Size2 DynamicFontAtSize::get_char_size(CharType p_char, CharType p_next, const V Pair<const Character *, DynamicFontAtSize *> char_pair_with_font = _find_char_with_font(p_char, p_fallbacks); const Character *ch = char_pair_with_font.first; - DynamicFontAtSize *font = char_pair_with_font.second; ERR_FAIL_COND_V(!ch, Size2()); Size2 ret(0, get_height()); @@ -305,7 +296,6 @@ Size2 DynamicFontAtSize::get_char_size(CharType p_char, CharType p_next, const V if (ch->found) { ret.x = ch->advance; } - ret.x += _get_kerning_advance(font, p_char, p_next); return ret; } @@ -348,14 +338,12 @@ float DynamicFontAtSize::draw_char(RID p_canvas_item, const Point2 &p_pos, CharT modulate.r = modulate.g = modulate.b = 1.0; } RID texture = font->textures[ch->texture_idx].texture->get_rid(); - VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, ch->rect.size * Vector2(font->scale_color_font, font->scale_color_font)), texture, ch->rect_uv, modulate, false, RID(), false); + VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, ch->rect.size), texture, ch->rect_uv, modulate, false, RID(), false); } advance = ch->advance; } - advance += _get_kerning_advance(font, p_char, p_next); - return advance; } @@ -632,7 +620,7 @@ void DynamicFontAtSize::_update_char(CharType p_char) { if (id.outline_size > 0) { character = _make_outline_char(p_char); } else { - error = FT_Render_Glyph(face->glyph, FT_RENDER_MODE_NORMAL); + error = FT_Render_Glyph(face->glyph, font->antialiased ? FT_RENDER_MODE_NORMAL : FT_RENDER_MODE_MONO); if (!error) character = _bitmap_to_character(slot->bitmap, slot->bitmap_top, slot->bitmap_left, slot->advance.x / 64.0); } @@ -785,6 +773,18 @@ void DynamicFont::set_use_filter(bool p_enable) { _reload_cache(); } +bool DynamicFontData::is_antialiased() const { + + return antialiased; +} + +void DynamicFontData::set_antialiased(bool p_antialiased) { + + if (antialiased == p_antialiased) + return; + antialiased = p_antialiased; +} + DynamicFontData::Hinting DynamicFontData::get_hinting() const { return hinting; diff --git a/scene/resources/dynamic_font.h b/scene/resources/dynamic_font.h index bd3f84d62c..39e81ca43d 100644 --- a/scene/resources/dynamic_font.h +++ b/scene/resources/dynamic_font.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -71,12 +71,15 @@ public: HINTING_NORMAL }; + bool is_antialiased() const; + void set_antialiased(bool p_antialiased); Hinting get_hinting() const; void set_hinting(Hinting p_hinting); private: const uint8_t *font_mem; int font_mem_size; + bool antialiased; bool force_autohinter; Hinting hinting; @@ -161,7 +164,6 @@ class DynamicFontAtSize : public Reference { const Pair<const Character *, DynamicFontAtSize *> _find_char_with_font(CharType p_char, const Vector<Ref<DynamicFontAtSize> > &p_fallbacks) const; Character _make_outline_char(CharType p_char); - float _get_kerning_advance(const DynamicFontAtSize *font, CharType p_char, CharType p_next) const; TexturePosition _find_texture_pos_for_glyph(int p_color_size, Image::Format p_image_format, int p_width, int p_height); Character _bitmap_to_character(FT_Bitmap bitmap, int yofs, int xofs, float advance); @@ -300,6 +302,7 @@ VARIANT_ENUM_CAST(DynamicFont::SpacingType); ///////////// class ResourceFormatLoaderDynamicFont : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderDynamicFont, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; diff --git a/scene/resources/dynamic_font_stb.cpp b/scene/resources/dynamic_font_stb.cpp index 8cb2cc4983..3b44f05b94 100644 --- a/scene/resources/dynamic_font_stb.cpp +++ b/scene/resources/dynamic_font_stb.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/dynamic_font_stb.h b/scene/resources/dynamic_font_stb.h index e1ef72ea4f..4c98487600 100644 --- a/scene/resources/dynamic_font_stb.h +++ b/scene/resources/dynamic_font_stb.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -180,6 +180,7 @@ public: ///////////// class ResourceFormatLoaderDynamicFont : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderDynamicFont, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index c9cdfe866f..a57b7bbb42 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -61,6 +61,25 @@ void Environment::set_sky_custom_fov(float p_scale) { bg_sky_custom_fov = p_scale; VS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale); } +void Environment::set_sky_orientation(const Basis &p_orientation) { + + bg_sky_orientation = p_orientation; + _change_notify("background_sky_rotation"); + _change_notify("background_sky_rotation_degrees"); + VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); +} +void Environment::set_sky_rotation(const Vector3 &p_euler_rad) { + + bg_sky_orientation.set_euler(p_euler_rad); + _change_notify("background_sky_orientation"); + _change_notify("background_sky_rotation_degrees"); + VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); +} +void Environment::set_sky_rotation_degrees(const Vector3 &p_euler_deg) { + + set_sky_rotation(p_euler_deg * Math_PI / 180.0); + _change_notify("background_sky_rotation"); +} void Environment::set_bg_color(const Color &p_color) { bg_color = p_color; @@ -106,6 +125,22 @@ float Environment::get_sky_custom_fov() const { return bg_sky_custom_fov; } +Basis Environment::get_sky_orientation() const { + + return bg_sky_orientation; +} + +Vector3 Environment::get_sky_rotation() const { + + // should we cache this? maybe overkill + return bg_sky_orientation.get_euler(); +} + +Vector3 Environment::get_sky_rotation_degrees() const { + + return get_sky_rotation() * 180.0 / Math_PI; +} + Color Environment::get_bg_color() const { return bg_color; @@ -268,7 +303,7 @@ Ref<Texture> Environment::get_adjustment_color_correction() const { void Environment::_validate_property(PropertyInfo &property) const { - if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "ambient_light/sky_contribution") { + if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "background_sky_orientation" || property.name == "ambient_light/sky_contribution") { if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } @@ -299,6 +334,19 @@ void Environment::_validate_property(PropertyInfo &property) const { }; + static const char *high_end_prefixes[] = { + "auto_exposure_", + "tonemap_", + "ss_reflections_", + "ssao_", + "dof_blur_far_", + "dof_blur_near_", + "glow_", + "adjustment_", + NULL + + }; + const char **prefixes = hide_prefixes; while (*prefixes) { String prefix = String(*prefixes); @@ -311,6 +359,20 @@ void Environment::_validate_property(PropertyInfo &property) const { prefixes++; } + + if (VisualServer::get_singleton()->is_low_end()) { + prefixes = high_end_prefixes; + while (*prefixes) { + String prefix = String(*prefixes); + + if (property.name.begins_with(prefix)) { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + return; + } + + prefixes++; + } + } } void Environment::set_ssr_enabled(bool p_enable) { @@ -504,7 +566,7 @@ float Environment::get_ssao_edge_sharpness() const { void Environment::set_glow_enabled(bool p_enabled) { glow_enabled = p_enabled; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); _change_notify(); } @@ -522,7 +584,7 @@ void Environment::set_glow_level(int p_level, bool p_enabled) { else glow_levels &= ~(1 << p_level); - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } bool Environment::is_glow_level_enabled(int p_level) const { @@ -535,7 +597,7 @@ void Environment::set_glow_intensity(float p_intensity) { glow_intensity = p_intensity; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_intensity() const { @@ -545,7 +607,7 @@ float Environment::get_glow_intensity() const { void Environment::set_glow_strength(float p_strength) { glow_strength = p_strength; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_strength() const { @@ -556,7 +618,7 @@ void Environment::set_glow_bloom(float p_threshold) { glow_bloom = p_threshold; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_bloom() const { @@ -567,7 +629,7 @@ void Environment::set_glow_blend_mode(GlowBlendMode p_mode) { glow_blend_mode = p_mode; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } Environment::GlowBlendMode Environment::get_glow_blend_mode() const { @@ -578,18 +640,29 @@ void Environment::set_glow_hdr_bleed_threshold(float p_threshold) { glow_hdr_bleed_threshold = p_threshold; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_threshold() const { return glow_hdr_bleed_threshold; } +void Environment::set_glow_hdr_luminance_cap(float p_amount) { + + glow_hdr_luminance_cap = p_amount; + + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); +} +float Environment::get_glow_hdr_luminance_cap() const { + + return glow_hdr_luminance_cap; +} + void Environment::set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_scale() const { @@ -599,7 +672,7 @@ float Environment::get_glow_hdr_bleed_scale() const { void Environment::set_glow_bicubic_upscale(bool p_enable) { glow_bicubic_upscale = p_enable; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } bool Environment::is_glow_bicubic_upscale_enabled() const { @@ -864,6 +937,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background); ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky); ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov); + ClassDB::bind_method(D_METHOD("set_sky_orientation", "orientation"), &Environment::set_sky_orientation); + ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation); + ClassDB::bind_method(D_METHOD("set_sky_rotation_degrees", "euler_degrees"), &Environment::set_sky_rotation_degrees); ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color); ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy); ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer); @@ -874,6 +950,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background); ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky); ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov); + ClassDB::bind_method(D_METHOD("get_sky_orientation"), &Environment::get_sky_orientation); + ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment::get_sky_rotation); + ClassDB::bind_method(D_METHOD("get_sky_rotation_degrees"), &Environment::get_sky_rotation_degrees); ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color); ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy); ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer); @@ -885,6 +964,9 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Color+Sky,Canvas,Keep"), "set_background", "get_background"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov"); + ADD_PROPERTY(PropertyInfo(Variant::BASIS, "background_sky_orientation"), "set_sky_orientation", "get_sky_orientation"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_sky_rotation", "get_sky_rotation"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_sky_rotation_degrees", "get_sky_rotation_degrees"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer"); @@ -1127,6 +1209,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_threshold", "threshold"), &Environment::set_glow_hdr_bleed_threshold); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment::get_glow_hdr_bleed_threshold); + ClassDB::bind_method(D_METHOD("set_glow_hdr_luminance_cap", "amount"), &Environment::set_glow_hdr_luminance_cap); + ClassDB::bind_method(D_METHOD("get_glow_hdr_luminance_cap"), &Environment::get_glow_hdr_luminance_cap); + ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment::set_glow_hdr_bleed_scale); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment::get_glow_hdr_bleed_scale); @@ -1148,6 +1233,7 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom"); ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace"), "set_glow_blend_mode", "get_glow_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_threshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_threshold", "get_glow_hdr_bleed_threshold"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_luminance_cap", PROPERTY_HINT_RANGE, "0.0,256.0,0.01"), "set_glow_hdr_luminance_cap", "get_glow_hdr_luminance_cap"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled"); @@ -1211,6 +1297,7 @@ Environment::Environment() { bg_mode = BG_CLEAR_COLOR; bg_sky_custom_fov = 0; + bg_sky_orientation = Basis(); bg_energy = 1.0; bg_canvas_max_layer = 0; ambient_energy = 1.0; @@ -1261,6 +1348,7 @@ Environment::Environment() { glow_bloom = 0.0; glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT; glow_hdr_bleed_threshold = 1.0; + glow_hdr_luminance_cap = 12.0; glow_hdr_bleed_scale = 2.0; glow_bicubic_upscale = false; diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 4f5d44088a..666112b473 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -91,6 +91,7 @@ private: BGMode bg_mode; Ref<Sky> bg_sky; float bg_sky_custom_fov; + Basis bg_sky_orientation; Color bg_color; float bg_energy; int bg_canvas_max_layer; @@ -141,6 +142,7 @@ private: GlowBlendMode glow_blend_mode; float glow_hdr_bleed_threshold; float glow_hdr_bleed_scale; + float glow_hdr_luminance_cap; bool glow_bicubic_upscale; bool dof_blur_far_enabled; @@ -181,6 +183,9 @@ public: void set_background(BGMode p_bg); void set_sky(const Ref<Sky> &p_sky); void set_sky_custom_fov(float p_scale); + void set_sky_orientation(const Basis &p_orientation); + void set_sky_rotation(const Vector3 &p_euler_rad); + void set_sky_rotation_degrees(const Vector3 &p_euler_deg); void set_bg_color(const Color &p_color); void set_bg_energy(float p_energy); void set_canvas_max_layer(int p_max_layer); @@ -191,6 +196,9 @@ public: BGMode get_background() const; Ref<Sky> get_sky() const; float get_sky_custom_fov() const; + Basis get_sky_orientation() const; + Vector3 get_sky_rotation() const; + Vector3 get_sky_rotation_degrees() const; Color get_bg_color() const; float get_bg_energy() const; int get_canvas_max_layer() const; @@ -312,6 +320,9 @@ public: void set_glow_hdr_bleed_threshold(float p_threshold); float get_glow_hdr_bleed_threshold() const; + void set_glow_hdr_luminance_cap(float p_amount); + float get_glow_hdr_luminance_cap() const; + void set_glow_hdr_bleed_scale(float p_scale); float get_glow_hdr_bleed_scale() const; diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp index b78b3a6ffb..7ecf9a2b16 100644 --- a/scene/resources/font.cpp +++ b/scene/resources/font.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/font.h b/scene/resources/font.h index 39e66a822d..6bc8d9b792 100644 --- a/scene/resources/font.h +++ b/scene/resources/font.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -201,6 +201,7 @@ public: }; class ResourceFormatLoaderBMFont : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderBMFont, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 8ff08f91f2..5ffaf41581 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -258,7 +258,7 @@ ShaderMaterial::~ShaderMaterial() { ///////////////////////////////// Mutex *SpatialMaterial::material_mutex = NULL; -SelfList<SpatialMaterial>::List SpatialMaterial::dirty_materials; +SelfList<SpatialMaterial>::List *SpatialMaterial::dirty_materials = NULL; Map<SpatialMaterial::MaterialKey, SpatialMaterial::ShaderData> SpatialMaterial::shader_map; SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = NULL; @@ -268,6 +268,8 @@ void SpatialMaterial::init_shaders() { material_mutex = Mutex::create(); #endif + dirty_materials = memnew(SelfList<SpatialMaterial>::List); + shader_names = memnew(ShaderNames); shader_names->albedo = "albedo"; @@ -348,12 +350,15 @@ void SpatialMaterial::finish_shaders() { memdelete(material_mutex); #endif + memdelete(dirty_materials); + dirty_materials = NULL; + memdelete(shader_names); } void SpatialMaterial::_update_shader() { - dirty_materials.remove(&element); + dirty_materials->remove(&element); MaterialKey mk = _compute_key(); if (mk.key == current_key.key) @@ -699,7 +704,7 @@ void SpatialMaterial::_update_shader() { if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar code += "\t{\n"; - code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,BINORMAL*depth_flip.y,NORMAL));\n"; //binormal is negative due to mikktpsace + code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,-BINORMAL*depth_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-) if (deep_parallax) { code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n"; @@ -1002,9 +1007,9 @@ void SpatialMaterial::flush_changes() { if (material_mutex) material_mutex->lock(); - while (dirty_materials.first()) { + while (dirty_materials->first()) { - dirty_materials.first()->self()->_update_shader(); + dirty_materials->first()->self()->_update_shader(); } if (material_mutex) @@ -1017,7 +1022,7 @@ void SpatialMaterial::_queue_shader_change() { material_mutex->lock(); if (!element.in_list()) { - dirty_materials.add(&element); + dirty_materials->add(&element); } if (material_mutex) @@ -1315,7 +1320,7 @@ void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) { return; flags[p_flag] = p_enabled; - if (p_flag == FLAG_USE_ALPHA_SCISSOR) { + if (p_flag == FLAG_USE_ALPHA_SCISSOR || p_flag == FLAG_UNSHADED) { _change_notify(); } _queue_shader_change(); @@ -1421,6 +1426,48 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const { if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) { property.usage = 0; } + + if (flags[FLAG_UNSHADED]) { + if (property.name.begins_with("anisotropy")) { + property.usage = 0; + } + + if (property.name.begins_with("ao")) { + property.usage = 0; + } + + if (property.name.begins_with("clearcoat")) { + property.usage = 0; + } + + if (property.name.begins_with("emission")) { + property.usage = 0; + } + + if (property.name.begins_with("metallic")) { + property.usage = 0; + } + + if (property.name.begins_with("normal")) { + property.usage = 0; + } + + if (property.name.begins_with("rim")) { + property.usage = 0; + } + + if (property.name.begins_with("roughness")) { + property.usage = 0; + } + + if (property.name.begins_with("subsurf_scatter")) { + property.usage = 0; + } + + if (property.name.begins_with("transmission")) { + property.usage = 0; + } + } } void SpatialMaterial::set_line_width(float p_line_width) { @@ -2277,7 +2324,7 @@ SpatialMaterial::SpatialMaterial() : deep_parallax = false; depth_parallax_flip_tangent = false; - depth_parallax_flip_binormal = true; + depth_parallax_flip_binormal = false; set_depth_deep_parallax_min_layers(8); set_depth_deep_parallax_max_layers(32); set_depth_deep_parallax_flip_tangent(false); //also sets binormal diff --git a/scene/resources/material.h b/scene/resources/material.h index 54fceaddc1..1f7fc267af 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -360,7 +360,7 @@ private: }; static Mutex *material_mutex; - static SelfList<SpatialMaterial>::List dirty_materials; + static SelfList<SpatialMaterial>::List *dirty_materials; static ShaderNames *shader_names; SelfList<SpatialMaterial> element; diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp index 838d73edb3..805d30245a 100644 --- a/scene/resources/mesh.cpp +++ b/scene/resources/mesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -706,6 +706,7 @@ bool ArrayMesh::_get(const StringName &p_name, Variant &r_ret) const { Vector<AABB> skel_aabb = VS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh, idx); Array arr; + arr.resize(skel_aabb.size()); for (int i = 0; i < skel_aabb.size(); i++) { arr[i] = skel_aabb[i]; } diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h index aebba09ef8..2d0aef8ab0 100644 --- a/scene/resources/mesh.h +++ b/scene/resources/mesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp index 7af9086ab7..7cd765fb5d 100644 --- a/scene/resources/mesh_data_tool.cpp +++ b/scene/resources/mesh_data_tool.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/mesh_data_tool.h b/scene/resources/mesh_data_tool.h index f614b80c3b..8f5def72c7 100644 --- a/scene/resources/mesh_data_tool.h +++ b/scene/resources/mesh_data_tool.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/mesh_library.cpp b/scene/resources/mesh_library.cpp index a1d3e0ba1e..c5125d576d 100644 --- a/scene/resources/mesh_library.cpp +++ b/scene/resources/mesh_library.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/mesh_library.h b/scene/resources/mesh_library.h index 3ce0cf9b66..849a0577eb 100644 --- a/scene/resources/mesh_library.h +++ b/scene/resources/mesh_library.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/multimesh.cpp b/scene/resources/multimesh.cpp index e8e19fdb60..7084c3b4e1 100644 --- a/scene/resources/multimesh.cpp +++ b/scene/resources/multimesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/multimesh.h b/scene/resources/multimesh.h index ec5a5ca4d5..4e70907399 100644 --- a/scene/resources/multimesh.h +++ b/scene/resources/multimesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp index 87483a7da4..ea810edf8c 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h index e5f22f5e3b..3c05929dea 100644 --- a/scene/resources/packed_scene.h +++ b/scene/resources/packed_scene.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index b3fc13b79e..59fde7787e 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -31,7 +31,7 @@ #include "particles_material.h" Mutex *ParticlesMaterial::material_mutex = NULL; -SelfList<ParticlesMaterial>::List ParticlesMaterial::dirty_materials; +SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = NULL; Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map; ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL; @@ -41,6 +41,8 @@ void ParticlesMaterial::init_shaders() { material_mutex = Mutex::create(); #endif + dirty_materials = memnew(SelfList<ParticlesMaterial>::List); + shader_names = memnew(ShaderNames); shader_names->spread = "spread"; @@ -106,12 +108,15 @@ void ParticlesMaterial::finish_shaders() { memdelete(material_mutex); #endif + memdelete(dirty_materials); + dirty_materials = NULL; + memdelete(shader_names); } void ParticlesMaterial::_update_shader() { - dirty_materials.remove(&element); + dirty_materials->remove(&element); MaterialKey mk = _compute_key(); if (mk.key == current_key.key) @@ -584,9 +589,9 @@ void ParticlesMaterial::flush_changes() { if (material_mutex) material_mutex->lock(); - while (dirty_materials.first()) { + while (dirty_materials->first()) { - dirty_materials.first()->self()->_update_shader(); + dirty_materials->first()->self()->_update_shader(); } if (material_mutex) @@ -599,7 +604,7 @@ void ParticlesMaterial::_queue_shader_change() { material_mutex->lock(); if (!element.in_list()) { - dirty_materials.add(&element); + dirty_materials->add(&element); } if (material_mutex) @@ -1154,7 +1159,7 @@ void ParticlesMaterial::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp"); ADD_GROUP("Hue Variation", "hue_"); - ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.1"), "set_param", "get_param", PARAM_HUE_VARIATION); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION); ADD_GROUP("Animation", "anim_"); diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h index 06ebb3c4dc..8b3248a9cb 100644 --- a/scene/resources/particles_material.h +++ b/scene/resources/particles_material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -126,7 +126,7 @@ private: } static Mutex *material_mutex; - static SelfList<ParticlesMaterial>::List dirty_materials; + static SelfList<ParticlesMaterial>::List *dirty_materials; struct ShaderNames { StringName spread; diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp index 03b3589727..7d97c279ed 100644 --- a/scene/resources/physics_material.cpp +++ b/scene/resources/physics_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/physics_material.h b/scene/resources/physics_material.h index bf11bf0ac1..30660e80ac 100644 --- a/scene/resources/physics_material.h +++ b/scene/resources/physics_material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/plane_shape.cpp b/scene/resources/plane_shape.cpp index 4d38ebe090..419ff8f972 100644 --- a/scene/resources/plane_shape.cpp +++ b/scene/resources/plane_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/plane_shape.h b/scene/resources/plane_shape.h index c24c9474fb..87c367cfde 100644 --- a/scene/resources/plane_shape.h +++ b/scene/resources/plane_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/polygon_path_finder.cpp b/scene/resources/polygon_path_finder.cpp index bd03930c9e..a45a55a258 100644 --- a/scene/resources/polygon_path_finder.cpp +++ b/scene/resources/polygon_path_finder.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/polygon_path_finder.h b/scene/resources/polygon_path_finder.h index 66282458af..59387e9672 100644 --- a/scene/resources/polygon_path_finder.h +++ b/scene/resources/polygon_path_finder.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp index 4906ceb2eb..9ef12aa4e6 100644 --- a/scene/resources/primitive_meshes.cpp +++ b/scene/resources/primitive_meshes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -306,7 +306,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { Vector3 p = Vector3(x * radius * w, y * radius * w, z); points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height)); normals.push_back(p.normalized()); - ADD_TANGENT(y, -x, 0.0, -1.0) + ADD_TANGENT(-y, x, 0.0, 1.0) uvs.push_back(Vector2(u, v * onethird)); point++; @@ -345,7 +345,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { Vector3 p = Vector3(x * radius, y * radius, z); points.push_back(p); normals.push_back(Vector3(x, y, 0.0)); - ADD_TANGENT(y, -x, 0.0, -1.0) + ADD_TANGENT(-y, x, 0.0, 1.0) uvs.push_back(Vector2(u, onethird + (v * onethird))); point++; @@ -385,7 +385,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { Vector3 p = Vector3(x * radius * w, y * radius * w, z); points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height)); normals.push_back(p.normalized()); - ADD_TANGENT(y, -x, 0.0, -1.0) + ADD_TANGENT(-y, x, 0.0, 1.0) uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird))); point++; @@ -514,14 +514,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const { // front points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z! normals.push_back(Vector3(0.0, 0.0, 1.0)); - ADD_TANGENT(-1.0, 0.0, 0.0, -1.0); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); uvs.push_back(Vector2(u, v)); point++; // back points.push_back(Vector3(-x, -y, start_pos.z)); normals.push_back(Vector3(0.0, 0.0, -1.0)); - ADD_TANGENT(1.0, 0.0, 0.0, -1.0); + ADD_TANGENT(-1.0, 0.0, 0.0, 1.0); uvs.push_back(Vector2(twothirds + u, v)); point++; @@ -568,14 +568,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const { // right points.push_back(Vector3(-start_pos.x, -y, -z)); normals.push_back(Vector3(1.0, 0.0, 0.0)); - ADD_TANGENT(0.0, 0.0, 1.0, -1.0); + ADD_TANGENT(0.0, 0.0, -1.0, 1.0); uvs.push_back(Vector2(onethird + u, v)); point++; // left points.push_back(Vector3(start_pos.x, -y, z)); normals.push_back(Vector3(-1.0, 0.0, 0.0)); - ADD_TANGENT(0.0, 0.0, -1.0, -1.0); + ADD_TANGENT(0.0, 0.0, 1.0, 1.0); uvs.push_back(Vector2(u, 0.5 + v)); point++; @@ -622,14 +622,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const { // top points.push_back(Vector3(-x, -start_pos.y, -z)); normals.push_back(Vector3(0.0, 1.0, 0.0)); - ADD_TANGENT(1.0, 0.0, 0.0, -1.0); + ADD_TANGENT(-1.0, 0.0, 0.0, 1.0); uvs.push_back(Vector2(onethird + u, 0.5 + v)); point++; // bottom points.push_back(Vector3(x, start_pos.y, -z)); normals.push_back(Vector3(0.0, -1.0, 0.0)); - ADD_TANGENT(-1.0, 0.0, 0.0, -1.0); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); uvs.push_back(Vector2(twothirds + u, 0.5 + v)); point++; @@ -773,7 +773,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const { Vector3 p = Vector3(x * radius, y, z * radius); points.push_back(p); normals.push_back(Vector3(x, 0.0, z)); - ADD_TANGENT(-z, 0.0, x, -1.0) + ADD_TANGENT(z, 0.0, -x, 1.0) uvs.push_back(Vector2(u, v * 0.5)); point++; @@ -835,7 +835,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const { thisrow = point; points.push_back(Vector3(0.0, y, 0.0)); normals.push_back(Vector3(0.0, -1.0, 0.0)); - ADD_TANGENT(-1.0, 0.0, 0.0, -1.0) + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) uvs.push_back(Vector2(0.75, 0.75)); point++; @@ -852,7 +852,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const { Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius); points.push_back(p); normals.push_back(Vector3(0.0, -1.0, 0.0)); - ADD_TANGENT(-1.0, 0.0, 0.0, -1.0) + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) uvs.push_back(Vector2(u, v)); point++; @@ -982,8 +982,8 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const { points.push_back(Vector3(-x, 0.0, -z)); normals.push_back(Vector3(0.0, 1.0, 0.0)); - ADD_TANGENT(1.0, 0.0, 0.0, -1.0); - uvs.push_back(Vector2(u, v)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); + uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */ point++; if (i > 0 && j > 0) { @@ -1108,14 +1108,14 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const { /* front */ points.push_back(Vector3(start_x + x, -y, -start_pos.z)); // double negative on the Z! normals.push_back(Vector3(0.0, 0.0, 1.0)); - ADD_TANGENT(-1.0, 0.0, 0.0, -1.0); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); uvs.push_back(Vector2(offset_front + u, v)); point++; /* back */ points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.z)); normals.push_back(Vector3(0.0, 0.0, -1.0)); - ADD_TANGENT(1.0, 0.0, 0.0, -1.0); + ADD_TANGENT(-1.0, 0.0, 0.0, 1.0); uvs.push_back(Vector2(twothirds + offset_back + u, v)); point++; @@ -1187,14 +1187,14 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const { /* right */ points.push_back(Vector3(right, -y, -z)); normals.push_back(normal_right); - ADD_TANGENT(0.0, 0.0, 1.0, -1.0); + ADD_TANGENT(0.0, 0.0, -1.0, 1.0); uvs.push_back(Vector2(onethird + u, v)); point++; /* left */ points.push_back(Vector3(left, -y, z)); normals.push_back(normal_left); - ADD_TANGENT(0.0, 0.0, -1.0, -1.0); + ADD_TANGENT(0.0, 0.0, 1.0, 1.0); uvs.push_back(Vector2(u, 0.5 + v)); point++; @@ -1241,7 +1241,7 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const { /* bottom */ points.push_back(Vector3(x, start_pos.y, -z)); normals.push_back(Vector3(0.0, -1.0, 0.0)); - ADD_TANGENT(-1.0, 0.0, 0.0, -1.0); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); uvs.push_back(Vector2(twothirds + u, 0.5 + v)); point++; @@ -1468,7 +1468,7 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const { points.push_back(p); normals.push_back(p.normalized()); }; - ADD_TANGENT(-z, 0.0, x, -1.0) + ADD_TANGENT(z, 0.0, -x, 1.0) uvs.push_back(Vector2(u, v)); point++; diff --git a/scene/resources/primitive_meshes.h b/scene/resources/primitive_meshes.h index a91aa09ffe..88a26801b7 100644 --- a/scene/resources/primitive_meshes.h +++ b/scene/resources/primitive_meshes.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/ray_shape.cpp b/scene/resources/ray_shape.cpp index a9dec3e87c..b7925d8a58 100644 --- a/scene/resources/ray_shape.cpp +++ b/scene/resources/ray_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/ray_shape.h b/scene/resources/ray_shape.h index f11b2e7c3c..89fc34051c 100644 --- a/scene/resources/ray_shape.h +++ b/scene/resources/ray_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/rectangle_shape_2d.cpp b/scene/resources/rectangle_shape_2d.cpp index aeb22f6d0a..ff0743a8dd 100644 --- a/scene/resources/rectangle_shape_2d.cpp +++ b/scene/resources/rectangle_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/rectangle_shape_2d.h b/scene/resources/rectangle_shape_2d.h index 2d66d328fd..27305e5918 100644 --- a/scene/resources/rectangle_shape_2d.h +++ b/scene/resources/rectangle_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/room.cpp b/scene/resources/room.cpp index 9493f8fbe6..103a7ede74 100644 --- a/scene/resources/room.cpp +++ b/scene/resources/room.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/room.h b/scene/resources/room.h index d5ad847516..8990056f46 100644 --- a/scene/resources/room.h +++ b/scene/resources/room.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/scene_format_text.cpp b/scene/resources/scene_format_text.cpp index 5ae843f2bd..558810d92a 100644 --- a/scene/resources/scene_format_text.cpp +++ b/scene/resources/scene_format_text.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/scene_format_text.h b/scene/resources/scene_format_text.h index 8d1af2bbb2..8fedbd0dd6 100644 --- a/scene/resources/scene_format_text.h +++ b/scene/resources/scene_format_text.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -128,7 +128,7 @@ public: }; class ResourceFormatLoaderText : public ResourceFormatLoader { - + GDCLASS(ResourceFormatLoaderText, ResourceFormatLoader) public: static ResourceFormatLoaderText *singleton; virtual Ref<ResourceInteractiveLoader> load_interactive(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); @@ -170,6 +170,7 @@ public: }; class ResourceFormatSaverText : public ResourceFormatSaver { + GDCLASS(ResourceFormatSaverText, ResourceFormatSaver) public: static ResourceFormatSaverText *singleton; virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0); diff --git a/scene/resources/segment_shape_2d.cpp b/scene/resources/segment_shape_2d.cpp index 58027c127d..62c5f9bab3 100644 --- a/scene/resources/segment_shape_2d.cpp +++ b/scene/resources/segment_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/segment_shape_2d.h b/scene/resources/segment_shape_2d.h index 700982ac0a..f35707b990 100644 --- a/scene/resources/segment_shape_2d.h +++ b/scene/resources/segment_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp index 66bf3b4991..89570beb5f 100644 --- a/scene/resources/shader.cpp +++ b/scene/resources/shader.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/shader.h b/scene/resources/shader.h index c2c205237f..fb493046fc 100644 --- a/scene/resources/shader.h +++ b/scene/resources/shader.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -100,6 +100,7 @@ public: VARIANT_ENUM_CAST(Shader::Mode); class ResourceFormatLoaderShader : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderShader, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; @@ -108,6 +109,7 @@ public: }; class ResourceFormatSaverShader : public ResourceFormatSaver { + GDCLASS(ResourceFormatSaverShader, ResourceFormatSaver) public: virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0); virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const; diff --git a/scene/resources/shape.cpp b/scene/resources/shape.cpp index 214e2e8edc..825b7f4c8b 100644 --- a/scene/resources/shape.cpp +++ b/scene/resources/shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/shape.h b/scene/resources/shape.h index 6643f4ee44..de99a967a8 100644 --- a/scene/resources/shape.h +++ b/scene/resources/shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/shape_2d.cpp b/scene/resources/shape_2d.cpp index 0ca518e5bb..e2407e4423 100644 --- a/scene/resources/shape_2d.cpp +++ b/scene/resources/shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -59,37 +59,37 @@ bool Shape2D::collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_sh return Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), NULL, 0, r); } -Variant Shape2D::collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion) { +Array Shape2D::collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion) { - ERR_FAIL_COND_V(p_shape.is_null(), Variant()); + ERR_FAIL_COND_V(p_shape.is_null(), Array()); const int max_contacts = 16; Vector2 result[max_contacts * 2]; int contacts = 0; if (!Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, p_local_motion, p_shape->get_rid(), p_shape_xform, p_shape_motion, result, max_contacts, contacts)) - return Variant(); + return Array(); Array results; results.resize(contacts * 2); - for (int i = 0; i < contacts; i++) { + for (int i = 0; i < contacts * 2; i++) { results[i] = result[i]; } return results; } -Variant Shape2D::collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform) { +Array Shape2D::collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform) { - ERR_FAIL_COND_V(p_shape.is_null(), Variant()); + ERR_FAIL_COND_V(p_shape.is_null(), Array()); const int max_contacts = 16; Vector2 result[max_contacts * 2]; int contacts = 0; if (!Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), result, max_contacts, contacts)) - return Variant(); + return Array(); Array results; results.resize(contacts * 2); - for (int i = 0; i < contacts; i++) { + for (int i = 0; i < contacts * 2; i++) { results[i] = result[i]; } diff --git a/scene/resources/shape_2d.h b/scene/resources/shape_2d.h index fa39daa565..da9b80477c 100644 --- a/scene/resources/shape_2d.h +++ b/scene/resources/shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -53,8 +53,8 @@ public: bool collide_with_motion(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion); bool collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform); - Variant collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion); - Variant collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform); + Array collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion); + Array collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform); virtual void draw(const RID &p_to_rid, const Color &p_color) {} virtual Rect2 get_rect() const { return Rect2(); } diff --git a/scene/resources/shape_line_2d.cpp b/scene/resources/shape_line_2d.cpp index 1a81eea6e5..4ca535658f 100644 --- a/scene/resources/shape_line_2d.cpp +++ b/scene/resources/shape_line_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/shape_line_2d.h b/scene/resources/shape_line_2d.h index 7d31941558..dd3dbe3a43 100644 --- a/scene/resources/shape_line_2d.h +++ b/scene/resources/shape_line_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/sky_box.cpp b/scene/resources/sky_box.cpp index 347bca4400..d9da85310e 100644 --- a/scene/resources/sky_box.cpp +++ b/scene/resources/sky_box.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/sky_box.h b/scene/resources/sky_box.h index bbb852822d..af10803b36 100644 --- a/scene/resources/sky_box.h +++ b/scene/resources/sky_box.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/space_2d.cpp b/scene/resources/space_2d.cpp index 062f4099db..e6d366c501 100644 --- a/scene/resources/space_2d.cpp +++ b/scene/resources/space_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/space_2d.h b/scene/resources/space_2d.h index 1143ad2bd5..ced7c87406 100644 --- a/scene/resources/space_2d.h +++ b/scene/resources/space_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/sphere_shape.cpp b/scene/resources/sphere_shape.cpp index d8ca1cf3f1..492cf3959d 100644 --- a/scene/resources/sphere_shape.cpp +++ b/scene/resources/sphere_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/sphere_shape.h b/scene/resources/sphere_shape.h index 5dd7daabc5..682928e885 100644 --- a/scene/resources/sphere_shape.h +++ b/scene/resources/sphere_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp index 087990c308..db7153e9ad 100644 --- a/scene/resources/style_box.cpp +++ b/scene/resources/style_box.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h index df3ebe1c36..911a457990 100644 --- a/scene/resources/style_box.h +++ b/scene/resources/style_box.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp index 5d4c7861e3..1684cbf15f 100644 --- a/scene/resources/surface_tool.cpp +++ b/scene/resources/surface_tool.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -764,10 +764,22 @@ void SurfaceTool::append_from(const Ref<Mesh> &p_existing, int p_surface, const } //mikktspace callbacks +namespace { +struct TangentGenerationContextUserData { + Vector<List<SurfaceTool::Vertex>::Element *> vertices; + Vector<List<int>::Element *> indices; +}; +} // namespace + int SurfaceTool::mikktGetNumFaces(const SMikkTSpaceContext *pContext) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - return varr.size() / 3; + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + + if (triangle_data.indices.size() > 0) { + return triangle_data.indices.size() / 3; + } else { + return triangle_data.vertices.size() / 3; + } } int SurfaceTool::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) { @@ -775,8 +787,17 @@ int SurfaceTool::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, c } void SurfaceTool::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vector3 v = varr[iFace * 3 + iVert]->get().vertex; + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + Vector3 v; + if (triangle_data.indices.size() > 0) { + int index = triangle_data.indices[iFace * 3 + iVert]->get(); + if (index < triangle_data.vertices.size()) { + v = triangle_data.vertices[index]->get().vertex; + } + } else { + v = triangle_data.vertices[iFace * 3 + iVert]->get().vertex; + } + fvPosOut[0] = v.x; fvPosOut[1] = v.y; fvPosOut[2] = v.z; @@ -784,38 +805,56 @@ void SurfaceTool::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvP void SurfaceTool::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vector3 v = varr[iFace * 3 + iVert]->get().normal; + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + Vector3 v; + if (triangle_data.indices.size() > 0) { + int index = triangle_data.indices[iFace * 3 + iVert]->get(); + if (index < triangle_data.vertices.size()) { + v = triangle_data.vertices[index]->get().normal; + } + } else { + v = triangle_data.vertices[iFace * 3 + iVert]->get().normal; + } + fvNormOut[0] = v.x; fvNormOut[1] = v.y; fvNormOut[2] = v.z; } void SurfaceTool::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vector2 v = varr[iFace * 3 + iVert]->get().uv; + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + Vector2 v; + if (triangle_data.indices.size() > 0) { + int index = triangle_data.indices[iFace * 3 + iVert]->get(); + if (index < triangle_data.vertices.size()) { + v = triangle_data.vertices[index]->get().uv; + } + } else { + v = triangle_data.vertices[iFace * 3 + iVert]->get().uv; + } + fvTexcOut[0] = v.x; fvTexcOut[1] = v.y; - //fvTexcOut[1]=1.0-v.y; } void SurfaceTool::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT, const tbool bIsOrientationPreserving, const int iFace, const int iVert) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vertex *vtx = &varr[iFace * 3 + iVert]->get(); - - vtx->tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]); - vtx->binormal = Vector3(fvBiTangent[0], fvBiTangent[1], fvBiTangent[2]); -} - -void SurfaceTool::mikktSetTSpaceBasic(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert) { - - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vertex &vtx = varr[iFace * 3 + iVert]->get(); + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + Vertex *vtx = NULL; + if (triangle_data.indices.size() > 0) { + int index = triangle_data.indices[iFace * 3 + iVert]->get(); + if (index < triangle_data.vertices.size()) { + vtx = &triangle_data.vertices[index]->get(); + } + } else { + vtx = &triangle_data.vertices[iFace * 3 + iVert]->get(); + } - vtx.tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]); - vtx.binormal = vtx.normal.cross(vtx.tangent) * fSign; + if (vtx != NULL) { + vtx->tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]); + vtx->binormal = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot + } } void SurfaceTool::generate_tangents() { @@ -823,10 +862,6 @@ void SurfaceTool::generate_tangents() { ERR_FAIL_COND(!(format & Mesh::ARRAY_FORMAT_TEX_UV)); ERR_FAIL_COND(!(format & Mesh::ARRAY_FORMAT_NORMAL)); - bool indexed = index_array.size() > 0; - if (indexed) - deindex(); - SMikkTSpaceInterface mkif; mkif.m_getNormal = mikktGetNormal; mkif.m_getNumFaces = mikktGetNumFaces; @@ -839,24 +874,25 @@ void SurfaceTool::generate_tangents() { SMikkTSpaceContext msc; msc.m_pInterface = &mkif; - Vector<List<Vertex>::Element *> vtx; - vtx.resize(vertex_array.size()); + TangentGenerationContextUserData triangle_data; + triangle_data.vertices.resize(vertex_array.size()); int idx = 0; for (List<Vertex>::Element *E = vertex_array.front(); E; E = E->next()) { - vtx.write[idx++] = E; + triangle_data.vertices.write[idx++] = E; E->get().binormal = Vector3(); E->get().tangent = Vector3(); } - msc.m_pUserData = &vtx; + triangle_data.indices.resize(index_array.size()); + idx = 0; + for (List<int>::Element *E = index_array.front(); E; E = E->next()) { + triangle_data.indices.write[idx++] = E; + } + msc.m_pUserData = &triangle_data; bool res = genTangSpaceDefault(&msc); ERR_FAIL_COND(!res); format |= Mesh::ARRAY_FORMAT_TANGENT; - - if (indexed) { - index(); - } } void SurfaceTool::generate_normals(bool p_flip) { diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h index 459d399380..754254150d 100644 --- a/scene/resources/surface_tool.h +++ b/scene/resources/surface_tool.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -90,7 +90,6 @@ private: static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert); static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert); static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert); - static void mikktSetTSpaceBasic(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert); static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT, const tbool bIsOrientationPreserving, const int iFace, const int iVert); diff --git a/scene/resources/text_file.cpp b/scene/resources/text_file.cpp index 2af24ad2d5..37bdd691b4 100644 --- a/scene/resources/text_file.cpp +++ b/scene/resources/text_file.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/text_file.h b/scene/resources/text_file.h index 3abc769dc6..91bb98a3b1 100644 --- a/scene/resources/text_file.h +++ b/scene/resources/text_file.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp index 682bfebdd2..4984af57b5 100644 --- a/scene/resources/texture.cpp +++ b/scene/resources/texture.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -324,7 +324,7 @@ bool ImageTexture::is_pixel_opaque(int p_x, int p_y) const { int y = p_y * ah / h; x = CLAMP(x, 0, aw); - y = CLAMP(y, 0, aw); + y = CLAMP(y, 0, ah); return alpha_cache->get_bit(Point2(x, y)); } @@ -791,7 +791,7 @@ bool StreamTexture::is_pixel_opaque(int p_x, int p_y) const { int y = p_y * ah / h; x = CLAMP(x, 0, aw); - y = CLAMP(y, 0, aw); + y = CLAMP(y, 0, ah); return alpha_cache->get_bit(Point2(x, y)); } @@ -994,11 +994,11 @@ void AtlasTexture::_bind_methods() { void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const { - Rect2 rc = region; - if (!atlas.is_valid()) return; + Rect2 rc = region; + if (rc.size.width == 0) { rc.size.width = atlas->get_width(); } @@ -1013,11 +1013,11 @@ void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_m void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const { - Rect2 rc = region; - if (!atlas.is_valid()) return; + Rect2 rc = region; + if (rc.size.width == 0) { rc.size.width = atlas->get_width(); } @@ -1048,11 +1048,11 @@ void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, cons bool AtlasTexture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const { - Rect2 rc = region; - if (!atlas.is_valid()) return false; + Rect2 rc = region; + Rect2 src = p_src_rect; if (src.size == Size2()) { src.size = rc.size; @@ -1084,11 +1084,17 @@ bool AtlasTexture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, bool AtlasTexture::is_pixel_opaque(int p_x, int p_y) const { - if (atlas.is_valid()) { - return atlas->is_pixel_opaque(p_x + region.position.x + margin.position.x, p_x + region.position.y + margin.position.y); - } + if (!atlas.is_valid()) + return true; - return true; + int x = p_x + region.position.x - margin.position.x; + int y = p_y + region.position.y - margin.position.y; + + // margin edge may outside of atlas + if (x < 0 || x >= atlas->get_width()) return false; + if (y < 0 || y >= atlas->get_height()) return false; + + return atlas->is_pixel_opaque(x, y); } AtlasTexture::AtlasTexture() { @@ -1203,6 +1209,17 @@ Ref<Texture> LargeTexture::get_piece_texture(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, pieces.size(), Ref<Texture>()); return pieces[p_idx].texture; } +Ref<Image> LargeTexture::to_image() const { + + Ref<Image> img = memnew(Image(this->get_width(), this->get_height(), false, Image::FORMAT_RGBA8)); + for (int i = 0; i < pieces.size(); i++) { + + Ref<Image> src_img = pieces[i].texture->get_data(); + img->blit_rect(src_img, Rect2(0, 0, src_img->get_width(), src_img->get_height()), pieces[i].offset); + } + + return img; +} void LargeTexture::_bind_methods() { @@ -1958,8 +1975,8 @@ void AnimatedTexture::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "fps", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_fps", "get_fps"); for (int i = 0; i < MAX_FRAMES; i++) { - ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "frame_" + itos(i) + "/texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_frame_texture", "get_frame_texture", i); - ADD_PROPERTYI(PropertyInfo(Variant::REAL, "frame_" + itos(i) + "/delay_sec", PROPERTY_HINT_RANGE, "0.0,16.0,0.01", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_frame_delay", "get_frame_delay", i); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "frame_" + itos(i) + "/texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "set_frame_texture", "get_frame_texture", i); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "frame_" + itos(i) + "/delay_sec", PROPERTY_HINT_RANGE, "0.0,16.0,0.01", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "set_frame_delay", "get_frame_delay", i); } } @@ -2065,7 +2082,7 @@ void TextureLayered::create(uint32_t p_width, uint32_t p_height, uint32_t p_dept width = p_width; height = p_height; depth = p_depth; - + format = p_format; flags = p_flags; } diff --git a/scene/resources/texture.h b/scene/resources/texture.h index e9b69e9cb1..2b67ebec62 100644 --- a/scene/resources/texture.h +++ b/scene/resources/texture.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -236,6 +236,7 @@ public: }; class ResourceFormatLoaderStreamTexture : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderStreamTexture, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; @@ -329,6 +330,7 @@ public: int get_piece_count() const; Vector2 get_piece_offset(int p_idx) const; Ref<Texture> get_piece_texture(int p_idx) const; + Ref<Image> to_image() const; virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const; virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const; @@ -489,6 +491,7 @@ public: }; class ResourceFormatLoaderTextureLayered : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderTextureLayered, ResourceFormatLoader) public: enum Compression { COMPRESSION_LOSSLESS, diff --git a/scene/resources/theme.cpp b/scene/resources/theme.cpp index b102d477f2..786a136040 100644 --- a/scene/resources/theme.cpp +++ b/scene/resources/theme.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -39,26 +39,6 @@ void Theme::_emit_theme_changed() { emit_changed(); } -void Theme::_ref_font(Ref<Font> p_sc) { - - if (!font_refcount.has(p_sc)) { - font_refcount[p_sc] = 1; - p_sc->connect("changed", this, "_emit_theme_changed"); - } else { - font_refcount[p_sc] += 1; - } -} - -void Theme::_unref_font(Ref<Font> p_sc) { - - ERR_FAIL_COND(!font_refcount.has(p_sc)); - font_refcount[p_sc]--; - if (font_refcount[p_sc] == 0) { - p_sc->disconnect("changed", this, "_emit_theme_changed"); - font_refcount.erase(p_sc); - } -} - bool Theme::_set(const StringName &p_name, const Variant &p_value) { String sname = p_name; @@ -217,13 +197,13 @@ void Theme::set_default_theme_font(const Ref<Font> &p_default_font) { return; if (default_theme_font.is_valid()) { - _unref_font(default_theme_font); + default_theme_font->disconnect("changed", this, "_emit_theme_changed"); } default_theme_font = p_default_font; if (default_theme_font.is_valid()) { - _ref_font(default_theme_font); + default_theme_font->connect("changed", this, "_emit_theme_changed", varray(), CONNECT_REFERENCE_COUNTED); } _change_notify(); @@ -263,8 +243,16 @@ void Theme::set_icon(const StringName &p_name, const StringName &p_type, const R bool new_value = !icon_map.has(p_type) || !icon_map[p_type].has(p_name); + if (icon_map[p_type].has(p_name) && icon_map[p_type][p_name].is_valid()) { + icon_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); + } + icon_map[p_type][p_name] = p_icon; + if (p_icon.is_valid()) { + icon_map[p_type][p_name]->connect("changed", this, "_emit_theme_changed", varray(), CONNECT_REFERENCE_COUNTED); + } + if (new_value) { _change_notify(); emit_changed(); @@ -290,7 +278,12 @@ void Theme::clear_icon(const StringName &p_name, const StringName &p_type) { ERR_FAIL_COND(!icon_map.has(p_type)); ERR_FAIL_COND(!icon_map[p_type].has(p_name)); + if (icon_map[p_type][p_name].is_valid()) { + icon_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); + } + icon_map[p_type].erase(p_name); + _change_notify(); emit_changed(); } @@ -358,8 +351,16 @@ void Theme::set_stylebox(const StringName &p_name, const StringName &p_type, con bool new_value = !style_map.has(p_type) || !style_map[p_type].has(p_name); + if (style_map[p_type].has(p_name) && style_map[p_type][p_name].is_valid()) { + style_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); + } + style_map[p_type][p_name] = p_style; + if (p_style.is_valid()) { + style_map[p_type][p_name]->connect("changed", this, "_emit_theme_changed", varray(), CONNECT_REFERENCE_COUNTED); + } + if (new_value) _change_notify(); emit_changed(); @@ -385,7 +386,12 @@ void Theme::clear_stylebox(const StringName &p_name, const StringName &p_type) { ERR_FAIL_COND(!style_map.has(p_type)); ERR_FAIL_COND(!style_map[p_type].has(p_name)); + if (style_map[p_type][p_name].is_valid()) { + style_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); + } + style_map[p_type].erase(p_name); + _change_notify(); emit_changed(); } @@ -416,15 +422,14 @@ void Theme::set_font(const StringName &p_name, const StringName &p_type, const R bool new_value = !font_map.has(p_type) || !font_map[p_type].has(p_name); - if (!new_value) { - if (font_map[p_type][p_name].is_valid()) { - _unref_font(font_map[p_type][p_name]); - } + if (font_map[p_type][p_name].is_valid()) { + font_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); } + font_map[p_type][p_name] = p_font; if (p_font.is_valid()) { - _ref_font(p_font); + font_map[p_type][p_name]->connect("changed", this, "_emit_theme_changed", varray(), CONNECT_REFERENCE_COUNTED); } if (new_value) { @@ -452,8 +457,8 @@ void Theme::clear_font(const StringName &p_name, const StringName &p_type) { ERR_FAIL_COND(!font_map.has(p_type)); ERR_FAIL_COND(!font_map[p_type].has(p_name)); - if (font_map.has(p_type) && font_map[p_type].has(p_name) && font_map[p_type][p_name].is_valid()) { - _unref_font(font_map[p_type][p_name]); + if (font_map[p_type][p_name].is_valid()) { + font_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); } font_map[p_type].erase(p_name); @@ -570,15 +575,91 @@ void Theme::get_constant_list(StringName p_type, List<StringName> *p_list) const } } +void Theme::clear() { + + //these need disconnecting + { + const StringName *K = NULL; + while ((K = icon_map.next(K))) { + const StringName *L = NULL; + while ((L = icon_map[*K].next(L))) { + icon_map[*K][*L]->disconnect("changed", this, "_emit_theme_changed"); + } + } + } + + { + const StringName *K = NULL; + while ((K = style_map.next(K))) { + const StringName *L = NULL; + while ((L = style_map[*K].next(L))) { + style_map[*K][*L]->disconnect("changed", this, "_emit_theme_changed"); + } + } + } + + { + const StringName *K = NULL; + while ((K = font_map.next(K))) { + const StringName *L = NULL; + while ((L = font_map[*K].next(L))) { + font_map[*K][*L]->disconnect("changed", this, "_emit_theme_changed"); + } + } + } + + icon_map.clear(); + style_map.clear(); + font_map.clear(); + shader_map.clear(); + color_map.clear(); + constant_map.clear(); + + _change_notify(); + emit_changed(); +} + void Theme::copy_default_theme() { Ref<Theme> default_theme = get_default(); - icon_map = default_theme->icon_map; - style_map = default_theme->style_map; - font_map = default_theme->font_map; + //these need reconnecting, so add normally + { + const StringName *K = NULL; + while ((K = default_theme->icon_map.next(K))) { + const StringName *L = NULL; + while ((L = default_theme->icon_map[*K].next(L))) { + set_icon(*K, *L, default_theme->icon_map[*K][*L]); + } + } + } + + { + const StringName *K = NULL; + while ((K = default_theme->style_map.next(K))) { + const StringName *L = NULL; + while ((L = default_theme->style_map[*K].next(L))) { + set_stylebox(*K, *L, default_theme->style_map[*K][*L]); + } + } + } + + { + const StringName *K = NULL; + while ((K = default_theme->font_map.next(K))) { + const StringName *L = NULL; + while ((L = default_theme->font_map[*K].next(L))) { + set_font(*K, *L, default_theme->font_map[*K][*L]); + } + } + } + + //these are ok to just copy + color_map = default_theme->color_map; constant_map = default_theme->constant_map; + shader_map = default_theme->shader_map; + _change_notify(); emit_changed(); } @@ -661,6 +742,8 @@ void Theme::_bind_methods() { ClassDB::bind_method(D_METHOD("clear_constant", "name", "type"), &Theme::clear_constant); ClassDB::bind_method(D_METHOD("get_constant_list", "type"), &Theme::_get_constant_list); + ClassDB::bind_method(D_METHOD("clear"), &Theme::clear); + ClassDB::bind_method(D_METHOD("set_default_font", "font"), &Theme::set_default_theme_font); ClassDB::bind_method(D_METHOD("get_default_font"), &Theme::get_default_theme_font); @@ -678,411 +761,3 @@ Theme::Theme() { Theme::~Theme() { } - -RES ResourceFormatLoaderTheme::load(const String &p_path, const String &p_original_path, Error *r_error) { - if (r_error) - *r_error = ERR_CANT_OPEN; - - Error err; - FileAccess *f = FileAccess::open(p_path, FileAccess::READ, &err); - - ERR_EXPLAIN("Unable to open theme file: " + p_path); - ERR_FAIL_COND_V(err, RES()); - String base_path = p_path.get_base_dir(); - Ref<Theme> theme(memnew(Theme)); - Map<StringName, Variant> library; - if (r_error) - *r_error = ERR_FILE_CORRUPT; - - bool reading_library = false; - int line = 0; - - while (!f->eof_reached()) { - - String l = f->get_line().strip_edges(); - line++; - - int comment = l.find(";"); - if (comment != -1) - l = l.substr(0, comment); - if (l == "") - continue; - - if (l.begins_with("[")) { - if (l == "[library]") { - reading_library = true; - } else if (l == "[theme]") { - reading_library = false; - } else { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Unknown section type: '" + l + "'."); - ERR_FAIL_V(RES()); - } - continue; - } - - int eqpos = l.find("="); - if (eqpos == -1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected '='."); - ERR_FAIL_V(RES()); - } - - String right = l.substr(eqpos + 1, l.length()).strip_edges(); - if (right == "") { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected value after '='."); - ERR_FAIL_V(RES()); - } - - Variant value; - - if (right.is_valid_integer()) { - //is number - value = right.to_int(); - } else if (right.is_valid_html_color()) { - //is html color - value = Color::html(right); - } else if (right.begins_with("@")) { //reference - - String reference = right.substr(1, right.length()); - if (!library.has(reference)) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid reference to '" + reference + "'."); - ERR_FAIL_V(RES()); - } - - value = library[reference]; - - } else if (right.begins_with("default")) { //use default - //do none - } else { - //attempt to parse a constructor - int popenpos = right.find("("); - - if (popenpos == -1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid constructor syntax: " + right); - ERR_FAIL_V(RES()); - } - - int pclosepos = right.find_last(")"); - - if (pclosepos == -1) { - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid constructor parameter syntax: " + right); - ERR_FAIL_V(RES()); - } - - String type = right.substr(0, popenpos); - String param = right.substr(popenpos + 1, pclosepos - popenpos - 1); - - if (type == "icon") { - - String path; - - if (param.is_abs_path()) - path = param; - else - path = base_path + "/" + param; - - Ref<Texture> texture = ResourceLoader::load(path); - if (!texture.is_valid()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Couldn't find icon at path: " + path); - ERR_FAIL_V(RES()); - } - - value = texture; - - } else if (type == "sbox") { - - String path; - - if (param.is_abs_path()) - path = param; - else - path = base_path + "/" + param; - - Ref<StyleBox> stylebox = ResourceLoader::load(path); - if (!stylebox.is_valid()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Couldn't find stylebox at path: " + path); - ERR_FAIL_V(RES()); - } - - value = stylebox; - - } else if (type == "sboxt") { - - Vector<String> params = param.split(","); - if (params.size() != 5 && params.size() != 9) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid param count for sboxt(): '" + right + "'."); - ERR_FAIL_V(RES()); - } - - String path = params[0]; - - if (!param.is_abs_path()) - path = base_path + "/" + path; - - Ref<Texture> tex = ResourceLoader::load(path); - if (tex.is_null()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Could not open texture for sboxt at path: '" + params[0] + "'."); - ERR_FAIL_V(RES()); - } - - Ref<StyleBoxTexture> sbtex(memnew(StyleBoxTexture)); - - sbtex->set_texture(tex); - - for (int i = 0; i < 4; i++) { - if (!params[i + 1].is_valid_integer()) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid expand margin parameter for sboxt #" + itos(i + 1) + ", expected integer constant, got: '" + params[i + 1] + "'."); - ERR_FAIL_V(RES()); - } - - int margin = params[i + 1].to_int(); - sbtex->set_expand_margin_size(Margin(i), margin); - } - - if (params.size() == 9) { - - for (int i = 0; i < 4; i++) { - - if (!params[i + 5].is_valid_integer()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid expand margin parameter for sboxt #" + itos(i + 5) + ", expected integer constant, got: '" + params[i + 5] + "'."); - ERR_FAIL_V(RES()); - } - - int margin = params[i + 5].to_int(); - sbtex->set_margin_size(Margin(i), margin); - } - } - - value = sbtex; - } else if (type == "sboxf") { - - Vector<String> params = param.split(","); - if (params.size() < 2) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid param count for sboxf(): '" + right + "'."); - ERR_FAIL_V(RES()); - } - - Ref<StyleBoxFlat> sbflat(memnew(StyleBoxFlat)); - - if (!params[0].is_valid_integer()) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected integer numeric constant for parameter 0 (border size)."); - ERR_FAIL_V(RES()); - } - - sbflat->set_border_width_all(params[0].to_int()); - - if (!params[0].is_valid_integer()) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected integer numeric constant for parameter 0 (border size)."); - ERR_FAIL_V(RES()); - } - - int left = MIN(params.size() - 1, 3); - - int ccodes = 0; - - for (int i = 0; i < left; i++) { - - if (params[i + 1].is_valid_html_color()) - ccodes++; - else - break; - } - - Color normal; - Color bright; - Color dark; - - if (ccodes < 1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected at least 1, 2 or 3 html color codes."); - ERR_FAIL_V(RES()); - } else if (ccodes == 1) { - - normal = Color::html(params[1]); - bright = Color::html(params[1]); - dark = Color::html(params[1]); - } else if (ccodes == 2) { - - normal = Color::html(params[1]); - bright = Color::html(params[2]); - dark = Color::html(params[2]); - } else { - - normal = Color::html(params[1]); - bright = Color::html(params[2]); - dark = Color::html(params[3]); - } - - sbflat->set_border_color_all(bright); - // sbflat->set_dark_color(dark); - sbflat->set_bg_color(normal); - - if (params.size() == ccodes + 5) { - //margins - for (int i = 0; i < 4; i++) { - - if (!params[i + ccodes + 1].is_valid_integer()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid expand margin parameter for sboxf #" + itos(i + ccodes + 1) + ", expected integer constant, got: '" + params[i + ccodes + 1] + "'."); - ERR_FAIL_V(RES()); - } - - //int margin = params[i+ccodes+1].to_int(); - //sbflat->set_margin_size(Margin(i),margin); - } - } else if (params.size() != ccodes + 1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid amount of margin parameters for sboxt."); - ERR_FAIL_V(RES()); - } - - value = sbflat; - - } else { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid constructor type: '" + type + "'."); - ERR_FAIL_V(RES()); - } - } - - //parse left and do something with it - String left = l.substr(0, eqpos); - - if (reading_library) { - - left = left.strip_edges(); - if (!left.is_valid_identifier()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": <LibraryItem> is not a valid identifier."); - ERR_FAIL_V(RES()); - } - if (library.has(left)) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Already in library: '" + left + "'."); - ERR_FAIL_V(RES()); - } - - library[left] = value; - } else { - - int pointpos = left.find("."); - if (pointpos == -1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected 'control.item=..' assign syntax."); - ERR_FAIL_V(RES()); - } - - String control = left.substr(0, pointpos).strip_edges(); - if (!control.is_valid_identifier()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": <Control> is not a valid identifier."); - ERR_FAIL_V(RES()); - } - String item = left.substr(pointpos + 1, left.size()).strip_edges(); - if (!item.is_valid_identifier()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": <Item> is not a valid identifier."); - ERR_FAIL_V(RES()); - } - - if (value.get_type() == Variant::NIL) { - //try to use exiting - if (Theme::get_default()->has_stylebox(item, control)) - value = Theme::get_default()->get_stylebox(item, control); - else if (Theme::get_default()->has_font(item, control)) - value = Theme::get_default()->get_font(item, control); - else if (Theme::get_default()->has_icon(item, control)) - value = Theme::get_default()->get_icon(item, control); - else if (Theme::get_default()->has_color(item, control)) - value = Theme::get_default()->get_color(item, control); - else if (Theme::get_default()->has_constant(item, control)) - value = Theme::get_default()->get_constant(item, control); - else { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Default not present for: '" + control + "." + item + "'."); - ERR_FAIL_V(RES()); - } - } - - if (value.get_type() == Variant::OBJECT) { - - Ref<Resource> res = value; - if (!res.is_valid()) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid resource (NULL)."); - ERR_FAIL_V(RES()); - } - - if (Object::cast_to<StyleBox>(*res)) { - theme->set_stylebox(item, control, res); - } else if (Object::cast_to<Font>(*res)) { - theme->set_font(item, control, res); - } else if (Object::cast_to<Font>(*res)) { - theme->set_font(item, control, res); - } else if (Object::cast_to<Texture>(*res)) { - theme->set_icon(item, control, res); - } else { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid resource type."); - ERR_FAIL_V(RES()); - } - } else if (value.get_type() == Variant::COLOR) { - - theme->set_color(item, control, value); - - } else if (value.get_type() == Variant::INT) { - - theme->set_constant(item, control, value); - - } else { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Couldn't even determine what this setting is! what did you do!?"); - ERR_FAIL_V(RES()); - } - } - } - - f->close(); - memdelete(f); - - if (r_error) - *r_error = OK; - - return theme; -} - -void ResourceFormatLoaderTheme::get_recognized_extensions(List<String> *p_extensions) const { - - p_extensions->push_back("theme"); -} - -bool ResourceFormatLoaderTheme::handles_type(const String &p_type) const { - - return p_type == "Theme"; -} - -String ResourceFormatLoaderTheme::get_resource_type(const String &p_path) const { - - if (p_path.get_extension().to_lower() == "theme") - return "Theme"; - return ""; -} diff --git a/scene/resources/theme.h b/scene/resources/theme.h index 0b76e95f18..021a2936bd 100644 --- a/scene/resources/theme.h +++ b/scene/resources/theme.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -47,12 +47,6 @@ class Theme : public Resource { RES_BASE_EXTENSION("theme"); static Ref<Theme> default_theme; - - //keep a reference count to font, so each time the font changes, we emit theme changed too - Map<Ref<Font>, int> font_refcount; - - void _ref_font(Ref<Font> p_sc); - void _unref_font(Ref<Font> p_sc); void _emit_theme_changed(); HashMap<StringName, HashMap<StringName, Ref<Texture> > > icon_map; @@ -190,17 +184,10 @@ public: void get_type_list(List<StringName> *p_list) const; void copy_default_theme(); + void clear(); Theme(); ~Theme(); }; -class ResourceFormatLoaderTheme : public ResourceFormatLoader { -public: - virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); - virtual void get_recognized_extensions(List<String> *p_extensions) const; - virtual bool handles_type(const String &p_type) const; - virtual String get_resource_type(const String &p_path) const; -}; - #endif diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp index f852ecd7eb..9cb4972a73 100644 --- a/scene/resources/tile_set.cpp +++ b/scene/resources/tile_set.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -129,6 +129,22 @@ bool TileSet::_set(const StringName &p_name, const Variant &p_value) { } p.pop_front(); } + } else if (what == "z_index_map") { + tile_map[id].autotile_data.z_index_map.clear(); + Array p = p_value; + Vector3 val; + Vector2 v; + int z_index; + while (p.size() > 0) { + val = p[0]; + if (val.z != 0) { + v.x = val.x; + v.y = val.y; + z_index = (int)val.z; + tile_map[id].autotile_data.z_index_map[v] = z_index; + } + p.pop_front(); + } } } else if (what == "shape") tile_set_shape(id, 0, p_value); @@ -228,6 +244,19 @@ bool TileSet::_get(const StringName &p_name, Variant &r_ret) const { } } r_ret = p; + } else if (what == "z_index_map") { + Array p; + Vector3 v; + for (Map<Vector2, int>::Element *E = tile_map[id].autotile_data.z_index_map.front(); E; E = E->next()) { + if (E->value() != 0) { + //Don't save default value + v.x = E->key().x; + v.y = E->key().y; + v.z = E->value(); + p.push_back(v); + } + } + r_ret = p; } } else if (what == "shape") r_ret = tile_get_shape(id, 0); @@ -278,12 +307,14 @@ void TileSet::_get_property_list(List<PropertyInfo> *p_list) const { p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/occluder_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/navpoly_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/priority_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/z_index_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); } else if (tile_get_tile_mode(id) == ATLAS_TILE) { p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "autotile/icon_coordinate", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "autotile/tile_size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::INT, pre + "autotile/spacing", PROPERTY_HINT_RANGE, "0,256,1", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/occluder_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/navpoly_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/z_index_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); } p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "occluder_offset")); p_list->push_back(PropertyInfo(Variant::OBJECT, pre + "occluder", PROPERTY_HINT_RESOURCE_TYPE, "OccluderPolygon2D")); @@ -483,6 +514,30 @@ const Map<Vector2, int> &TileSet::autotile_get_priority_map(int p_id) const { return tile_map[p_id].autotile_data.priority_map; } +void TileSet::autotile_set_z_index(int p_id, const Vector2 &p_coord, int p_z_index) { + + ERR_FAIL_COND(!tile_map.has(p_id)); + tile_map[p_id].autotile_data.z_index_map[p_coord] = p_z_index; + emit_changed(); +} + +int TileSet::autotile_get_z_index(int p_id, const Vector2 &p_coord) { + + ERR_FAIL_COND_V(!tile_map.has(p_id), 1); + if (tile_map[p_id].autotile_data.z_index_map.has(p_coord)) { + return tile_map[p_id].autotile_data.z_index_map[p_coord]; + } + //When not custom z index set return the default value + return 0; +} + +const Map<Vector2, int> &TileSet::autotile_get_z_index_map(int p_id) const { + + static Map<Vector2, int> dummy; + ERR_FAIL_COND_V(!tile_map.has(p_id), dummy); + return tile_map[p_id].autotile_data.z_index_map; +} + void TileSet::autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag) { ERR_FAIL_COND(!tile_map.has(p_id)); @@ -938,8 +993,23 @@ void TileSet::clear() { void TileSet::_bind_methods() { ClassDB::bind_method(D_METHOD("create_tile", "id"), &TileSet::create_tile); + ClassDB::bind_method(D_METHOD("autotile_clear_bitmask_map", "id"), &TileSet::autotile_clear_bitmask_map); + ClassDB::bind_method(D_METHOD("autotile_set_icon_coordinate", "id", "coord"), &TileSet::autotile_set_icon_coordinate); + ClassDB::bind_method(D_METHOD("autotile_get_icon_coordinate", "id"), &TileSet::autotile_get_icon_coordinate); + ClassDB::bind_method(D_METHOD("autotile_set_subtile_priority", "id", "coord", "priority"), &TileSet::autotile_set_subtile_priority); + ClassDB::bind_method(D_METHOD("autotile_get_subtile_priority", "id", "coord"), &TileSet::autotile_get_subtile_priority); + ClassDB::bind_method(D_METHOD("autotile_set_z_index", "id", "coord", "z_index"), &TileSet::autotile_set_z_index); + ClassDB::bind_method(D_METHOD("autotile_get_z_index", "id", "coord"), &TileSet::autotile_get_z_index); + ClassDB::bind_method(D_METHOD("autotile_set_light_occluder", "id", "light_occluder", "coord"), &TileSet::autotile_set_light_occluder); + ClassDB::bind_method(D_METHOD("autotile_get_light_occluder", "id", "coord"), &TileSet::autotile_get_light_occluder); + ClassDB::bind_method(D_METHOD("autotile_set_navigation_polygon", "id", "navigation_polygon", "coord"), &TileSet::autotile_set_navigation_polygon); + ClassDB::bind_method(D_METHOD("autotile_get_navigation_polygon", "id", "coord"), &TileSet::autotile_get_navigation_polygon); + ClassDB::bind_method(D_METHOD("autotile_set_bitmask", "id", "bitmask", "flag"), &TileSet::autotile_set_bitmask); + ClassDB::bind_method(D_METHOD("autotile_get_bitmask", "id", "coord"), &TileSet::autotile_get_bitmask); ClassDB::bind_method(D_METHOD("autotile_set_bitmask_mode", "id", "mode"), &TileSet::autotile_set_bitmask_mode); ClassDB::bind_method(D_METHOD("autotile_get_bitmask_mode", "id"), &TileSet::autotile_get_bitmask_mode); + ClassDB::bind_method(D_METHOD("autotile_set_spacing", "id", "spacing"), &TileSet::autotile_set_spacing); + ClassDB::bind_method(D_METHOD("autotile_get_spacing", "id"), &TileSet::autotile_get_spacing); ClassDB::bind_method(D_METHOD("autotile_set_size", "id", "size"), &TileSet::autotile_set_size); ClassDB::bind_method(D_METHOD("autotile_get_size", "id"), &TileSet::autotile_get_size); ClassDB::bind_method(D_METHOD("tile_set_name", "id", "name"), &TileSet::tile_set_name); diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h index 1802bf12b6..df162c9210 100644 --- a/scene/resources/tile_set.h +++ b/scene/resources/tile_set.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -87,6 +87,7 @@ public: Map<Vector2, Ref<OccluderPolygon2D> > occluder_map; Map<Vector2, Ref<NavigationPolygon> > navpoly_map; Map<Vector2, int> priority_map; + Map<Vector2, int> z_index_map; // Default size to prevent invalid value explicit AutotileData() : @@ -172,6 +173,10 @@ public: int autotile_get_subtile_priority(int p_id, const Vector2 &p_coord); const Map<Vector2, int> &autotile_get_priority_map(int p_id) const; + void autotile_set_z_index(int p_id, const Vector2 &p_coord, int p_z_index); + int autotile_get_z_index(int p_id, const Vector2 &p_coord); + const Map<Vector2, int> &autotile_get_z_index_map(int p_id) const; + void autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag); uint16_t autotile_get_bitmask(int p_id, Vector2 p_coord); const Map<Vector2, uint16_t> &autotile_get_bitmask_map(int p_id); diff --git a/scene/resources/video_stream.cpp b/scene/resources/video_stream.cpp index 3cd8cbae77..a85db0c592 100644 --- a/scene/resources/video_stream.cpp +++ b/scene/resources/video_stream.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/video_stream.h b/scene/resources/video_stream.h index 0d25d9d687..eb3bf6770f 100644 --- a/scene/resources/video_stream.h +++ b/scene/resources/video_stream.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 3d247ab7ad..c4be86281c 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h index 2867daac3a..34b55110d4 100644 --- a/scene/resources/visual_shader.h +++ b/scene/resources/visual_shader.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index d011b102a2..427f4f51a7 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 3057f7239a..526a71c8c1 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/world.cpp b/scene/resources/world.cpp index b4588cd87c..0ca5d7eb36 100644 --- a/scene/resources/world.cpp +++ b/scene/resources/world.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/world.h b/scene/resources/world.h index 4ba6b13476..05d5ceb411 100644 --- a/scene/resources/world.h +++ b/scene/resources/world.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp index dd78d04104..13b45f58dc 100644 --- a/scene/resources/world_2d.cpp +++ b/scene/resources/world_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h index 88ad392f85..e0c671e1a7 100644 --- a/scene/resources/world_2d.h +++ b/scene/resources/world_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/scene_string_names.cpp b/scene/scene_string_names.cpp index e468b3dab4..305e4fc735 100644 --- a/scene/scene_string_names.cpp +++ b/scene/scene_string_names.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/scene_string_names.h b/scene/scene_string_names.h index 25e2c5d4a6..103b06dbc1 100644 --- a/scene/scene_string_names.h +++ b/scene/scene_string_names.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ |