diff options
Diffstat (limited to 'scene')
480 files changed, 2993 insertions, 2318 deletions
diff --git a/scene/2d/animated_sprite_2d.cpp b/scene/2d/animated_sprite_2d.cpp index fad4784d51..4916eb573c 100644 --- a/scene/2d/animated_sprite_2d.cpp +++ b/scene/2d/animated_sprite_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -122,13 +122,13 @@ void AnimatedSprite2D::_validate_property(PropertyInfo &property) const { } property.hint_string += String(E->get()); - if (animation == E) { + if (animation == E->get()) { current_found = true; } } if (!current_found) { - if (property.hint_string == String()) { + if (property.hint_string.is_empty()) { property.hint_string = String(animation); } else { property.hint_string = String(animation) + "," + property.hint_string; @@ -366,7 +366,7 @@ void AnimatedSprite2D::_res_changed() { update(); } -void AnimatedSprite2D::_set_playing(bool p_playing) { +void AnimatedSprite2D::set_playing(bool p_playing) { if (playing == p_playing) { return; } @@ -375,7 +375,7 @@ void AnimatedSprite2D::_set_playing(bool p_playing) { set_process_internal(playing); } -bool AnimatedSprite2D::_is_playing() const { +bool AnimatedSprite2D::is_playing() const { return playing; } @@ -389,15 +389,11 @@ void AnimatedSprite2D::play(const StringName &p_animation, const bool p_backward } } - _set_playing(true); + set_playing(true); } void AnimatedSprite2D::stop() { - _set_playing(false); -} - -bool AnimatedSprite2D::is_playing() const { - return playing; + set_playing(false); } double AnimatedSprite2D::_get_frame_duration() { @@ -455,12 +451,11 @@ void AnimatedSprite2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite2D::set_animation); ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation); - ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite2D::_set_playing); - ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite2D::_is_playing); + ClassDB::bind_method(D_METHOD("set_playing", "playing"), &AnimatedSprite2D::set_playing); + ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing); ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite2D::stop); - ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing); ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite2D::set_centered); ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite2D::is_centered); @@ -488,7 +483,7 @@ void AnimatedSprite2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation"); ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "is_playing"); ADD_GROUP("Offset", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); diff --git a/scene/2d/animated_sprite_2d.h b/scene/2d/animated_sprite_2d.h index ac4b20a6d9..b3af931ea2 100644 --- a/scene/2d/animated_sprite_2d.h +++ b/scene/2d/animated_sprite_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -57,8 +57,6 @@ class AnimatedSprite2D : public Node2D { double _get_frame_duration(); void _reset_timeout(); - void _set_playing(bool p_playing); - bool _is_playing() const; Rect2 _get_rect() const; protected: @@ -85,6 +83,8 @@ public: void play(const StringName &p_animation = StringName(), const bool p_backwards = false); void stop(); + + void set_playing(bool p_playing); bool is_playing() const; void set_animation(const StringName &p_animation); diff --git a/scene/2d/area_2d.cpp b/scene/2d/area_2d.cpp index 8db1491953..70b9b769cd 100644 --- a/scene/2d/area_2d.cpp +++ b/scene/2d/area_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/2d/area_2d.h index 98ba270a61..68047ccebf 100644 --- a/scene/2d/area_2d.h +++ b/scene/2d/area_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_listener_2d.cpp b/scene/2d/audio_listener_2d.cpp index f16e359a1d..8fae339756 100644 --- a/scene/2d/audio_listener_2d.cpp +++ b/scene/2d/audio_listener_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_listener_2d.h b/scene/2d/audio_listener_2d.h index 454053bc4a..172d388efc 100644 --- a/scene/2d/audio_listener_2d.h +++ b/scene/2d/audio_listener_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 8bf95e6965..a761d0d1ec 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 5360fd4934..73b09e432f 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 539a66b881..c411aaf411 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 6bdb3aaab2..4e7cac1f3e 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 b6902686fe..f4c0665f36 100644 --- a/scene/2d/camera_2d.cpp +++ b/scene/2d/camera_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/2d/camera_2d.h index d697515547..662bee3612 100644 --- a/scene/2d/camera_2d.h +++ b/scene/2d/camera_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_group.cpp b/scene/2d/canvas_group.cpp index ee025b6dfc..37a858330c 100644 --- a/scene/2d/canvas_group.cpp +++ b/scene/2d/canvas_group.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_group.h b/scene/2d/canvas_group.h index b487d7a098..9bc1772ee2 100644 --- a/scene/2d/canvas_group.h +++ b/scene/2d/canvas_group.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/2d/canvas_modulate.cpp index 4de99959a3..d0abed4a0c 100644 --- a/scene/2d/canvas_modulate.cpp +++ b/scene/2d/canvas_modulate.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 3d85a92a11..ec37449f8f 100644 --- a/scene/2d/canvas_modulate.h +++ b/scene/2d/canvas_modulate.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 bd13d96b01..0f4e3c8bed 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 19abacb201..9463b2c429 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 00bfa62449..9bc3226851 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 6b32923010..e18022ab7e 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 c7742c7ba5..18426c088d 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 eaf72627c8..dbc81e8424 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 8d997bb1f5..f62e7f24e3 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -398,6 +398,14 @@ Ref<Gradient> CPUParticles2D::get_color_ramp() const { return color_ramp; } +void CPUParticles2D::set_color_initial_ramp(const Ref<Gradient> &p_ramp) { + color_initial_ramp = p_ramp; +} + +Ref<Gradient> CPUParticles2D::get_color_initial_ramp() const { + return color_initial_ramp; +} + void CPUParticles2D::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) { ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX); particle_flags[p_particle_flag] = p_enable; @@ -727,9 +735,15 @@ void CPUParticles2D::_particles_process(double p_delta) { p.hue_rot_rand = Math::randf(); p.anim_offset_rand = Math::randf(); + if (color_initial_ramp.is_valid()) { + p.start_color_rand = color_initial_ramp->get_color_at_offset(Math::randf()); + } else { + p.start_color_rand = Color(1, 1, 1, 1); + } + real_t angle1_rad = direction.angle() + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread); Vector2 rot = Vector2(Math::cos(angle1_rad), Math::sin(angle1_rad)); - p.velocity = rot * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], Math::randf()); + p.velocity = rot * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], (real_t)Math::randf()); real_t base_angle = tex_angle * Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand); p.rotation = Math::deg2rad(base_angle); @@ -946,7 +960,7 @@ void CPUParticles2D::_particles_process(double p_delta) { p.color.g = color_rgb.y; p.color.b = color_rgb.z; - p.color *= p.base_color; + p.color *= p.base_color * p.start_color_rand; if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) { if (p.velocity.length() > 0.0) { @@ -1173,6 +1187,11 @@ void CPUParticles2D::convert_from_particles(Node *p_particles) { set_color_ramp(gt->get_gradient()); } + Ref<GradientTexture1D> gti = material->get_color_initial_ramp(); + if (gti.is_valid()) { + set_color_initial_ramp(gti->get_gradient()); + } + set_particle_flag(PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY, material->get_particle_flag(ParticlesMaterial::PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY)); set_emission_shape(EmissionShape(material->get_emission_shape())); @@ -1295,6 +1314,9 @@ void CPUParticles2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &CPUParticles2D::set_color_ramp); ClassDB::bind_method(D_METHOD("get_color_ramp"), &CPUParticles2D::get_color_ramp); + ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &CPUParticles2D::set_color_initial_ramp); + ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &CPUParticles2D::get_color_initial_ramp); + ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &CPUParticles2D::set_particle_flag); ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &CPUParticles2D::get_particle_flag); @@ -1386,6 +1408,7 @@ void CPUParticles2D::_bind_methods() { ADD_GROUP("Color", ""); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_initial_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_initial_ramp", "get_color_initial_ramp"); ADD_GROUP("Hue Variation", "hue_"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_min", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_min", "get_param_min", PARAM_HUE_VARIATION); diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h index 391f51224e..8c8f161d74 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -89,6 +89,7 @@ private: real_t scale_rand = 0.0; real_t hue_rot_rand = 0.0; real_t anim_offset_rand = 0.0; + Color start_color_rand; double time = 0.0; double lifetime = 0.0; Color base_color; @@ -156,6 +157,7 @@ private: Ref<Curve> curve_parameters[PARAM_MAX]; Color color; Ref<Gradient> color_ramp; + Ref<Gradient> color_initial_ramp; bool particle_flags[PARTICLE_FLAG_MAX]; @@ -250,6 +252,9 @@ public: void set_color_ramp(const Ref<Gradient> &p_ramp); Ref<Gradient> get_color_ramp() const; + void set_color_initial_ramp(const Ref<Gradient> &p_ramp); + Ref<Gradient> get_color_initial_ramp() const; + void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable); bool get_particle_flag(ParticleFlags p_particle_flag) const; diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp index 4384ec8141..8c8f794298 100644 --- a/scene/2d/gpu_particles_2d.cpp +++ b/scene/2d/gpu_particles_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/gpu_particles_2d.h b/scene/2d/gpu_particles_2d.h index a9e66b3051..aa9a8da129 100644 --- a/scene/2d/gpu_particles_2d.h +++ b/scene/2d/gpu_particles_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/joint_2d.cpp b/scene/2d/joint_2d.cpp index 8a528151cf..62a77fb969 100644 --- a/scene/2d/joint_2d.cpp +++ b/scene/2d/joint_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/joint_2d.h b/scene/2d/joint_2d.h index 0c3956e463..e3cd600cbd 100644 --- a/scene/2d/joint_2d.h +++ b/scene/2d/joint_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 66c0f979ae..f496e1aac2 100644 --- a/scene/2d/light_2d.cpp +++ b/scene/2d/light_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/2d/light_2d.h index d9ecd81f1c..f7b1f420e3 100644 --- a/scene/2d/light_2d.h +++ b/scene/2d/light_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 fdc28f81c2..0a7e4c8841 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 b4a48d1062..4f8c6d20df 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 00767ec22c..1a6aaecaa8 100644 --- a/scene/2d/line_2d.cpp +++ b/scene/2d/line_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 5e7eb4bac9..5322c5a5fe 100644 --- a/scene/2d/line_2d.h +++ b/scene/2d/line_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 05d77f8224..25eb9b9851 100644 --- a/scene/2d/line_builder.cpp +++ b/scene/2d/line_builder.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/2d/line_builder.h index 16c88d00e9..e50acc9ce4 100644 --- a/scene/2d/line_builder.h +++ b/scene/2d/line_builder.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 58bff97da9..5f8a46ad2e 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f94d53da7d..0647d1ddd9 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/multimesh_instance_2d.cpp b/scene/2d/multimesh_instance_2d.cpp index 1bff2f337d..e1af99d931 100644 --- a/scene/2d/multimesh_instance_2d.cpp +++ b/scene/2d/multimesh_instance_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/multimesh_instance_2d.h b/scene/2d/multimesh_instance_2d.h index 213cbd19b0..37d0d24f8f 100644 --- a/scene/2d/multimesh_instance_2d.h +++ b/scene/2d/multimesh_instance_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp index 7faa964407..00d0996e08 100644 --- a/scene/2d/navigation_agent_2d.cpp +++ b/scene/2d/navigation_agent_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_agent_2d.h b/scene/2d/navigation_agent_2d.h index 052cd78a56..dcedc6506a 100644 --- a/scene/2d/navigation_agent_2d.h +++ b/scene/2d/navigation_agent_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_obstacle_2d.cpp b/scene/2d/navigation_obstacle_2d.cpp index 8802a1098a..e5df089771 100644 --- a/scene/2d/navigation_obstacle_2d.cpp +++ b/scene/2d/navigation_obstacle_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_obstacle_2d.h b/scene/2d/navigation_obstacle_2d.h index a5603f059f..2a0ef14e73 100644 --- a/scene/2d/navigation_obstacle_2d.h +++ b/scene/2d/navigation_obstacle_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_region_2d.cpp b/scene/2d/navigation_region_2d.cpp index ecd79c23a7..cf966573ee 100644 --- a/scene/2d/navigation_region_2d.cpp +++ b/scene/2d/navigation_region_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_region_2d.h b/scene/2d/navigation_region_2d.h index 2db8d70791..012debb584 100644 --- a/scene/2d/navigation_region_2d.h +++ b/scene/2d/navigation_region_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 6a8788ee6e..9331340e1b 100644 --- a/scene/2d/node_2d.cpp +++ b/scene/2d/node_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -42,9 +42,9 @@ Dictionary Node2D::_edit_get_state() const { } void Node2D::_edit_set_state(const Dictionary &p_state) { - pos = p_state["position"]; - angle = p_state["rotation"]; - _scale = p_state["scale"]; + position = p_state["position"]; + rotation = p_state["rotation"]; + scale = p_state["scale"]; skew = p_state["skew"]; _update_transform(); @@ -55,7 +55,7 @@ void Node2D::_edit_set_position(const Point2 &p_position) { } Point2 Node2D::_edit_get_position() const { - return pos; + return position; } void Node2D::_edit_set_scale(const Size2 &p_scale) { @@ -63,16 +63,16 @@ void Node2D::_edit_set_scale(const Size2 &p_scale) { } Size2 Node2D::_edit_get_scale() const { - return _scale; + return scale; } void Node2D::_edit_set_rotation(real_t p_rotation) { - angle = p_rotation; + rotation = p_rotation; _update_transform(); } real_t Node2D::_edit_get_rotation() const { - return angle; + return rotation; } bool Node2D::_edit_use_rotation() const { @@ -85,48 +85,44 @@ void Node2D::_edit_set_rect(const Rect2 &p_edit_rect) { Rect2 r = _edit_get_rect(); Vector2 zero_offset; - if (r.size.x != 0) { - zero_offset.x = -r.position.x / r.size.x; - } - if (r.size.y != 0) { - zero_offset.y = -r.position.y / r.size.y; - } - Size2 new_scale(1, 1); if (r.size.x != 0) { + zero_offset.x = -r.position.x / r.size.x; new_scale.x = p_edit_rect.size.x / r.size.x; } + if (r.size.y != 0) { + zero_offset.y = -r.position.y / r.size.y; new_scale.y = p_edit_rect.size.y / r.size.y; } Point2 new_pos = p_edit_rect.position + p_edit_rect.size * zero_offset; Transform2D postxf; - postxf.set_rotation_scale_and_skew(angle, _scale, skew); + postxf.set_rotation_scale_and_skew(rotation, scale, skew); new_pos = postxf.xform(new_pos); - pos += new_pos; - _scale *= new_scale; + position += new_pos; + scale *= new_scale; _update_transform(); } #endif void Node2D::_update_xform_values() { - pos = _mat.elements[2]; - angle = _mat.get_rotation(); - _scale = _mat.get_scale(); - skew = _mat.get_skew(); + position = transform.elements[2]; + rotation = transform.get_rotation(); + scale = transform.get_scale(); + skew = transform.get_skew(); _xform_dirty = false; } void Node2D::_update_transform() { - _mat.set_rotation_scale_and_skew(angle, _scale, skew); - _mat.elements[2] = pos; + transform.set_rotation_scale_and_skew(rotation, scale, skew); + transform.elements[2] = position; - RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), _mat); + RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), transform); if (!is_inside_tree()) { return; @@ -139,7 +135,7 @@ void Node2D::set_position(const Point2 &p_pos) { if (_xform_dirty) { ((Node2D *)this)->_update_xform_values(); } - pos = p_pos; + position = p_pos; _update_transform(); } @@ -147,7 +143,7 @@ void Node2D::set_rotation(real_t p_radians) { if (_xform_dirty) { ((Node2D *)this)->_update_xform_values(); } - angle = p_radians; + rotation = p_radians; _update_transform(); } @@ -163,13 +159,13 @@ void Node2D::set_scale(const Size2 &p_scale) { if (_xform_dirty) { ((Node2D *)this)->_update_xform_values(); } - _scale = p_scale; + scale = p_scale; // Avoid having 0 scale values, can lead to errors in physics and rendering. - if (Math::is_zero_approx(_scale.x)) { - _scale.x = CMP_EPSILON; + if (Math::is_zero_approx(scale.x)) { + scale.x = CMP_EPSILON; } - if (Math::is_zero_approx(_scale.y)) { - _scale.y = CMP_EPSILON; + if (Math::is_zero_approx(scale.y)) { + scale.y = CMP_EPSILON; } _update_transform(); } @@ -178,7 +174,7 @@ Point2 Node2D::get_position() const { if (_xform_dirty) { ((Node2D *)this)->_update_xform_values(); } - return pos; + return position; } real_t Node2D::get_rotation() const { @@ -186,7 +182,7 @@ real_t Node2D::get_rotation() const { ((Node2D *)this)->_update_xform_values(); } - return angle; + return rotation; } real_t Node2D::get_skew() const { @@ -202,11 +198,11 @@ Size2 Node2D::get_scale() const { ((Node2D *)this)->_update_xform_values(); } - return _scale; + return scale; } Transform2D Node2D::get_transform() const { - return _mat; + return transform; } void Node2D::rotate(real_t p_radians) { @@ -287,10 +283,10 @@ void Node2D::set_global_scale(const Size2 &p_scale) { } void Node2D::set_transform(const Transform2D &p_transform) { - _mat = p_transform; + transform = p_transform; _xform_dirty = true; - RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), _mat); + RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), transform); if (!is_inside_tree()) { return; diff --git a/scene/2d/node_2d.h b/scene/2d/node_2d.h index 3e66541e32..69d14f82ad 100644 --- a/scene/2d/node_2d.h +++ b/scene/2d/node_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -36,15 +36,15 @@ class Node2D : public CanvasItem { GDCLASS(Node2D, CanvasItem); - Point2 pos; - real_t angle = 0.0; - Size2 _scale = Vector2(1, 1); + Point2 position; + real_t rotation = 0.0; + Size2 scale = Vector2(1, 1); real_t skew = 0.0; int z_index = 0; bool z_relative = true; bool y_sort_enabled = false; - Transform2D _mat; + Transform2D transform; bool _xform_dirty = false; diff --git a/scene/2d/parallax_background.cpp b/scene/2d/parallax_background.cpp index 4870ae614b..f75baaab0f 100644 --- a/scene/2d/parallax_background.cpp +++ b/scene/2d/parallax_background.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/2d/parallax_background.h index 3745c5b587..1a3cb43999 100644 --- a/scene/2d/parallax_background.h +++ b/scene/2d/parallax_background.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 797e2e59cb..ff572c9b9a 100644 --- a/scene/2d/parallax_layer.cpp +++ b/scene/2d/parallax_layer.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 cc2d2e096e..b4dcf0ea61 100644 --- a/scene/2d/parallax_layer.h +++ b/scene/2d/parallax_layer.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 40211f2a9b..4f24b0e004 100644 --- a/scene/2d/path_2d.cpp +++ b/scene/2d/path_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/2d/path_2d.h index 7e8478283f..bc55f84831 100644 --- a/scene/2d/path_2d.h +++ b/scene/2d/path_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/physical_bone_2d.cpp b/scene/2d/physical_bone_2d.cpp index c1b0bc35dd..1fc4b651d8 100644 --- a/scene/2d/physical_bone_2d.cpp +++ b/scene/2d/physical_bone_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/physical_bone_2d.h b/scene/2d/physical_bone_2d.h index 8b41f75c3e..9f31c22031 100644 --- a/scene/2d/physical_bone_2d.h +++ b/scene/2d/physical_bone_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f0e51097db..b2cc8164b6 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -809,32 +809,44 @@ void RigidDynamicBody2D::apply_torque_impulse(real_t p_torque) { PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque); } -void RigidDynamicBody2D::set_applied_force(const Vector2 &p_force) { - PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force); -}; +void RigidDynamicBody2D::apply_central_force(const Vector2 &p_force) { + PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force); +} -Vector2 RigidDynamicBody2D::get_applied_force() const { - return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid()); -}; +void RigidDynamicBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { + PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position); +} -void RigidDynamicBody2D::set_applied_torque(const real_t p_torque) { - PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque); -}; +void RigidDynamicBody2D::apply_torque(real_t p_torque) { + PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque); +} -real_t RigidDynamicBody2D::get_applied_torque() const { - return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid()); -}; +void RigidDynamicBody2D::add_constant_central_force(const Vector2 &p_force) { + PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); +} -void RigidDynamicBody2D::add_central_force(const Vector2 &p_force) { - PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force); +void RigidDynamicBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { + PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position); } -void RigidDynamicBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) { - PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position); +void RigidDynamicBody2D::add_constant_torque(const real_t p_torque) { + PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); } -void RigidDynamicBody2D::add_torque(const real_t p_torque) { - PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque); +void RigidDynamicBody2D::set_constant_force(const Vector2 &p_force) { + PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force); +} + +Vector2 RigidDynamicBody2D::get_constant_force() const { + return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid()); +} + +void RigidDynamicBody2D::set_constant_torque(real_t p_torque) { + PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); +} + +real_t RigidDynamicBody2D::get_constant_torque() const { + return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid()); } void RigidDynamicBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { @@ -979,15 +991,19 @@ void RigidDynamicBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody2D::apply_impulse, Vector2()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidDynamicBody2D::apply_torque_impulse); - ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidDynamicBody2D::set_applied_force); - ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidDynamicBody2D::get_applied_force); + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody2D::apply_central_force); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody2D::apply_force, Vector2()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody2D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody2D::add_constant_central_force); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody2D::add_constant_force, Vector2()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody2D::add_constant_torque); - ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidDynamicBody2D::set_applied_torque); - ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidDynamicBody2D::get_applied_torque); + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody2D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody2D::get_constant_force); - ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody2D::add_central_force); - ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody2D::add_force, Vector2()); - ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody2D::add_torque); + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody2D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody2D::get_constant_torque); ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody2D::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody2D::is_sleeping); @@ -1032,9 +1048,9 @@ void RigidDynamicBody2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); - ADD_GROUP("Applied Forces", "applied_"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque"); + ADD_GROUP("Constant Forces", "constant_"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force"), "set_constant_force", "get_constant_force"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque"), "set_constant_torque", "get_constant_torque"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 2abce4b0a5..649d67d759 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -292,15 +292,19 @@ public: void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()); void apply_torque_impulse(real_t p_torque); - void set_applied_force(const Vector2 &p_force); - Vector2 get_applied_force() const; + void apply_central_force(const Vector2 &p_force); + void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); + void apply_torque(real_t p_torque); - void set_applied_torque(const real_t p_torque); - real_t get_applied_torque() const; + void add_constant_central_force(const Vector2 &p_force); + void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); + void add_constant_torque(real_t p_torque); - void add_central_force(const Vector2 &p_force); - void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); - void add_torque(real_t p_torque); + void set_constant_force(const Vector2 &p_force); + Vector2 get_constant_force() const; + + void set_constant_torque(real_t p_torque); + real_t get_constant_torque() const; TypedArray<Node2D> get_colliding_bodies() const; //function for script diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp index 7a237bf557..5451d95be9 100644 --- a/scene/2d/polygon_2d.cpp +++ b/scene/2d/polygon_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/2d/polygon_2d.h index bf386b9ace..d6a1be0f6d 100644 --- a/scene/2d/polygon_2d.h +++ b/scene/2d/polygon_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/2d/position_2d.cpp index 4f053ff8b0..28aeff98ca 100644 --- a/scene/2d/position_2d.cpp +++ b/scene/2d/position_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 9ed622c8f6..4ef07eb05c 100644 --- a/scene/2d/position_2d.h +++ b/scene/2d/position_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f9830a8743..33090fbacc 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 3ee09fad32..a1015c6ce0 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 fe3e867424..e9431efde3 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 36fddb58c7..bd352e1054 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/shape_cast_2d.cpp b/scene/2d/shape_cast_2d.cpp index 50b44eb4ef..7fc1992e96 100644 --- a/scene/2d/shape_cast_2d.cpp +++ b/scene/2d/shape_cast_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -223,7 +223,7 @@ void ShapeCast2D::_notification(int p_what) { draw_col.g = g; draw_col.b = g; } - // Draw continuos chain of shapes along the cast. + // Draw continuous chain of shapes along the cast. const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4); for (int i = 0; i <= steps; ++i) { Vector2 t = (real_t(i) / steps) * target_position; diff --git a/scene/2d/shape_cast_2d.h b/scene/2d/shape_cast_2d.h index fca6b46155..7e1ebeb315 100644 --- a/scene/2d/shape_cast_2d.h +++ b/scene/2d/shape_cast_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 b558f0aa21..2270926ea7 100644 --- a/scene/2d/skeleton_2d.cpp +++ b/scene/2d/skeleton_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 56fd0e8504..98fb867d99 100644 --- a/scene/2d/skeleton_2d.h +++ b/scene/2d/skeleton_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_2d.cpp b/scene/2d/sprite_2d.cpp index b2302d09db..389fa0388f 100644 --- a/scene/2d/sprite_2d.cpp +++ b/scene/2d/sprite_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_2d.h b/scene/2d/sprite_2d.h index 49df78c59d..6893e92d4a 100644 --- a/scene/2d/sprite_2d.h +++ b/scene/2d/sprite_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 084a5a520d..62dc4d1c15 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -866,7 +866,7 @@ void TileMap::_recreate_layer_internals(int p_layer) { return; } - // Upadate the layer internals. + // Update the layer internals. _rendering_update_layer(p_layer); // Recreate the quadrants. @@ -1375,7 +1375,7 @@ void TileMap::_physics_notification(int p_what) { in_editor = Engine::get_singleton()->is_editor_hint(); #endif if (is_inside_tree() && collision_animatable && !in_editor) { - // Update tranform on the physics tick when in animatable mode. + // Update transform on the physics tick when in animatable mode. last_valid_transform = new_transform; set_notify_local_transform(false); set_global_transform(new_transform); @@ -2104,6 +2104,7 @@ Ref<TileMapPattern> TileMap::get_pattern(int p_layer, TypedArray<Vector2i> p_coo } Vector2i TileMap::map_pattern(Vector2i p_position_in_tilemap, Vector2i p_coords_in_pattern, Ref<TileMapPattern> p_pattern) { + ERR_FAIL_COND_V(p_pattern.is_null(), Vector2i()); ERR_FAIL_COND_V(!p_pattern->has_cell(p_coords_in_pattern), Vector2i()); Vector2i output = p_position_in_tilemap + p_coords_in_pattern; @@ -2295,7 +2296,7 @@ Map<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_wave_function_collapse( // Randomly a cell to fill out of the most constrained. Vector2i selected_cell_to_replace = to_choose_from[Math::random(0, to_choose_from.size() - 1)]; - // Get the list of acceptable pattens for the given cell. + // Get the list of acceptable patterns for the given cell. Set<TileSet::TerrainsPattern> valid_tiles = per_cell_acceptable_tiles[selected_cell_to_replace]; if (valid_tiles.is_empty()) { break; // No possibilities :/ diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h index f260422290..0da04bfeae 100644 --- a/scene/2d/tile_map.h +++ b/scene/2d/tile_map.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/touch_screen_button.cpp b/scene/2d/touch_screen_button.cpp index 8bd7b696f2..77e6ad44c6 100644 --- a/scene/2d/touch_screen_button.cpp +++ b/scene/2d/touch_screen_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/touch_screen_button.h b/scene/2d/touch_screen_button.h index 1c515149d4..6ed9ba8dc7 100644 --- a/scene/2d/touch_screen_button.h +++ b/scene/2d/touch_screen_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/visible_on_screen_notifier_2d.cpp b/scene/2d/visible_on_screen_notifier_2d.cpp index eb4bedb6a3..a7c2ae5bb1 100644 --- a/scene/2d/visible_on_screen_notifier_2d.cpp +++ b/scene/2d/visible_on_screen_notifier_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/visible_on_screen_notifier_2d.h b/scene/2d/visible_on_screen_notifier_2d.h index 9c236a138f..e0d580f174 100644 --- a/scene/2d/visible_on_screen_notifier_2d.h +++ b/scene/2d/visible_on_screen_notifier_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/area_3d.cpp index 073543638f..5123a6eb6c 100644 --- a/scene/3d/area_3d.cpp +++ b/scene/3d/area_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/area_3d.h index 7f31be2e17..c2399985ff 100644 --- a/scene/3d/area_3d.h +++ b/scene/3d/area_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_listener_3d.cpp b/scene/3d/audio_listener_3d.cpp index b2319e40d7..0eb7588958 100644 --- a/scene/3d/audio_listener_3d.cpp +++ b/scene/3d/audio_listener_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_listener_3d.h b/scene/3d/audio_listener_3d.h index 31de3b4fb1..ebc37673ed 100644 --- a/scene/3d/audio_listener_3d.h +++ b/scene/3d/audio_listener_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 bdcab49e4e..3b52974b8e 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/3d/audio_stream_player_3d.h index 697bbe2381..53cdd2e630 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/bone_attachment_3d.cpp index 5dc7382197..73a4dcd1f7 100644 --- a/scene/3d/bone_attachment_3d.cpp +++ b/scene/3d/bone_attachment_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/bone_attachment_3d.h index 57b9854e0e..395dfde1d7 100644 --- a/scene/3d/bone_attachment_3d.h +++ b/scene/3d/bone_attachment_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/camera_3d.cpp index cc5b7078e3..55fa05d3fd 100644 --- a/scene/3d/camera_3d.cpp +++ b/scene/3d/camera_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/camera_3d.h index 73126611d5..b5665814c7 100644 --- a/scene/3d/camera_3d.h +++ b/scene/3d/camera_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/collision_object_3d.cpp index 085f1ade66..df7c044f9e 100644 --- a/scene/3d/collision_object_3d.cpp +++ b/scene/3d/collision_object_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/collision_object_3d.h index 1c7e205888..f560753543 100644 --- a/scene/3d/collision_object_3d.h +++ b/scene/3d/collision_object_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/collision_polygon_3d.cpp index 6328d9c67d..7926175459 100644 --- a/scene/3d/collision_polygon_3d.cpp +++ b/scene/3d/collision_polygon_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/collision_polygon_3d.h index 73b8a8e0e3..a24d485af2 100644 --- a/scene/3d/collision_polygon_3d.h +++ b/scene/3d/collision_polygon_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/collision_shape_3d.cpp index 4e496fba47..773095b377 100644 --- a/scene/3d/collision_shape_3d.cpp +++ b/scene/3d/collision_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/collision_shape_3d.h index cb7fe21eae..bd5595f974 100644 --- a/scene/3d/collision_shape_3d.h +++ b/scene/3d/collision_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/cpu_particles_3d.cpp index b081142fbf..e3d551d782 100644 --- a/scene/3d/cpu_particles_3d.cpp +++ b/scene/3d/cpu_particles_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -368,6 +368,14 @@ Ref<Gradient> CPUParticles3D::get_color_ramp() const { return color_ramp; } +void CPUParticles3D::set_color_initial_ramp(const Ref<Gradient> &p_ramp) { + color_initial_ramp = p_ramp; +} + +Ref<Gradient> CPUParticles3D::get_color_initial_ramp() const { + return color_initial_ramp; +} + void CPUParticles3D::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) { ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX); particle_flags[p_particle_flag] = p_enable; @@ -748,10 +756,16 @@ void CPUParticles3D::_particles_process(double p_delta) { p.hue_rot_rand = Math::randf(); p.anim_offset_rand = Math::randf(); + if (color_initial_ramp.is_valid()) { + p.start_color_rand = color_initial_ramp->get_color_at_offset(Math::randf()); + } else { + p.start_color_rand = Color(1, 1, 1, 1); + } + if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { real_t angle1_rad = Math::atan2(direction.y, direction.x) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread); Vector3 rot = Vector3(Math::cos(angle1_rad), Math::sin(angle1_rad), 0.0); - p.velocity = rot * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_max[PARAM_INITIAL_LINEAR_VELOCITY], Math::randf()); + p.velocity = rot * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_max[PARAM_INITIAL_LINEAR_VELOCITY], (real_t)Math::randf()); } else { //initiate velocity spread in 3D real_t angle1_rad = Math::deg2rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * spread); @@ -775,7 +789,7 @@ void CPUParticles3D::_particles_process(double p_delta) { binormal.normalize(); Vector3 normal = binormal.cross(direction_nrm); spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z; - p.velocity = spread_direction * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_max[PARAM_INITIAL_LINEAR_VELOCITY], float(Math::randf())); + p.velocity = spread_direction * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_max[PARAM_INITIAL_LINEAR_VELOCITY], (real_t)Math::randf()); } real_t base_angle = tex_angle * Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand); @@ -1046,7 +1060,7 @@ void CPUParticles3D::_particles_process(double p_delta) { p.color.g = color_rgb.y; p.color.b = color_rgb.z; - p.color *= p.base_color; + p.color *= p.base_color * p.start_color_rand; if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) { if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) { @@ -1333,6 +1347,11 @@ void CPUParticles3D::convert_from_particles(Node *p_particles) { set_color_ramp(gt->get_gradient()); } + Ref<GradientTexture1D> gti = material->get_color_initial_ramp(); + if (gti.is_valid()) { + set_color_initial_ramp(gti->get_gradient()); + } + set_particle_flag(PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY, material->get_particle_flag(ParticlesMaterial::PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY)); set_particle_flag(PARTICLE_FLAG_ROTATE_Y, material->get_particle_flag(ParticlesMaterial::PARTICLE_FLAG_ROTATE_Y)); set_particle_flag(PARTICLE_FLAG_DISABLE_Z, material->get_particle_flag(ParticlesMaterial::PARTICLE_FLAG_DISABLE_Z)); @@ -1459,6 +1478,9 @@ void CPUParticles3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &CPUParticles3D::set_color_ramp); ClassDB::bind_method(D_METHOD("get_color_ramp"), &CPUParticles3D::get_color_ramp); + ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &CPUParticles3D::set_color_initial_ramp); + ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &CPUParticles3D::get_color_initial_ramp); + ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &CPUParticles3D::set_particle_flag); ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &CPUParticles3D::get_particle_flag); @@ -1572,6 +1594,7 @@ void CPUParticles3D::_bind_methods() { ADD_GROUP("Color", ""); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_initial_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_initial_ramp", "get_color_initial_ramp"); ADD_GROUP("Hue Variation", "hue_"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_min", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_min", "get_param_min", PARAM_HUE_VARIATION); diff --git a/scene/3d/cpu_particles_3d.h b/scene/3d/cpu_particles_3d.h index aca7328a27..bd736bdf24 100644 --- a/scene/3d/cpu_particles_3d.h +++ b/scene/3d/cpu_particles_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (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: real_t scale_rand = 0.0; real_t hue_rot_rand = 0.0; real_t anim_offset_rand = 0.0; + Color start_color_rand; double time = 0.0; double lifetime = 0.0; Color base_color; @@ -160,6 +161,7 @@ private: Ref<Curve> curve_parameters[PARAM_MAX]; Color color = Color(1, 1, 1, 1); Ref<Gradient> color_ramp; + Ref<Gradient> color_initial_ramp; bool particle_flags[PARTICLE_FLAG_MAX] = {}; @@ -261,6 +263,9 @@ public: void set_color_ramp(const Ref<Gradient> &p_ramp); Ref<Gradient> get_color_ramp() const; + void set_color_initial_ramp(const Ref<Gradient> &p_ramp); + Ref<Gradient> get_color_initial_ramp() const; + void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable); bool get_particle_flag(ParticleFlags p_particle_flag) const; diff --git a/scene/3d/decal.cpp b/scene/3d/decal.cpp index 500bf4d8f5..dfac9055f5 100644 --- a/scene/3d/decal.cpp +++ b/scene/3d/decal.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/decal.h b/scene/3d/decal.h index e9bda3276d..740dd2c407 100644 --- a/scene/3d/decal.h +++ b/scene/3d/decal.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/fog_volume.cpp b/scene/3d/fog_volume.cpp index 694defd7dc..8d05254a25 100644 --- a/scene/3d/fog_volume.cpp +++ b/scene/3d/fog_volume.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/fog_volume.h b/scene/3d/fog_volume.h index 0807fb22e6..68d5c58169 100644 --- a/scene/3d/fog_volume.h +++ b/scene/3d/fog_volume.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp index b35a45576f..aaaa728838 100644 --- a/scene/3d/gpu_particles_3d.cpp +++ b/scene/3d/gpu_particles_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/gpu_particles_3d.h b/scene/3d/gpu_particles_3d.h index 5e96f660da..54ae84628a 100644 --- a/scene/3d/gpu_particles_3d.h +++ b/scene/3d/gpu_particles_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp index 2235de1599..54fbc720ce 100644 --- a/scene/3d/gpu_particles_collision_3d.cpp +++ b/scene/3d/gpu_particles_collision_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -62,68 +62,68 @@ GPUParticlesCollision3D::~GPUParticlesCollision3D() { ///////////////////////////////// -void GPUParticlesCollisionSphere::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesCollisionSphere::set_radius); - ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesCollisionSphere::get_radius); +void GPUParticlesCollisionSphere3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesCollisionSphere3D::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesCollisionSphere3D::get_radius); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_radius", "get_radius"); } -void GPUParticlesCollisionSphere::set_radius(real_t p_radius) { +void GPUParticlesCollisionSphere3D::set_radius(real_t p_radius) { radius = p_radius; RS::get_singleton()->particles_collision_set_sphere_radius(_get_collision(), radius); update_gizmos(); } -real_t GPUParticlesCollisionSphere::get_radius() const { +real_t GPUParticlesCollisionSphere3D::get_radius() const { return radius; } -AABB GPUParticlesCollisionSphere::get_aabb() const { +AABB GPUParticlesCollisionSphere3D::get_aabb() const { return AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2, radius * 2, radius * 2)); } -GPUParticlesCollisionSphere::GPUParticlesCollisionSphere() : +GPUParticlesCollisionSphere3D::GPUParticlesCollisionSphere3D() : GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE) { } -GPUParticlesCollisionSphere::~GPUParticlesCollisionSphere() { +GPUParticlesCollisionSphere3D::~GPUParticlesCollisionSphere3D() { } /////////////////////////// -void GPUParticlesCollisionBox::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionBox::set_extents); - ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionBox::get_extents); +void GPUParticlesCollisionBox3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionBox3D::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionBox3D::get_extents); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); } -void GPUParticlesCollisionBox::set_extents(const Vector3 &p_extents) { +void GPUParticlesCollisionBox3D::set_extents(const Vector3 &p_extents) { extents = p_extents; RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); update_gizmos(); } -Vector3 GPUParticlesCollisionBox::get_extents() const { +Vector3 GPUParticlesCollisionBox3D::get_extents() const { return extents; } -AABB GPUParticlesCollisionBox::get_aabb() const { +AABB GPUParticlesCollisionBox3D::get_aabb() const { return AABB(-extents, extents * 2); } -GPUParticlesCollisionBox::GPUParticlesCollisionBox() : +GPUParticlesCollisionBox3D::GPUParticlesCollisionBox3D() : GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE) { } -GPUParticlesCollisionBox::~GPUParticlesCollisionBox() { +GPUParticlesCollisionBox3D::~GPUParticlesCollisionBox3D() { } /////////////////////////////// /////////////////////////// -void GPUParticlesCollisionSDF::_find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes) { +void GPUParticlesCollisionSDF3D::_find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes) { MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_at_node); if (mi && mi->is_visible_in_tree()) { Ref<Mesh> mesh = mi->get_mesh(); @@ -172,7 +172,7 @@ void GPUParticlesCollisionSDF::_find_meshes(const AABB &p_aabb, Node *p_at_node, } } -uint32_t GPUParticlesCollisionSDF::_create_bvh(LocalVector<BVH> &bvh_tree, FacePos *p_faces, uint32_t p_face_count, const Face3 *p_triangles, float p_thickness) { +uint32_t GPUParticlesCollisionSDF3D::_create_bvh(LocalVector<BVH> &bvh_tree, FacePos *p_faces, uint32_t p_face_count, const Face3 *p_triangles, float p_thickness) { if (p_face_count == 1) { return BVH::LEAF_BIT | p_faces[0].index; } @@ -220,7 +220,7 @@ static _FORCE_INLINE_ real_t Vector3_dot2(const Vector3 &p_vec3) { return p_vec3.dot(p_vec3); } -void GPUParticlesCollisionSDF::_find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance) { +void GPUParticlesCollisionSDF3D::_find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance) { if (p_bvh_cell & BVH::LEAF_BIT) { p_bvh_cell &= BVH::LEAF_MASK; //remove bit @@ -321,7 +321,7 @@ void GPUParticlesCollisionSDF::_find_closest_distance(const Vector3 &p_pos, cons } } -void GPUParticlesCollisionSDF::_compute_sdf_z(uint32_t p_z, ComputeSDFParams *params) { +void GPUParticlesCollisionSDF3D::_compute_sdf_z(uint32_t p_z, ComputeSDFParams *params) { int32_t z_ofs = p_z * params->size.y * params->size.x; for (int32_t y = 0; y < params->size.y; y++) { int32_t y_ofs = z_ofs + y * params->size.x; @@ -338,10 +338,10 @@ void GPUParticlesCollisionSDF::_compute_sdf_z(uint32_t p_z, ComputeSDFParams *pa } } -void GPUParticlesCollisionSDF::_compute_sdf(ComputeSDFParams *params) { +void GPUParticlesCollisionSDF3D::_compute_sdf(ComputeSDFParams *params) { ThreadWorkPool work_pool; work_pool.init(); - work_pool.begin_work(params->size.z, this, &GPUParticlesCollisionSDF::_compute_sdf_z, params); + work_pool.begin_work(params->size.z, this, &GPUParticlesCollisionSDF3D::_compute_sdf_z, params); while (!work_pool.is_done_dispatching()) { OS::get_singleton()->delay_usec(10000); bake_step_function(work_pool.get_work_index() * 100 / params->size.z, "Baking SDF"); @@ -350,7 +350,7 @@ void GPUParticlesCollisionSDF::_compute_sdf(ComputeSDFParams *params) { work_pool.finish(); } -Vector3i GPUParticlesCollisionSDF::get_estimated_cell_size() const { +Vector3i GPUParticlesCollisionSDF3D::get_estimated_cell_size() const { static const int subdivs[RESOLUTION_MAX] = { 16, 32, 64, 128, 256, 512 }; int subdiv = subdivs[get_resolution()]; @@ -365,7 +365,7 @@ Vector3i GPUParticlesCollisionSDF::get_estimated_cell_size() const { return sdf_size; } -Ref<Image> GPUParticlesCollisionSDF::bake() { +Ref<Image> GPUParticlesCollisionSDF3D::bake() { static const int subdivs[RESOLUTION_MAX] = { 16, 32, 64, 128, 256, 512 }; int subdiv = subdivs[get_resolution()]; @@ -501,18 +501,18 @@ Ref<Image> GPUParticlesCollisionSDF::bake() { return ret; } -void GPUParticlesCollisionSDF::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionSDF::set_extents); - ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionSDF::get_extents); +void GPUParticlesCollisionSDF3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionSDF3D::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionSDF3D::get_extents); - ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionSDF::set_resolution); - ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionSDF::get_resolution); + ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionSDF3D::set_resolution); + ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionSDF3D::get_resolution); - ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticlesCollisionSDF::set_texture); - ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticlesCollisionSDF::get_texture); + ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticlesCollisionSDF3D::set_texture); + ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticlesCollisionSDF3D::get_texture); - ClassDB::bind_method(D_METHOD("set_thickness", "thickness"), &GPUParticlesCollisionSDF::set_thickness); - ClassDB::bind_method(D_METHOD("get_thickness"), &GPUParticlesCollisionSDF::get_thickness); + ClassDB::bind_method(D_METHOD("set_thickness", "thickness"), &GPUParticlesCollisionSDF3D::set_thickness); + ClassDB::bind_method(D_METHOD("get_thickness"), &GPUParticlesCollisionSDF3D::get_thickness); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "16,32,64,128,256,512"), "set_resolution", "get_resolution"); @@ -528,62 +528,62 @@ void GPUParticlesCollisionSDF::_bind_methods() { BIND_ENUM_CONSTANT(RESOLUTION_MAX); } -void GPUParticlesCollisionSDF::set_thickness(float p_thickness) { +void GPUParticlesCollisionSDF3D::set_thickness(float p_thickness) { thickness = p_thickness; } -float GPUParticlesCollisionSDF::get_thickness() const { +float GPUParticlesCollisionSDF3D::get_thickness() const { return thickness; } -void GPUParticlesCollisionSDF::set_extents(const Vector3 &p_extents) { +void GPUParticlesCollisionSDF3D::set_extents(const Vector3 &p_extents) { extents = p_extents; RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); update_gizmos(); } -Vector3 GPUParticlesCollisionSDF::get_extents() const { +Vector3 GPUParticlesCollisionSDF3D::get_extents() const { return extents; } -void GPUParticlesCollisionSDF::set_resolution(Resolution p_resolution) { +void GPUParticlesCollisionSDF3D::set_resolution(Resolution p_resolution) { resolution = p_resolution; update_gizmos(); } -GPUParticlesCollisionSDF::Resolution GPUParticlesCollisionSDF::get_resolution() const { +GPUParticlesCollisionSDF3D::Resolution GPUParticlesCollisionSDF3D::get_resolution() const { return resolution; } -void GPUParticlesCollisionSDF::set_texture(const Ref<Texture3D> &p_texture) { +void GPUParticlesCollisionSDF3D::set_texture(const Ref<Texture3D> &p_texture) { texture = p_texture; RID tex = texture.is_valid() ? texture->get_rid() : RID(); RS::get_singleton()->particles_collision_set_field_texture(_get_collision(), tex); } -Ref<Texture3D> GPUParticlesCollisionSDF::get_texture() const { +Ref<Texture3D> GPUParticlesCollisionSDF3D::get_texture() const { return texture; } -AABB GPUParticlesCollisionSDF::get_aabb() const { +AABB GPUParticlesCollisionSDF3D::get_aabb() const { return AABB(-extents, extents * 2); } -GPUParticlesCollisionSDF::BakeBeginFunc GPUParticlesCollisionSDF::bake_begin_function = nullptr; -GPUParticlesCollisionSDF::BakeStepFunc GPUParticlesCollisionSDF::bake_step_function = nullptr; -GPUParticlesCollisionSDF::BakeEndFunc GPUParticlesCollisionSDF::bake_end_function = nullptr; +GPUParticlesCollisionSDF3D::BakeBeginFunc GPUParticlesCollisionSDF3D::bake_begin_function = nullptr; +GPUParticlesCollisionSDF3D::BakeStepFunc GPUParticlesCollisionSDF3D::bake_step_function = nullptr; +GPUParticlesCollisionSDF3D::BakeEndFunc GPUParticlesCollisionSDF3D::bake_end_function = nullptr; -GPUParticlesCollisionSDF::GPUParticlesCollisionSDF() : +GPUParticlesCollisionSDF3D::GPUParticlesCollisionSDF3D() : GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE) { } -GPUParticlesCollisionSDF::~GPUParticlesCollisionSDF() { +GPUParticlesCollisionSDF3D::~GPUParticlesCollisionSDF3D() { } //////////////////////////// //////////////////////////// -void GPUParticlesCollisionHeightField::_notification(int p_what) { +void GPUParticlesCollisionHeightField3D::_notification(int p_what) { if (p_what == NOTIFICATION_INTERNAL_PROCESS) { if (update_mode == UPDATE_MODE_ALWAYS) { RS::get_singleton()->particles_collision_height_field_update(_get_collision()); @@ -628,21 +628,21 @@ void GPUParticlesCollisionHeightField::_notification(int p_what) { } } -void GPUParticlesCollisionHeightField::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionHeightField::set_extents); - ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionHeightField::get_extents); +void GPUParticlesCollisionHeightField3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionHeightField3D::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionHeightField3D::get_extents); - ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionHeightField::set_resolution); - ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionHeightField::get_resolution); + ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionHeightField3D::set_resolution); + ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionHeightField3D::get_resolution); - ClassDB::bind_method(D_METHOD("set_update_mode", "update_mode"), &GPUParticlesCollisionHeightField::set_update_mode); - ClassDB::bind_method(D_METHOD("get_update_mode"), &GPUParticlesCollisionHeightField::get_update_mode); + ClassDB::bind_method(D_METHOD("set_update_mode", "update_mode"), &GPUParticlesCollisionHeightField3D::set_update_mode); + ClassDB::bind_method(D_METHOD("get_update_mode"), &GPUParticlesCollisionHeightField3D::get_update_mode); - ClassDB::bind_method(D_METHOD("set_follow_camera_mode", "enabled"), &GPUParticlesCollisionHeightField::set_follow_camera_mode); - ClassDB::bind_method(D_METHOD("is_follow_camera_mode_enabled"), &GPUParticlesCollisionHeightField::is_follow_camera_mode_enabled); + ClassDB::bind_method(D_METHOD("set_follow_camera_mode", "enabled"), &GPUParticlesCollisionHeightField3D::set_follow_camera_mode); + ClassDB::bind_method(D_METHOD("is_follow_camera_mode_enabled"), &GPUParticlesCollisionHeightField3D::is_follow_camera_mode_enabled); - ClassDB::bind_method(D_METHOD("set_follow_camera_push_ratio", "ratio"), &GPUParticlesCollisionHeightField::set_follow_camera_push_ratio); - ClassDB::bind_method(D_METHOD("get_follow_camera_push_ratio"), &GPUParticlesCollisionHeightField::get_follow_camera_push_ratio); + ClassDB::bind_method(D_METHOD("set_follow_camera_push_ratio", "ratio"), &GPUParticlesCollisionHeightField3D::set_follow_camera_push_ratio); + ClassDB::bind_method(D_METHOD("get_follow_camera_push_ratio"), &GPUParticlesCollisionHeightField3D::get_follow_camera_push_ratio); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "256,512,1024,2048,4096,8192"), "set_resolution", "get_resolution"); @@ -663,63 +663,63 @@ void GPUParticlesCollisionHeightField::_bind_methods() { BIND_ENUM_CONSTANT(UPDATE_MODE_ALWAYS); } -void GPUParticlesCollisionHeightField::set_follow_camera_push_ratio(float p_follow_camera_push_ratio) { +void GPUParticlesCollisionHeightField3D::set_follow_camera_push_ratio(float p_follow_camera_push_ratio) { follow_camera_push_ratio = p_follow_camera_push_ratio; } -float GPUParticlesCollisionHeightField::get_follow_camera_push_ratio() const { +float GPUParticlesCollisionHeightField3D::get_follow_camera_push_ratio() const { return follow_camera_push_ratio; } -void GPUParticlesCollisionHeightField::set_extents(const Vector3 &p_extents) { +void GPUParticlesCollisionHeightField3D::set_extents(const Vector3 &p_extents) { extents = p_extents; RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); update_gizmos(); RS::get_singleton()->particles_collision_height_field_update(_get_collision()); } -Vector3 GPUParticlesCollisionHeightField::get_extents() const { +Vector3 GPUParticlesCollisionHeightField3D::get_extents() const { return extents; } -void GPUParticlesCollisionHeightField::set_resolution(Resolution p_resolution) { +void GPUParticlesCollisionHeightField3D::set_resolution(Resolution p_resolution) { resolution = p_resolution; RS::get_singleton()->particles_collision_set_height_field_resolution(_get_collision(), RS::ParticlesCollisionHeightfieldResolution(resolution)); update_gizmos(); RS::get_singleton()->particles_collision_height_field_update(_get_collision()); } -GPUParticlesCollisionHeightField::Resolution GPUParticlesCollisionHeightField::get_resolution() const { +GPUParticlesCollisionHeightField3D::Resolution GPUParticlesCollisionHeightField3D::get_resolution() const { return resolution; } -void GPUParticlesCollisionHeightField::set_update_mode(UpdateMode p_update_mode) { +void GPUParticlesCollisionHeightField3D::set_update_mode(UpdateMode p_update_mode) { update_mode = p_update_mode; set_process_internal(follow_camera_mode || update_mode == UPDATE_MODE_ALWAYS); } -GPUParticlesCollisionHeightField::UpdateMode GPUParticlesCollisionHeightField::get_update_mode() const { +GPUParticlesCollisionHeightField3D::UpdateMode GPUParticlesCollisionHeightField3D::get_update_mode() const { return update_mode; } -void GPUParticlesCollisionHeightField::set_follow_camera_mode(bool p_enabled) { +void GPUParticlesCollisionHeightField3D::set_follow_camera_mode(bool p_enabled) { follow_camera_mode = p_enabled; set_process_internal(follow_camera_mode || update_mode == UPDATE_MODE_ALWAYS); } -bool GPUParticlesCollisionHeightField::is_follow_camera_mode_enabled() const { +bool GPUParticlesCollisionHeightField3D::is_follow_camera_mode_enabled() const { return follow_camera_mode; } -AABB GPUParticlesCollisionHeightField::get_aabb() const { +AABB GPUParticlesCollisionHeightField3D::get_aabb() const { return AABB(-extents, extents * 2); } -GPUParticlesCollisionHeightField::GPUParticlesCollisionHeightField() : +GPUParticlesCollisionHeightField3D::GPUParticlesCollisionHeightField3D() : GPUParticlesCollision3D(RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE) { } -GPUParticlesCollisionHeightField::~GPUParticlesCollisionHeightField() { +GPUParticlesCollisionHeightField3D::~GPUParticlesCollisionHeightField3D() { } //////////////////////////// @@ -792,104 +792,104 @@ GPUParticlesAttractor3D::~GPUParticlesAttractor3D() { ///////////////////////////////// -void GPUParticlesAttractorSphere::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesAttractorSphere::set_radius); - ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesAttractorSphere::get_radius); +void GPUParticlesAttractorSphere3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesAttractorSphere3D::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesAttractorSphere3D::get_radius); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_radius", "get_radius"); } -void GPUParticlesAttractorSphere::set_radius(real_t p_radius) { +void GPUParticlesAttractorSphere3D::set_radius(real_t p_radius) { radius = p_radius; RS::get_singleton()->particles_collision_set_sphere_radius(_get_collision(), radius); update_gizmos(); } -real_t GPUParticlesAttractorSphere::get_radius() const { +real_t GPUParticlesAttractorSphere3D::get_radius() const { return radius; } -AABB GPUParticlesAttractorSphere::get_aabb() const { +AABB GPUParticlesAttractorSphere3D::get_aabb() const { return AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2, radius * 2, radius * 2)); } -GPUParticlesAttractorSphere::GPUParticlesAttractorSphere() : +GPUParticlesAttractorSphere3D::GPUParticlesAttractorSphere3D() : GPUParticlesAttractor3D(RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT) { } -GPUParticlesAttractorSphere::~GPUParticlesAttractorSphere() { +GPUParticlesAttractorSphere3D::~GPUParticlesAttractorSphere3D() { } /////////////////////////// -void GPUParticlesAttractorBox::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorBox::set_extents); - ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorBox::get_extents); +void GPUParticlesAttractorBox3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorBox3D::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorBox3D::get_extents); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); } -void GPUParticlesAttractorBox::set_extents(const Vector3 &p_extents) { +void GPUParticlesAttractorBox3D::set_extents(const Vector3 &p_extents) { extents = p_extents; RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); update_gizmos(); } -Vector3 GPUParticlesAttractorBox::get_extents() const { +Vector3 GPUParticlesAttractorBox3D::get_extents() const { return extents; } -AABB GPUParticlesAttractorBox::get_aabb() const { +AABB GPUParticlesAttractorBox3D::get_aabb() const { return AABB(-extents, extents * 2); } -GPUParticlesAttractorBox::GPUParticlesAttractorBox() : +GPUParticlesAttractorBox3D::GPUParticlesAttractorBox3D() : GPUParticlesAttractor3D(RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT) { } -GPUParticlesAttractorBox::~GPUParticlesAttractorBox() { +GPUParticlesAttractorBox3D::~GPUParticlesAttractorBox3D() { } /////////////////////////// -void GPUParticlesAttractorVectorField::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorVectorField::set_extents); - ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorVectorField::get_extents); +void GPUParticlesAttractorVectorField3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorVectorField3D::set_extents); + ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorVectorField3D::get_extents); - ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticlesAttractorVectorField::set_texture); - ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticlesAttractorVectorField::get_texture); + ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticlesAttractorVectorField3D::set_texture); + ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticlesAttractorVectorField3D::get_texture); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture"); } -void GPUParticlesAttractorVectorField::set_extents(const Vector3 &p_extents) { +void GPUParticlesAttractorVectorField3D::set_extents(const Vector3 &p_extents) { extents = p_extents; RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents); update_gizmos(); } -Vector3 GPUParticlesAttractorVectorField::get_extents() const { +Vector3 GPUParticlesAttractorVectorField3D::get_extents() const { return extents; } -void GPUParticlesAttractorVectorField::set_texture(const Ref<Texture3D> &p_texture) { +void GPUParticlesAttractorVectorField3D::set_texture(const Ref<Texture3D> &p_texture) { texture = p_texture; RID tex = texture.is_valid() ? texture->get_rid() : RID(); RS::get_singleton()->particles_collision_set_field_texture(_get_collision(), tex); } -Ref<Texture3D> GPUParticlesAttractorVectorField::get_texture() const { +Ref<Texture3D> GPUParticlesAttractorVectorField3D::get_texture() const { return texture; } -AABB GPUParticlesAttractorVectorField::get_aabb() const { +AABB GPUParticlesAttractorVectorField3D::get_aabb() const { return AABB(-extents, extents * 2); } -GPUParticlesAttractorVectorField::GPUParticlesAttractorVectorField() : +GPUParticlesAttractorVectorField3D::GPUParticlesAttractorVectorField3D() : GPUParticlesAttractor3D(RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) { } -GPUParticlesAttractorVectorField::~GPUParticlesAttractorVectorField() { +GPUParticlesAttractorVectorField3D::~GPUParticlesAttractorVectorField3D() { } diff --git a/scene/3d/gpu_particles_collision_3d.h b/scene/3d/gpu_particles_collision_3d.h index fbf68ed6df..b6de1d83fc 100644 --- a/scene/3d/gpu_particles_collision_3d.h +++ b/scene/3d/gpu_particles_collision_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -55,8 +55,8 @@ public: ~GPUParticlesCollision3D(); }; -class GPUParticlesCollisionSphere : public GPUParticlesCollision3D { - GDCLASS(GPUParticlesCollisionSphere, GPUParticlesCollision3D); +class GPUParticlesCollisionSphere3D : public GPUParticlesCollision3D { + GDCLASS(GPUParticlesCollisionSphere3D, GPUParticlesCollision3D); real_t radius = 1.0; @@ -69,12 +69,12 @@ public: virtual AABB get_aabb() const override; - GPUParticlesCollisionSphere(); - ~GPUParticlesCollisionSphere(); + GPUParticlesCollisionSphere3D(); + ~GPUParticlesCollisionSphere3D(); }; -class GPUParticlesCollisionBox : public GPUParticlesCollision3D { - GDCLASS(GPUParticlesCollisionBox, GPUParticlesCollision3D); +class GPUParticlesCollisionBox3D : public GPUParticlesCollision3D { + GDCLASS(GPUParticlesCollisionBox3D, GPUParticlesCollision3D); Vector3 extents = Vector3(1, 1, 1); @@ -87,12 +87,12 @@ public: virtual AABB get_aabb() const override; - GPUParticlesCollisionBox(); - ~GPUParticlesCollisionBox(); + GPUParticlesCollisionBox3D(); + ~GPUParticlesCollisionBox3D(); }; -class GPUParticlesCollisionSDF : public GPUParticlesCollision3D { - GDCLASS(GPUParticlesCollisionSDF, GPUParticlesCollision3D); +class GPUParticlesCollisionSDF3D : public GPUParticlesCollision3D { + GDCLASS(GPUParticlesCollisionSDF3D, GPUParticlesCollision3D); public: enum Resolution { @@ -184,14 +184,14 @@ public: static BakeStepFunc bake_step_function; static BakeEndFunc bake_end_function; - GPUParticlesCollisionSDF(); - ~GPUParticlesCollisionSDF(); + GPUParticlesCollisionSDF3D(); + ~GPUParticlesCollisionSDF3D(); }; -VARIANT_ENUM_CAST(GPUParticlesCollisionSDF::Resolution) +VARIANT_ENUM_CAST(GPUParticlesCollisionSDF3D::Resolution) -class GPUParticlesCollisionHeightField : public GPUParticlesCollision3D { - GDCLASS(GPUParticlesCollisionHeightField, GPUParticlesCollision3D); +class GPUParticlesCollisionHeightField3D : public GPUParticlesCollision3D { + GDCLASS(GPUParticlesCollisionHeightField3D, GPUParticlesCollision3D); public: enum Resolution { @@ -239,12 +239,12 @@ public: virtual AABB get_aabb() const override; - GPUParticlesCollisionHeightField(); - ~GPUParticlesCollisionHeightField(); + GPUParticlesCollisionHeightField3D(); + ~GPUParticlesCollisionHeightField3D(); }; -VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::Resolution) -VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField::UpdateMode) +VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField3D::Resolution) +VARIANT_ENUM_CAST(GPUParticlesCollisionHeightField3D::UpdateMode) class GPUParticlesAttractor3D : public VisualInstance3D { GDCLASS(GPUParticlesAttractor3D, VisualInstance3D); @@ -279,8 +279,8 @@ public: ~GPUParticlesAttractor3D(); }; -class GPUParticlesAttractorSphere : public GPUParticlesAttractor3D { - GDCLASS(GPUParticlesAttractorSphere, GPUParticlesAttractor3D); +class GPUParticlesAttractorSphere3D : public GPUParticlesAttractor3D { + GDCLASS(GPUParticlesAttractorSphere3D, GPUParticlesAttractor3D); real_t radius = 1.0; @@ -293,12 +293,12 @@ public: virtual AABB get_aabb() const override; - GPUParticlesAttractorSphere(); - ~GPUParticlesAttractorSphere(); + GPUParticlesAttractorSphere3D(); + ~GPUParticlesAttractorSphere3D(); }; -class GPUParticlesAttractorBox : public GPUParticlesAttractor3D { - GDCLASS(GPUParticlesAttractorBox, GPUParticlesAttractor3D); +class GPUParticlesAttractorBox3D : public GPUParticlesAttractor3D { + GDCLASS(GPUParticlesAttractorBox3D, GPUParticlesAttractor3D); Vector3 extents = Vector3(1, 1, 1); @@ -311,12 +311,12 @@ public: virtual AABB get_aabb() const override; - GPUParticlesAttractorBox(); - ~GPUParticlesAttractorBox(); + GPUParticlesAttractorBox3D(); + ~GPUParticlesAttractorBox3D(); }; -class GPUParticlesAttractorVectorField : public GPUParticlesAttractor3D { - GDCLASS(GPUParticlesAttractorVectorField, GPUParticlesAttractor3D); +class GPUParticlesAttractorVectorField3D : public GPUParticlesAttractor3D { + GDCLASS(GPUParticlesAttractorVectorField3D, GPUParticlesAttractor3D); Vector3 extents = Vector3(1, 1, 1); Ref<Texture3D> texture; @@ -333,8 +333,8 @@ public: virtual AABB get_aabb() const override; - GPUParticlesAttractorVectorField(); - ~GPUParticlesAttractorVectorField(); + GPUParticlesAttractorVectorField3D(); + ~GPUParticlesAttractorVectorField3D(); }; #endif // GPU_PARTICLES_COLLISION_3D_H diff --git a/scene/3d/importer_mesh_instance_3d.cpp b/scene/3d/importer_mesh_instance_3d.cpp index 748a2e5092..7cd6a81532 100644 --- a/scene/3d/importer_mesh_instance_3d.cpp +++ b/scene/3d/importer_mesh_instance_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/importer_mesh_instance_3d.h b/scene/3d/importer_mesh_instance_3d.h index 0cf7dbe86b..3daf06771d 100644 --- a/scene/3d/importer_mesh_instance_3d.h +++ b/scene/3d/importer_mesh_instance_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/joint_3d.cpp b/scene/3d/joint_3d.cpp index aa5ca85bdf..bd47ab3462 100644 --- a/scene/3d/joint_3d.cpp +++ b/scene/3d/joint_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/joint_3d.h b/scene/3d/joint_3d.h index 211cf8e071..ea356ef3b7 100644 --- a/scene/3d/joint_3d.h +++ b/scene/3d/joint_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/light_3d.cpp index 5d9ae019c2..0a0507207a 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/light_3d.h index a9f5ce27b4..93dc8155bb 100644 --- a/scene/3d/light_3d.h +++ b/scene/3d/light_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp index 1b5d4ad243..d97d33117a 100644 --- a/scene/3d/lightmap_gi.cpp +++ b/scene/3d/lightmap_gi.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -614,7 +614,7 @@ void LightmapGI::_gen_new_positions_from_octree(const GenProbesOctree *p_cell, f } LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_path, Lightmapper::BakeStepFunc p_bake_step, void *p_bake_userdata) { - if (p_image_data_path == "") { + if (p_image_data_path.is_empty()) { if (get_light_data().is_null()) { return BAKE_ERROR_NO_SAVE_PATH; } @@ -884,15 +884,16 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa Light3D *light = lights_found[i].light; Transform3D xf = lights_found[i].xform; + Color linear_color = light->get_color().to_linear(); if (Object::cast_to<DirectionalLight3D>(light)) { DirectionalLight3D *l = Object::cast_to<DirectionalLight3D>(light); - lightmapper->add_directional_light(light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_axis(Vector3::AXIS_Z).normalized(), l->get_color(), l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_SIZE)); + lightmapper->add_directional_light(light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_axis(Vector3::AXIS_Z).normalized(), linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_SIZE)); } else if (Object::cast_to<OmniLight3D>(light)) { OmniLight3D *l = Object::cast_to<OmniLight3D>(light); - lightmapper->add_omni_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, l->get_color(), l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE)); + lightmapper->add_omni_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE)); } else if (Object::cast_to<SpotLight3D>(light)) { SpotLight3D *l = Object::cast_to<SpotLight3D>(light); - lightmapper->add_spot_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_axis(Vector3::AXIS_Z).normalized(), l->get_color(), l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE)); + lightmapper->add_spot_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_axis(Vector3::AXIS_Z).normalized(), linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE)); } } for (int i = 0; i < probes_found.size(); i++) { diff --git a/scene/3d/lightmap_gi.h b/scene/3d/lightmap_gi.h index e73350fd64..66acf4f487 100644 --- a/scene/3d/lightmap_gi.h +++ b/scene/3d/lightmap_gi.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/lightmap_probe.cpp b/scene/3d/lightmap_probe.cpp index 830b97ffab..641b0a4c48 100644 --- a/scene/3d/lightmap_probe.cpp +++ b/scene/3d/lightmap_probe.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/lightmap_probe.h b/scene/3d/lightmap_probe.h index df87ed49dd..11b35451a1 100644 --- a/scene/3d/lightmap_probe.h +++ b/scene/3d/lightmap_probe.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/lightmapper.cpp b/scene/3d/lightmapper.cpp index 9e5078ba95..8ab710d98f 100644 --- a/scene/3d/lightmapper.cpp +++ b/scene/3d/lightmapper.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/lightmapper.h b/scene/3d/lightmapper.h index d028628901..f641c99ec1 100644 --- a/scene/3d/lightmapper.h +++ b/scene/3d/lightmapper.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp index ae686143e4..58ff512130 100644 --- a/scene/3d/mesh_instance_3d.cpp +++ b/scene/3d/mesh_instance_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/mesh_instance_3d.h b/scene/3d/mesh_instance_3d.h index 8f21726601..03ee3cd608 100644 --- a/scene/3d/mesh_instance_3d.h +++ b/scene/3d/mesh_instance_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/multimesh_instance_3d.cpp index 2adef115cf..34b1e86435 100644 --- a/scene/3d/multimesh_instance_3d.cpp +++ b/scene/3d/multimesh_instance_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/multimesh_instance_3d.h index 63735fd3a6..d03b24eb4e 100644 --- a/scene/3d/multimesh_instance_3d.h +++ b/scene/3d/multimesh_instance_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp index 1bc7d20c19..e90971845e 100644 --- a/scene/3d/navigation_agent_3d.cpp +++ b/scene/3d/navigation_agent_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_agent_3d.h b/scene/3d/navigation_agent_3d.h index bebfdc5f7e..aebd5be7e4 100644 --- a/scene/3d/navigation_agent_3d.h +++ b/scene/3d/navigation_agent_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp index f9fff802e0..b1f6f0cf91 100644 --- a/scene/3d/navigation_obstacle_3d.cpp +++ b/scene/3d/navigation_obstacle_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_obstacle_3d.h b/scene/3d/navigation_obstacle_3d.h index 12c813ab08..542d603a0a 100644 --- a/scene/3d/navigation_obstacle_3d.h +++ b/scene/3d/navigation_obstacle_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_region_3d.cpp b/scene/3d/navigation_region_3d.cpp index 473368cf69..1e298e0137 100644 --- a/scene/3d/navigation_region_3d.cpp +++ b/scene/3d/navigation_region_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_region_3d.h b/scene/3d/navigation_region_3d.h index ec7761ef93..1a50bb5f64 100644 --- a/scene/3d/navigation_region_3d.h +++ b/scene/3d/navigation_region_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/node_3d.cpp b/scene/3d/node_3d.cpp index ddd9d2da8a..2a611d9ce7 100644 --- a/scene/3d/node_3d.cpp +++ b/scene/3d/node_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/node_3d.h b/scene/3d/node_3d.h index 3e21eb12be..31f7d45797 100644 --- a/scene/3d/node_3d.h +++ b/scene/3d/node_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/occluder_instance_3d.cpp b/scene/3d/occluder_instance_3d.cpp index aeac430cd9..e0e2eae4a5 100644 --- a/scene/3d/occluder_instance_3d.cpp +++ b/scene/3d/occluder_instance_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -291,7 +291,7 @@ void OccluderInstance3D::_bake_node(Node *p_node, PackedVector3Array &r_vertices } OccluderInstance3D::BakeError OccluderInstance3D::bake(Node *p_from_node, String p_occluder_path) { - if (p_occluder_path == "") { + if (p_occluder_path.is_empty()) { if (get_occluder().is_null()) { return BAKE_ERROR_NO_SAVE_PATH; } diff --git a/scene/3d/occluder_instance_3d.h b/scene/3d/occluder_instance_3d.h index 173614b80c..8a8d4c9af4 100644 --- a/scene/3d/occluder_instance_3d.h +++ b/scene/3d/occluder_instance_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/path_3d.cpp index a0eac76e39..6e1c9ef781 100644 --- a/scene/3d/path_3d.cpp +++ b/scene/3d/path_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/path_3d.h index 1ffe291100..32ca5a1beb 100644 --- a/scene/3d/path_3d.h +++ b/scene/3d/path_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 393e29e398..b3192a5bb5 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -875,30 +875,59 @@ int RigidDynamicBody3D::get_max_contacts_reported() const { return max_contacts_reported; } -void RigidDynamicBody3D::add_central_force(const Vector3 &p_force) { - PhysicsServer3D::get_singleton()->body_add_central_force(get_rid(), p_force); +void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) { + PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); } -void RigidDynamicBody3D::add_force(const Vector3 &p_force, const Vector3 &p_position) { +void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); - singleton->body_add_force(get_rid(), p_force, p_position); + singleton->body_apply_impulse(get_rid(), p_impulse, p_position); } -void RigidDynamicBody3D::add_torque(const Vector3 &p_torque) { - PhysicsServer3D::get_singleton()->body_add_torque(get_rid(), p_torque); +void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) { + PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); } -void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) { - PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); +void RigidDynamicBody3D::apply_central_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force); } -void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { +void RigidDynamicBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); - singleton->body_apply_impulse(get_rid(), p_impulse, p_position); + singleton->body_apply_force(get_rid(), p_force, p_position); } -void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) { - PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); +void RigidDynamicBody3D::apply_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque); +} + +void RigidDynamicBody3D::add_constant_central_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); +} + +void RigidDynamicBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { + PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); + singleton->body_add_constant_force(get_rid(), p_force, p_position); +} + +void RigidDynamicBody3D::add_constant_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); +} + +void RigidDynamicBody3D::set_constant_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force); +} + +Vector3 RigidDynamicBody3D::get_constant_force() const { + return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid()); +} + +void RigidDynamicBody3D::set_constant_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); +} + +Vector3 RigidDynamicBody3D::get_constant_torque() const { + return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid()); } void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) { @@ -1024,14 +1053,24 @@ void RigidDynamicBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody3D::set_axis_velocity); - ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody3D::add_central_force); - ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody3D::add_force, Vector3()); - ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody3D::add_torque); - ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse); + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody3D::apply_central_force); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody3D::apply_force, Vector3()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody3D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody3D::add_constant_central_force); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody3D::add_constant_force, Vector3()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody3D::add_constant_torque); + + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody3D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody3D::get_constant_force); + + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody3D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody3D::get_constant_torque); + ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping); @@ -1075,6 +1114,9 @@ void RigidDynamicBody3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + ADD_GROUP("Constant Forces", "constant_"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_force"), "set_constant_force", "get_constant_force"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque"), "set_constant_torque", "get_constant_torque"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 2ea796d335..e37b841117 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -306,14 +306,24 @@ public: Array get_colliding_bodies() const; - void add_central_force(const Vector3 &p_force); - void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); - void add_torque(const Vector3 &p_torque); - void apply_central_impulse(const Vector3 &p_impulse); void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); void apply_torque_impulse(const Vector3 &p_impulse); + void apply_central_force(const Vector3 &p_force); + void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); + void apply_torque(const Vector3 &p_torque); + + void add_constant_central_force(const Vector3 &p_force); + void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); + void add_constant_torque(const Vector3 &p_torque); + + void set_constant_force(const Vector3 &p_force); + Vector3 get_constant_force() const; + + void set_constant_torque(const Vector3 &p_torque); + Vector3 get_constant_torque() const; + virtual TypedArray<String> get_configuration_warnings() const override; RigidDynamicBody3D(); diff --git a/scene/3d/position_3d.cpp b/scene/3d/position_3d.cpp index 9747465103..7dc1b1ace0 100644 --- a/scene/3d/position_3d.cpp +++ b/scene/3d/position_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 065b14c3bd..5514399e6e 100644 --- a/scene/3d/position_3d.h +++ b/scene/3d/position_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/ray_cast_3d.cpp index bfa397a1f5..d2ba6809b3 100644 --- a/scene/3d/ray_cast_3d.cpp +++ b/scene/3d/ray_cast_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/ray_cast_3d.h index 5c2a61c35b..a580afe8db 100644 --- a/scene/3d/ray_cast_3d.h +++ b/scene/3d/ray_cast_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f7f19596a7..be655e71db 100644 --- a/scene/3d/reflection_probe.cpp +++ b/scene/3d/reflection_probe.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -76,13 +76,13 @@ float ReflectionProbe::get_max_distance() const { return max_distance; } -void ReflectionProbe::set_lod_threshold(float p_pixels) { - lod_threshold = p_pixels; - RS::get_singleton()->reflection_probe_set_lod_threshold(probe, p_pixels); +void ReflectionProbe::set_mesh_lod_threshold(float p_pixels) { + mesh_lod_threshold = p_pixels; + RS::get_singleton()->reflection_probe_set_mesh_lod_threshold(probe, p_pixels); } -float ReflectionProbe::get_lod_threshold() const { - return lod_threshold; +float ReflectionProbe::get_mesh_lod_threshold() const { + return mesh_lod_threshold; } void ReflectionProbe::set_extents(const Vector3 &p_extents) { @@ -207,8 +207,8 @@ void ReflectionProbe::_bind_methods() { ClassDB::bind_method(D_METHOD("set_max_distance", "max_distance"), &ReflectionProbe::set_max_distance); ClassDB::bind_method(D_METHOD("get_max_distance"), &ReflectionProbe::get_max_distance); - ClassDB::bind_method(D_METHOD("set_lod_threshold", "ratio"), &ReflectionProbe::set_lod_threshold); - ClassDB::bind_method(D_METHOD("get_lod_threshold"), &ReflectionProbe::get_lod_threshold); + ClassDB::bind_method(D_METHOD("set_mesh_lod_threshold", "ratio"), &ReflectionProbe::set_mesh_lod_threshold); + ClassDB::bind_method(D_METHOD("get_mesh_lod_threshold"), &ReflectionProbe::get_mesh_lod_threshold); ClassDB::bind_method(D_METHOD("set_extents", "extents"), &ReflectionProbe::set_extents); ClassDB::bind_method(D_METHOD("get_extents"), &ReflectionProbe::get_extents); @@ -240,7 +240,7 @@ void ReflectionProbe::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interior"), "set_as_interior", "is_set_as_interior"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enable_shadows"), "set_enable_shadows", "are_shadows_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_threshold", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_lod_threshold", "get_lod_threshold"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mesh_lod_threshold", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_mesh_lod_threshold", "get_mesh_lod_threshold"); ADD_GROUP("Ambient", "ambient_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "ambient_mode", PROPERTY_HINT_ENUM, "Disabled,Environment,Constant Color"), "set_ambient_mode", "get_ambient_mode"); diff --git a/scene/3d/reflection_probe.h b/scene/3d/reflection_probe.h index d1b9b12f65..d0643496a4 100644 --- a/scene/3d/reflection_probe.h +++ b/scene/3d/reflection_probe.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -60,7 +60,7 @@ private: AmbientMode ambient_mode = AMBIENT_ENVIRONMENT; Color ambient_color = Color(0, 0, 0); float ambient_color_energy = 1.0; - float lod_threshold = 1.0; + float mesh_lod_threshold = 1.0; uint32_t cull_mask = (1 << 20) - 1; UpdateMode update_mode = UPDATE_ONCE; @@ -88,8 +88,8 @@ public: void set_max_distance(float p_distance); float get_max_distance() const; - void set_lod_threshold(float p_pixels); - float get_lod_threshold() const; + void set_mesh_lod_threshold(float p_pixels); + float get_mesh_lod_threshold() const; void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; diff --git a/scene/3d/remote_transform_3d.cpp b/scene/3d/remote_transform_3d.cpp index d890609e23..2770b6f40c 100644 --- a/scene/3d/remote_transform_3d.cpp +++ b/scene/3d/remote_transform_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/remote_transform_3d.h index 321bd3b51e..03bb253578 100644 --- a/scene/3d/remote_transform_3d.h +++ b/scene/3d/remote_transform_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/skeleton_3d.cpp index 04b5b88ef8..3957a1653f 100644 --- a/scene/3d/skeleton_3d.cpp +++ b/scene/3d/skeleton_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -506,7 +506,7 @@ int Skeleton3D::get_bone_axis_forward_enum(int p_bone) { // Skeleton creation api void Skeleton3D::add_bone(const String &p_name) { - ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1); + ERR_FAIL_COND(p_name.is_empty() || p_name.find(":") != -1 || p_name.find("/") != -1); for (int i = 0; i < bones.size(); i++) { ERR_FAIL_COND(bones[i].name == p_name); diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h index f7bc3df94e..80ff2a1f79 100644 --- a/scene/3d/skeleton_3d.h +++ b/scene/3d/skeleton_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp index 1498955ec0..6089c785a2 100644 --- a/scene/3d/skeleton_ik_3d.cpp +++ b/scene/3d/skeleton_ik_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_ik_3d.h b/scene/3d/skeleton_ik_3d.h index ccb25bcd4c..3ced5c49d3 100644 --- a/scene/3d/skeleton_ik_3d.h +++ b/scene/3d/skeleton_ik_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_dynamic_body_3d.cpp b/scene/3d/soft_dynamic_body_3d.cpp index d9907430fc..8ee777bcbf 100644 --- a/scene/3d/soft_dynamic_body_3d.cpp +++ b/scene/3d/soft_dynamic_body_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_dynamic_body_3d.h b/scene/3d/soft_dynamic_body_3d.h index daef9acac0..c30ec701c7 100644 --- a/scene/3d/soft_dynamic_body_3d.h +++ b/scene/3d/soft_dynamic_body_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/spring_arm_3d.cpp index 0b5af8823b..e0cd44e05b 100644 --- a/scene/3d/spring_arm_3d.cpp +++ b/scene/3d/spring_arm_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/3d/spring_arm_3d.h index 63505ab9d3..b247ea1707 100644 --- a/scene/3d/spring_arm_3d.h +++ b/scene/3d/spring_arm_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 197a5c0f27..2b4ddce0e2 100644 --- a/scene/3d/sprite_3d.cpp +++ b/scene/3d/sprite_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -998,13 +998,13 @@ void AnimatedSprite3D::_validate_property(PropertyInfo &property) const { } property.hint_string += String(E->get()); - if (animation == E) { + if (animation == E->get()) { current_found = true; } } if (!current_found) { - if (property.hint_string == String()) { + if (property.hint_string.is_empty()) { property.hint_string = String(animation); } else { property.hint_string = String(animation) + "," + property.hint_string; diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h index 61448c0e32..6a61219edf 100644 --- a/scene/3d/sprite_3d.h +++ b/scene/3d/sprite_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/vehicle_body_3d.cpp index 90db093137..a5fd3a7dd0 100644 --- a/scene/3d/vehicle_body_3d.cpp +++ b/scene/3d/vehicle_body_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (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 +225,10 @@ bool VehicleWheel3D::is_in_contact() const { return m_raycastInfo.m_isInContact; } +Node3D *VehicleWheel3D::get_contact_body() const { + return m_raycastInfo.m_groundObject; +} + void VehicleWheel3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius", "length"), &VehicleWheel3D::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &VehicleWheel3D::get_radius); @@ -257,6 +261,7 @@ void VehicleWheel3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_friction_slip"), &VehicleWheel3D::get_friction_slip); ClassDB::bind_method(D_METHOD("is_in_contact"), &VehicleWheel3D::is_in_contact); + ClassDB::bind_method(D_METHOD("get_contact_body"), &VehicleWheel3D::get_contact_body); ClassDB::bind_method(D_METHOD("set_roll_influence", "roll_influence"), &VehicleWheel3D::set_roll_influence); ClassDB::bind_method(D_METHOD("get_roll_influence"), &VehicleWheel3D::get_roll_influence); @@ -413,9 +418,8 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { ray_params.exclude = exclude; ray_params.collision_mask = get_collision_mask(); - bool col = ss->intersect_ray(ray_params, rr); - wheel.m_raycastInfo.m_groundObject = nullptr; + bool col = ss->intersect_ray(ray_params, rr); if (col) { param = source.distance_to(rr.position) / source.distance_to(target); diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h index a798c76c1f..d2371d819b 100644 --- a/scene/3d/vehicle_body_3d.h +++ b/scene/3d/vehicle_body_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (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 +129,8 @@ public: bool is_in_contact() const; + Node3D *get_contact_body() const; + void set_roll_influence(real_t p_value); real_t get_roll_influence() const; diff --git a/scene/3d/velocity_tracker_3d.cpp b/scene/3d/velocity_tracker_3d.cpp index 200664a41b..5bfe519440 100644 --- a/scene/3d/velocity_tracker_3d.cpp +++ b/scene/3d/velocity_tracker_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/velocity_tracker_3d.h b/scene/3d/velocity_tracker_3d.h index 827c3f5bd8..7fdcacc9c1 100644 --- a/scene/3d/velocity_tracker_3d.h +++ b/scene/3d/velocity_tracker_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/visible_on_screen_notifier_3d.cpp b/scene/3d/visible_on_screen_notifier_3d.cpp index 3d0bc3df9c..44d2a3e03f 100644 --- a/scene/3d/visible_on_screen_notifier_3d.cpp +++ b/scene/3d/visible_on_screen_notifier_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/visible_on_screen_notifier_3d.h b/scene/3d/visible_on_screen_notifier_3d.h index fb7137c4f0..852c7e2ed3 100644 --- a/scene/3d/visible_on_screen_notifier_3d.h +++ b/scene/3d/visible_on_screen_notifier_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/3d/visual_instance_3d.cpp index d407592376..13729db618 100644 --- a/scene/3d/visual_instance_3d.cpp +++ b/scene/3d/visual_instance_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -184,6 +184,7 @@ float GeometryInstance3D::get_visibility_range_end() const { void GeometryInstance3D::set_visibility_range_begin_margin(float p_dist) { visibility_range_begin_margin = p_dist; RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode); + update_configuration_warnings(); } float GeometryInstance3D::get_visibility_range_begin_margin() const { @@ -193,6 +194,7 @@ float GeometryInstance3D::get_visibility_range_begin_margin() const { void GeometryInstance3D::set_visibility_range_end_margin(float p_dist) { visibility_range_end_margin = p_dist; RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode); + update_configuration_warnings(); } float GeometryInstance3D::get_visibility_range_end_margin() const { @@ -202,6 +204,7 @@ float GeometryInstance3D::get_visibility_range_end_margin() const { void GeometryInstance3D::set_visibility_range_fade_mode(VisibilityRangeFadeMode p_mode) { visibility_range_fade_mode = p_mode; RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin, (RS::VisibilityRangeFadeMode)visibility_range_fade_mode); + update_configuration_warnings(); } GeometryInstance3D::VisibilityRangeFadeMode GeometryInstance3D::get_visibility_range_fade_mode() const { @@ -380,6 +383,14 @@ TypedArray<String> GeometryInstance3D::get_configuration_warnings() const { warnings.push_back(TTR("The GeometryInstance3D visibility range's End distance is set to a non-zero value, but is lower than the Begin distance.\nThis means the GeometryInstance3D will never be visible.\nTo resolve this, set the End distance to 0 or to a value greater than the Begin distance.")); } + if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_begin) && Math::is_zero_approx(visibility_range_begin_margin)) { + warnings.push_back(TTR("The GeometryInstance3D is configured to fade in smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range Begin Margin above 0.")); + } + + if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_end) && Math::is_zero_approx(visibility_range_end_margin)) { + warnings.push_back(TTR("The GeometryInstance3D is configured to fade out smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range End Margin above 0.")); + } + return warnings; } diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h index acdbc4666a..b08f54b3ec 100644 --- a/scene/3d/visual_instance_3d.h +++ b/scene/3d/visual_instance_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_gi.cpp b/scene/3d/voxel_gi.cpp index c7108cbae0..35ac1792e9 100644 --- a/scene/3d/voxel_gi.cpp +++ b/scene/3d/voxel_gi.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -227,7 +227,7 @@ void VoxelGIData::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_data", "_get_data"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "dynamic_range", PROPERTY_HINT_RANGE, "0,8,0.01"), "set_dynamic_range", "get_dynamic_range"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dynamic_range", PROPERTY_HINT_RANGE, "1,8,0.01"), "set_dynamic_range", "get_dynamic_range"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_energy", "get_energy"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0,8,0.01"), "set_bias", "get_bias"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_bias", PROPERTY_HINT_RANGE, "0,8,0.01"), "set_normal_bias", "get_normal_bias"); diff --git a/scene/3d/voxel_gi.h b/scene/3d/voxel_gi.h index b2aa623307..3678bd4f3b 100644 --- a/scene/3d/voxel_gi.h +++ b/scene/3d/voxel_gi.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/voxelizer.cpp b/scene/3d/voxelizer.cpp index aa1236521d..f56e3caa4b 100644 --- a/scene/3d/voxelizer.cpp +++ b/scene/3d/voxelizer.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/voxelizer.h b/scene/3d/voxelizer.h index 09c126bc4e..dc7569d17c 100644 --- a/scene/3d/voxelizer.h +++ b/scene/3d/voxelizer.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/world_environment.cpp b/scene/3d/world_environment.cpp index 4eeb987dde..98f28a8cff 100644 --- a/scene/3d/world_environment.cpp +++ b/scene/3d/world_environment.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/world_environment.h b/scene/3d/world_environment.h index 310d1e96a5..8dbb57364c 100644 --- a/scene/3d/world_environment.h +++ b/scene/3d/world_environment.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/xr_nodes.cpp b/scene/3d/xr_nodes.cpp index a16820cbdc..a054f35d2e 100644 --- a/scene/3d/xr_nodes.cpp +++ b/scene/3d/xr_nodes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/xr_nodes.h b/scene/3d/xr_nodes.h index 5e7d06093d..8e1ef1a4fb 100644 --- a/scene/3d/xr_nodes.h +++ b/scene/3d/xr_nodes.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 9a71e7bf55..33939d4cd6 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/animation/animation_blend_space_1d.h index 6730c09fd4..7038cece06 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 8b5203961f..f169e79751 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/animation/animation_blend_space_2d.h index a919fff1d2..1356656bf8 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_tree.cpp b/scene/animation/animation_blend_tree.cpp index d6c5d0b51c..2740103a4a 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -57,7 +57,7 @@ void AnimationNodeAnimation::_validate_property(PropertyInfo &property) const { } anims += String(names[i]); } - if (anims != String()) { + if (!anims.is_empty()) { property.hint = PROPERTY_HINT_ENUM; property.hint_string = anims; } diff --git a/scene/animation/animation_blend_tree.h b/scene/animation/animation_blend_tree.h index e55dfb58ed..2acacd7396 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 c8fa8bf395..a23e1b689c 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -52,7 +52,7 @@ void AnimationNodeStateMachineTransition::set_advance_condition(const StringName String cs = p_condition; ERR_FAIL_COND(cs.find("/") != -1 || cs.find(":") != -1); advance_condition = p_condition; - if (cs != String()) { + if (!cs.is_empty()) { advance_condition_name = "conditions/" + cs; } else { advance_condition_name = StringName(); diff --git a/scene/animation/animation_node_state_machine.h b/scene/animation/animation_node_state_machine.h index 6f0e3107fd..b980556875 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 b9435b6692..a942fc90aa 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -736,7 +736,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, double ba->bezier_accum = bezier; ba->accum_pass = accum_pass; } else { - ba->bezier_accum = Math::lerp(ba->bezier_accum, bezier, p_interp); + ba->bezier_accum = Math::lerp(ba->bezier_accum, (float)bezier, p_interp); } } break; @@ -1416,7 +1416,7 @@ bool AnimationPlayer::is_playing() const { } void AnimationPlayer::set_current_animation(const String &p_anim) { - if (p_anim == "[stop]" || p_anim == "") { + if (p_anim == "[stop]" || p_anim.is_empty()) { stop(); } else if (!is_playing() || playback.assigned != p_anim) { play(p_anim); diff --git a/scene/animation/animation_player.h b/scene/animation/animation_player.h index 1b07c086c0..c4fc69f370 100644 --- a/scene/animation/animation_player.h +++ b/scene/animation/animation_player.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/animation/animation_tree.cpp index 57c615a6ab..a551417778 100644 --- a/scene/animation/animation_tree.cpp +++ b/scene/animation/animation_tree.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (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 @@ real_t AnimationNode::_pre_process(const StringName &p_base_path, AnimationNode void AnimationNode::make_invalid(const String &p_reason) { ERR_FAIL_COND(!state); state->valid = false; - if (state->invalid_reasons != String()) { + if (!state->invalid_reasons.is_empty()) { state->invalid_reasons += "\n"; } state->invalid_reasons += String::utf8("• ") + p_reason; @@ -1239,8 +1239,7 @@ void AnimationTree::_process_graph(real_t p_delta) { continue; } - t->value = Math::lerp(t->value, value, blend); - + t->value = Math::lerp(t->value, value, (float)blend); #endif // _3D_DISABLED } break; case Animation::TYPE_VALUE: { diff --git a/scene/animation/animation_tree.h b/scene/animation/animation_tree.h index 6fc051fa41..11c9bcd4ef 100644 --- a/scene/animation/animation_tree.h +++ b/scene/animation/animation_tree.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/easing_equations.h b/scene/animation/easing_equations.h index c38d083b7f..6d246c7a93 100644 --- a/scene/animation/easing_equations.h +++ b/scene/animation/easing_equations.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/animation/root_motion_view.cpp index 770996820d..0d44687588 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 d64c8bc675..e8b141c1fd 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/animation/tween.cpp index da933ae02d..2e6a123016 100644 --- a/scene/animation/tween.cpp +++ b/scene/animation/tween.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 6a48d332b8..7ecdb64f0d 100644 --- a/scene/animation/tween.h +++ b/scene/animation/tween.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_stream_player.cpp b/scene/audio/audio_stream_player.cpp index 3da4f23a08..5f9d8a0d47 100644 --- a/scene/audio/audio_stream_player.cpp +++ b/scene/audio/audio_stream_player.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_stream_player.h b/scene/audio/audio_stream_player.h index 7205fce204..67e616312a 100644 --- a/scene/audio/audio_stream_player.h +++ b/scene/audio/audio_stream_player.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/scene/debugger/scene_debugger.cpp b/scene/debugger/scene_debugger.cpp index 56c04b32e3..41340f281b 100644 --- a/scene/debugger/scene_debugger.cpp +++ b/scene/debugger/scene_debugger.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -226,7 +226,7 @@ void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) { return; } - if (EngineDebugger::get_script_debugger() && p_filename != String()) { + if (EngineDebugger::get_script_debugger() && !p_filename.is_empty()) { debugger->live_scene_edit_cache[p_filename].insert(p_node); } } diff --git a/scene/debugger/scene_debugger.h b/scene/debugger/scene_debugger.h index 9d54556187..432317a423 100644 --- a/scene/debugger/scene_debugger.h +++ b/scene/debugger/scene_debugger.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/aspect_ratio_container.cpp b/scene/gui/aspect_ratio_container.cpp index fb6fa9dec9..181d1bf33b 100644 --- a/scene/gui/aspect_ratio_container.cpp +++ b/scene/gui/aspect_ratio_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -60,12 +60,12 @@ void AspectRatioContainer::set_stretch_mode(StretchMode p_mode) { queue_sort(); } -void AspectRatioContainer::set_alignment_horizontal(AlignMode p_alignment_horizontal) { +void AspectRatioContainer::set_alignment_horizontal(AlignmentMode p_alignment_horizontal) { alignment_horizontal = p_alignment_horizontal; queue_sort(); } -void AspectRatioContainer::set_alignment_vertical(AlignMode p_alignment_vertical) { +void AspectRatioContainer::set_alignment_vertical(AlignmentMode p_alignment_vertical) { alignment_vertical = p_alignment_vertical; queue_sort(); } @@ -107,25 +107,25 @@ void AspectRatioContainer::_notification(int p_what) { float align_x = 0.5; switch (alignment_horizontal) { - case ALIGN_BEGIN: { + case ALIGNMENT_BEGIN: { align_x = 0.0; } break; - case ALIGN_CENTER: { + case ALIGNMENT_CENTER: { align_x = 0.5; } break; - case ALIGN_END: { + case ALIGNMENT_END: { align_x = 1.0; } break; } float align_y = 0.5; switch (alignment_vertical) { - case ALIGN_BEGIN: { + case ALIGNMENT_BEGIN: { align_y = 0.0; } break; - case ALIGN_CENTER: { + case ALIGNMENT_CENTER: { align_y = 0.5; } break; - case ALIGN_END: { + case ALIGNMENT_END: { align_y = 1.0; } break; } @@ -166,7 +166,7 @@ void AspectRatioContainer::_bind_methods() { BIND_ENUM_CONSTANT(STRETCH_FIT); BIND_ENUM_CONSTANT(STRETCH_COVER); - BIND_ENUM_CONSTANT(ALIGN_BEGIN); - BIND_ENUM_CONSTANT(ALIGN_CENTER); - BIND_ENUM_CONSTANT(ALIGN_END); + BIND_ENUM_CONSTANT(ALIGNMENT_BEGIN); + BIND_ENUM_CONSTANT(ALIGNMENT_CENTER); + BIND_ENUM_CONSTANT(ALIGNMENT_END); } diff --git a/scene/gui/aspect_ratio_container.h b/scene/gui/aspect_ratio_container.h index c95c6a7274..4a168bad14 100644 --- a/scene/gui/aspect_ratio_container.h +++ b/scene/gui/aspect_ratio_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -48,17 +48,17 @@ public: STRETCH_FIT, STRETCH_COVER, }; - enum AlignMode { - ALIGN_BEGIN, - ALIGN_CENTER, - ALIGN_END, + enum AlignmentMode { + ALIGNMENT_BEGIN, + ALIGNMENT_CENTER, + ALIGNMENT_END, }; private: float ratio = 1.0; StretchMode stretch_mode = STRETCH_FIT; - AlignMode alignment_horizontal = ALIGN_CENTER; - AlignMode alignment_vertical = ALIGN_CENTER; + AlignmentMode alignment_horizontal = ALIGNMENT_CENTER; + AlignmentMode alignment_vertical = ALIGNMENT_CENTER; public: void set_ratio(float p_ratio); @@ -67,14 +67,14 @@ public: void set_stretch_mode(StretchMode p_mode); StretchMode get_stretch_mode() const { return stretch_mode; } - void set_alignment_horizontal(AlignMode p_alignment_horizontal); - AlignMode get_alignment_horizontal() const { return alignment_horizontal; } + void set_alignment_horizontal(AlignmentMode p_alignment_horizontal); + AlignmentMode get_alignment_horizontal() const { return alignment_horizontal; } - void set_alignment_vertical(AlignMode p_alignment_vertical); - AlignMode get_alignment_vertical() const { return alignment_vertical; } + void set_alignment_vertical(AlignmentMode p_alignment_vertical); + AlignmentMode get_alignment_vertical() const { return alignment_vertical; } }; VARIANT_ENUM_CAST(AspectRatioContainer::StretchMode); -VARIANT_ENUM_CAST(AspectRatioContainer::AlignMode); +VARIANT_ENUM_CAST(AspectRatioContainer::AlignmentMode); #endif // ASPECT_RATIO_CONTAINER_H diff --git a/scene/gui/base_button.cpp b/scene/gui/base_button.cpp index 9f712ed478..eee7663b09 100644 --- a/scene/gui/base_button.cpp +++ b/scene/gui/base_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -355,8 +355,8 @@ String BaseButton::get_tooltip(const Point2 &p_pos) const { String tooltip = Control::get_tooltip(p_pos); if (shortcut_in_tooltip && shortcut.is_valid() && shortcut->has_valid_event()) { String text = shortcut->get_name() + " (" + shortcut->get_as_text() + ")"; - if (tooltip != String() && shortcut->get_name().nocasecmp_to(tooltip) != 0) { - text += "\n" + tooltip; + if (!tooltip.is_empty() && shortcut->get_name().nocasecmp_to(tooltip) != 0) { + text += "\n" + atr(tooltip); } tooltip = text; } diff --git a/scene/gui/base_button.h b/scene/gui/base_button.h index 3ea59c3ff9..0bcad4fc0e 100644 --- a/scene/gui/base_button.h +++ b/scene/gui/base_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/gui/box_container.cpp index 83c392614b..9827bd0cef 100644 --- a/scene/gui/box_container.cpp +++ b/scene/gui/box_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -154,29 +154,29 @@ void BoxContainer::_resort() { int ofs = 0; if (!has_stretched) { if (!vertical) { - switch (align) { - case ALIGN_BEGIN: + switch (alignment) { + case ALIGNMENT_BEGIN: if (rtl) { ofs = stretch_diff; } break; - case ALIGN_CENTER: + case ALIGNMENT_CENTER: ofs = stretch_diff / 2; break; - case ALIGN_END: + case ALIGNMENT_END: if (!rtl) { ofs = stretch_diff; } break; } } else { - switch (align) { - case ALIGN_BEGIN: + switch (alignment) { + case ALIGNMENT_BEGIN: break; - case ALIGN_CENTER: + case ALIGNMENT_CENTER: ofs = stretch_diff / 2; break; - case ALIGN_END: + case ALIGNMENT_END: ofs = stretch_diff; break; } @@ -304,13 +304,13 @@ void BoxContainer::_notification(int p_what) { } } -void BoxContainer::set_alignment(AlignMode p_align) { - align = p_align; +void BoxContainer::set_alignment(AlignmentMode p_alignment) { + alignment = p_alignment; _resort(); } -BoxContainer::AlignMode BoxContainer::get_alignment() const { - return align; +BoxContainer::AlignmentMode BoxContainer::get_alignment() const { + return alignment; } Control *BoxContainer::add_spacer(bool p_begin) { @@ -340,9 +340,9 @@ void BoxContainer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_alignment"), &BoxContainer::get_alignment); ClassDB::bind_method(D_METHOD("set_alignment", "alignment"), &BoxContainer::set_alignment); - BIND_ENUM_CONSTANT(ALIGN_BEGIN); - BIND_ENUM_CONSTANT(ALIGN_CENTER); - BIND_ENUM_CONSTANT(ALIGN_END); + BIND_ENUM_CONSTANT(ALIGNMENT_BEGIN); + BIND_ENUM_CONSTANT(ALIGNMENT_CENTER); + BIND_ENUM_CONSTANT(ALIGNMENT_END); ADD_PROPERTY(PropertyInfo(Variant::INT, "alignment", PROPERTY_HINT_ENUM, "Begin,Center,End"), "set_alignment", "get_alignment"); } @@ -351,11 +351,11 @@ MarginContainer *VBoxContainer::add_margin_child(const String &p_label, Control Label *l = memnew(Label); l->set_theme_type_variation("HeaderSmall"); l->set_text(p_label); - add_child(l, false, INTERNAL_MODE_FRONT); + add_child(l); MarginContainer *mc = memnew(MarginContainer); mc->add_theme_constant_override("margin_left", 0); mc->add_child(p_control, true); - add_child(mc, false, INTERNAL_MODE_FRONT); + add_child(mc); if (p_expand) { mc->set_v_size_flags(SIZE_EXPAND_FILL); } diff --git a/scene/gui/box_container.h b/scene/gui/box_container.h index 23feea565c..68d55e1aaf 100644 --- a/scene/gui/box_container.h +++ b/scene/gui/box_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -37,15 +37,15 @@ class BoxContainer : public Container { GDCLASS(BoxContainer, Container); public: - enum AlignMode { - ALIGN_BEGIN, - ALIGN_CENTER, - ALIGN_END + enum AlignmentMode { + ALIGNMENT_BEGIN, + ALIGNMENT_CENTER, + ALIGNMENT_END }; private: bool vertical = false; - AlignMode align = ALIGN_BEGIN; + AlignmentMode alignment = ALIGNMENT_BEGIN; void _resort(); @@ -57,8 +57,8 @@ protected: public: Control *add_spacer(bool p_begin = false); - void set_alignment(AlignMode p_align); - AlignMode get_alignment() const; + void set_alignment(AlignmentMode p_alignment); + AlignmentMode get_alignment() const; virtual Size2 get_minimum_size() const override; @@ -84,6 +84,6 @@ public: BoxContainer(true) {} }; -VARIANT_ENUM_CAST(BoxContainer::AlignMode); +VARIANT_ENUM_CAST(BoxContainer::AlignmentMode); #endif // BOX_CONTAINER_H diff --git a/scene/gui/button.cpp b/scene/gui/button.cpp index 2932707401..0c58ec0c60 100644 --- a/scene/gui/button.cpp +++ b/scene/gui/button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -50,9 +50,9 @@ Size2 Button::get_minimum_size() const { if (!_icon.is_null()) { minsize.height = MAX(minsize.height, _icon->get_height()); - if (icon_align != ALIGN_CENTER) { + if (icon_alignment != HORIZONTAL_ALIGNMENT_CENTER) { minsize.width += _icon->get_width(); - if (xl_text != "") { + if (!xl_text.is_empty()) { minsize.width += get_theme_constant(SNAME("hseparation")); } } else { @@ -216,19 +216,19 @@ void Button::_notification(int p_what) { } Rect2 icon_region = Rect2(); - TextAlign icon_align_rtl_checked = icon_align; - TextAlign align_rtl_checked = align; + HorizontalAlignment icon_align_rtl_checked = icon_alignment; + HorizontalAlignment align_rtl_checked = alignment; // Swap icon and text alignment sides if right-to-left layout is set. if (rtl) { - if (icon_align == ALIGN_RIGHT) { - icon_align_rtl_checked = ALIGN_LEFT; - } else if (icon_align == ALIGN_LEFT) { - icon_align_rtl_checked = ALIGN_RIGHT; + if (icon_alignment == HORIZONTAL_ALIGNMENT_RIGHT) { + icon_align_rtl_checked = HORIZONTAL_ALIGNMENT_LEFT; + } else if (icon_alignment == HORIZONTAL_ALIGNMENT_LEFT) { + icon_align_rtl_checked = HORIZONTAL_ALIGNMENT_RIGHT; } - if (align == ALIGN_RIGHT) { - align_rtl_checked = ALIGN_LEFT; - } else if (align == ALIGN_LEFT) { - align_rtl_checked = ALIGN_RIGHT; + if (alignment == HORIZONTAL_ALIGNMENT_RIGHT) { + align_rtl_checked = HORIZONTAL_ALIGNMENT_LEFT; + } else if (alignment == HORIZONTAL_ALIGNMENT_LEFT) { + align_rtl_checked = HORIZONTAL_ALIGNMENT_RIGHT; } } if (!_icon.is_null()) { @@ -240,14 +240,14 @@ void Button::_notification(int p_what) { float icon_ofs_region = 0.0; Point2 style_offset; Size2 icon_size = _icon->get_size(); - if (icon_align_rtl_checked == ALIGN_LEFT) { + if (icon_align_rtl_checked == HORIZONTAL_ALIGNMENT_LEFT) { style_offset.x = style->get_margin(SIDE_LEFT); if (_internal_margin[SIDE_LEFT] > 0) { icon_ofs_region = _internal_margin[SIDE_LEFT] + get_theme_constant(SNAME("hseparation")); } - } else if (icon_align_rtl_checked == ALIGN_CENTER) { + } else if (icon_align_rtl_checked == HORIZONTAL_ALIGNMENT_CENTER) { style_offset.x = 0.0; - } else if (icon_align_rtl_checked == ALIGN_RIGHT) { + } else if (icon_align_rtl_checked == HORIZONTAL_ALIGNMENT_RIGHT) { style_offset.x = -style->get_margin(SIDE_RIGHT); if (_internal_margin[SIDE_RIGHT] > 0) { icon_ofs_region = -_internal_margin[SIDE_RIGHT] - get_theme_constant(SNAME("hseparation")); @@ -258,7 +258,7 @@ void Button::_notification(int p_what) { if (expand_icon) { Size2 _size = get_size() - style->get_offset() * 2; _size.width -= get_theme_constant(SNAME("hseparation")) + icon_ofs_region; - if (!clip_text && icon_align_rtl_checked != ALIGN_CENTER) { + if (!clip_text && icon_align_rtl_checked != HORIZONTAL_ALIGNMENT_CENTER) { _size.width -= text_buf->get_size().width; } float icon_width = _icon->get_width() * _size.height / _icon->get_height(); @@ -272,9 +272,9 @@ void Button::_notification(int p_what) { icon_size = Size2(icon_width, icon_height); } - if (icon_align_rtl_checked == ALIGN_LEFT) { + if (icon_align_rtl_checked == HORIZONTAL_ALIGNMENT_LEFT) { icon_region = Rect2(style_offset + Point2(icon_ofs_region, Math::floor((valign - icon_size.y) * 0.5)), icon_size); - } else if (icon_align_rtl_checked == ALIGN_CENTER) { + } else if (icon_align_rtl_checked == HORIZONTAL_ALIGNMENT_CENTER) { icon_region = Rect2(style_offset + Point2(icon_ofs_region + Math::floor((size.x - icon_size.x) * 0.5), Math::floor((valign - icon_size.y) * 0.5)), icon_size); } else { icon_region = Rect2(style_offset + Point2(icon_ofs_region + size.x - icon_size.x, Math::floor((valign - icon_size.y) * 0.5)), icon_size); @@ -286,7 +286,7 @@ void Button::_notification(int p_what) { } Point2 icon_ofs = !_icon.is_null() ? Point2(icon_region.size.width + get_theme_constant(SNAME("hseparation")), 0) : Point2(); - if (align_rtl_checked == ALIGN_CENTER && icon_align_rtl_checked == ALIGN_CENTER) { + if (align_rtl_checked == HORIZONTAL_ALIGNMENT_CENTER && icon_align_rtl_checked == HORIZONTAL_ALIGNMENT_CENTER) { icon_ofs.x = 0.0; } int text_clip = size.width - style->get_minimum_size().width - icon_ofs.width; @@ -304,8 +304,9 @@ void Button::_notification(int p_what) { Point2 text_ofs = (size - style->get_minimum_size() - icon_ofs - text_buf->get_size() - Point2(_internal_margin[SIDE_RIGHT] - _internal_margin[SIDE_LEFT], 0)) / 2.0; switch (align_rtl_checked) { - case ALIGN_LEFT: { - if (icon_align_rtl_checked != ALIGN_LEFT) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: { + if (icon_align_rtl_checked != HORIZONTAL_ALIGNMENT_LEFT) { icon_ofs.x = 0.0; } if (_internal_margin[SIDE_LEFT] > 0) { @@ -315,23 +316,23 @@ void Button::_notification(int p_what) { } text_ofs.y += style->get_offset().y; } break; - case ALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { if (text_ofs.x < 0) { text_ofs.x = 0; } - if (icon_align_rtl_checked == ALIGN_LEFT) { + if (icon_align_rtl_checked == HORIZONTAL_ALIGNMENT_LEFT) { text_ofs += icon_ofs; } text_ofs += style->get_offset(); } break; - case ALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (_internal_margin[SIDE_RIGHT] > 0) { text_ofs.x = size.x - style->get_margin(SIDE_RIGHT) - text_width - _internal_margin[SIDE_RIGHT] - get_theme_constant(SNAME("hseparation")); } else { text_ofs.x = size.x - style->get_margin(SIDE_RIGHT) - text_width; } text_ofs.y += style->get_offset().y; - if (icon_align_rtl_checked == ALIGN_RIGHT) { + if (icon_align_rtl_checked == HORIZONTAL_ALIGNMENT_RIGHT) { text_ofs.x -= icon_ofs.x; } } break; @@ -358,7 +359,7 @@ void Button::_shape() { } else { text_buf->set_direction((TextServer::Direction)text_direction); } - text_buf->add_string(xl_text, font, font_size, opentype_features, (language != "") ? language : TranslationServer::get_singleton()->get_tool_locale()); + text_buf->add_string(xl_text, font, font_size, opentype_features, (!language.is_empty()) ? language : TranslationServer::get_singleton()->get_tool_locale()); } void Button::set_text(const String &p_text) { @@ -471,25 +472,25 @@ bool Button::get_clip_text() const { return clip_text; } -void Button::set_text_align(TextAlign p_align) { - if (align != p_align) { - align = p_align; +void Button::set_text_alignment(HorizontalAlignment p_alignment) { + if (alignment != p_alignment) { + alignment = p_alignment; update(); } } -Button::TextAlign Button::get_text_align() const { - return align; +HorizontalAlignment Button::get_text_alignment() const { + return alignment; } -void Button::set_icon_align(TextAlign p_align) { - icon_align = p_align; +void Button::set_icon_alignment(HorizontalAlignment p_alignment) { + icon_alignment = p_alignment; update_minimum_size(); update(); } -Button::TextAlign Button::get_icon_align() const { - return icon_align; +HorizontalAlignment Button::get_icon_alignment() const { + return icon_alignment; } bool Button::_set(const StringName &p_name, const Variant &p_value) { @@ -558,25 +559,21 @@ void Button::_bind_methods() { ClassDB::bind_method(D_METHOD("is_flat"), &Button::is_flat); ClassDB::bind_method(D_METHOD("set_clip_text", "enabled"), &Button::set_clip_text); ClassDB::bind_method(D_METHOD("get_clip_text"), &Button::get_clip_text); - ClassDB::bind_method(D_METHOD("set_text_align", "align"), &Button::set_text_align); - ClassDB::bind_method(D_METHOD("get_text_align"), &Button::get_text_align); - ClassDB::bind_method(D_METHOD("set_icon_align", "icon_align"), &Button::set_icon_align); - ClassDB::bind_method(D_METHOD("get_icon_align"), &Button::get_icon_align); + ClassDB::bind_method(D_METHOD("set_text_alignment", "alignment"), &Button::set_text_alignment); + ClassDB::bind_method(D_METHOD("get_text_alignment"), &Button::get_text_alignment); + ClassDB::bind_method(D_METHOD("set_icon_alignment", "icon_alignment"), &Button::set_icon_alignment); + ClassDB::bind_method(D_METHOD("get_icon_alignment"), &Button::get_icon_alignment); ClassDB::bind_method(D_METHOD("set_expand_icon", "enabled"), &Button::set_expand_icon); ClassDB::bind_method(D_METHOD("is_expand_icon"), &Button::is_expand_icon); - BIND_ENUM_CONSTANT(ALIGN_LEFT); - BIND_ENUM_CONSTANT(ALIGN_CENTER); - BIND_ENUM_CONSTANT(ALIGN_RIGHT); - ADD_PROPERTY(PropertyInfo(Variant::STRING, "text", PROPERTY_HINT_MULTILINE_TEXT, "", PROPERTY_USAGE_DEFAULT_INTL), "set_text", "get_text"); ADD_PROPERTY(PropertyInfo(Variant::INT, "text_direction", PROPERTY_HINT_ENUM, "Auto,Left-to-Right,Right-to-Left,Inherited"), "set_text_direction", "get_text_direction"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "language"), "set_language", "get_language"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "icon", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_button_icon", "get_button_icon"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flat"), "set_flat", "is_flat"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "clip_text"), "set_clip_text", "get_clip_text"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "align", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_text_align", "get_text_align"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "icon_align", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_icon_align", "get_icon_align"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "alignment", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_text_alignment", "get_text_alignment"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "icon_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_icon_alignment", "get_icon_alignment"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "expand_icon"), "set_expand_icon", "is_expand_icon"); } diff --git a/scene/gui/button.h b/scene/gui/button.h index fd36cb77af..1abf86c986 100644 --- a/scene/gui/button.h +++ b/scene/gui/button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -37,13 +37,6 @@ class Button : public BaseButton { GDCLASS(Button, BaseButton); -public: - enum TextAlign { - ALIGN_LEFT, - ALIGN_CENTER, - ALIGN_RIGHT - }; - private: bool flat = false; String text; @@ -57,8 +50,8 @@ private: Ref<Texture2D> icon; bool expand_icon = false; bool clip_text = false; - TextAlign align = ALIGN_CENTER; - TextAlign icon_align = ALIGN_LEFT; + HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_CENTER; + HorizontalAlignment icon_alignment = HORIZONTAL_ALIGNMENT_LEFT; float _internal_margin[4] = {}; void _shape(); @@ -100,16 +93,14 @@ public: void set_clip_text(bool p_enabled); bool get_clip_text() const; - void set_text_align(TextAlign p_align); - TextAlign get_text_align() const; + void set_text_alignment(HorizontalAlignment p_alignment); + HorizontalAlignment get_text_alignment() const; - void set_icon_align(TextAlign p_align); - TextAlign get_icon_align() const; + void set_icon_alignment(HorizontalAlignment p_alignment); + HorizontalAlignment get_icon_alignment() const; Button(const String &p_text = String()); ~Button(); }; -VARIANT_ENUM_CAST(Button::TextAlign); - #endif diff --git a/scene/gui/center_container.cpp b/scene/gui/center_container.cpp index e17552006f..f3306783f3 100644 --- a/scene/gui/center_container.cpp +++ b/scene/gui/center_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 0944f200fc..16a10c8070 100644 --- a/scene/gui/center_container.h +++ b/scene/gui/center_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 411fb2e1f0..da2d4369d1 100644 --- a/scene/gui/check_box.cpp +++ b/scene/gui/check_box.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -123,7 +123,7 @@ CheckBox::CheckBox(const String &p_text) : Button(p_text) { set_toggle_mode(true); - set_text_align(ALIGN_LEFT); + set_text_alignment(HORIZONTAL_ALIGNMENT_LEFT); if (is_layout_rtl()) { _set_internal_margin(SIDE_RIGHT, get_icon_size().width); diff --git a/scene/gui/check_box.h b/scene/gui/check_box.h index 9fb0aea218..735c7aedfe 100644 --- a/scene/gui/check_box.h +++ b/scene/gui/check_box.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 162a256d23..afb23a540b 100644 --- a/scene/gui/check_button.cpp +++ b/scene/gui/check_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -107,7 +107,7 @@ void CheckButton::_notification(int p_what) { CheckButton::CheckButton() { set_toggle_mode(true); - set_text_align(ALIGN_LEFT); + set_text_alignment(HORIZONTAL_ALIGNMENT_LEFT); if (is_layout_rtl()) { _set_internal_margin(SIDE_LEFT, get_icon_size().width); } else { diff --git a/scene/gui/check_button.h b/scene/gui/check_button.h index 29c557ce89..5ba81a1027 100644 --- a/scene/gui/check_button.h +++ b/scene/gui/check_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/code_edit.cpp b/scene/gui/code_edit.cpp index a8c5966569..eb3dafa2b1 100644 --- a/scene/gui/code_edit.cpp +++ b/scene/gui/code_edit.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -170,12 +170,12 @@ void CodeEdit::_notification(int p_what) { if (code_completion_options[l].default_value.get_type() == Variant::COLOR) { draw_rect(Rect2(Point2(code_completion_rect.position.x, icon_area.position.y), icon_area_size), (Color)code_completion_options[l].default_value); } - tl->set_align(HALIGN_RIGHT); + tl->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_RIGHT); } else { if (code_completion_options[l].default_value.get_type() == Variant::COLOR) { draw_rect(Rect2(Point2(code_completion_rect.position.x + code_completion_rect.size.width - icon_area_size.x, icon_area.position.y), icon_area_size), (Color)code_completion_options[l].default_value); } - tl->set_align(HALIGN_LEFT); + tl->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_LEFT); } tl->draw(ci, title_pos, code_completion_options[l].font_color); } @@ -189,7 +189,7 @@ void CodeEdit::_notification(int p_what) { } /* Code hint */ - if (caret_visible && code_hint != "" && (!code_completion_active || (code_completion_below != code_hint_draw_below))) { + if (caret_visible && !code_hint.is_empty() && (!code_completion_active || (code_completion_below != code_hint_draw_below))) { const int font_height = font->get_height(font_size); Ref<StyleBox> sb = get_theme_stylebox(SNAME("panel"), SNAME("TooltipPanel")); Color font_color = get_theme_color(SNAME("font_color"), SNAME("TooltipLabel")); @@ -229,7 +229,7 @@ void CodeEdit::_notification(int p_what) { Point2 round_ofs = hint_ofs + sb->get_offset() + Vector2(0, font->get_ascent(font_size) + font_height * i + yofs); round_ofs = round_ofs.round(); - draw_string(font, round_ofs, line.replace(String::chr(0xFFFF), ""), HALIGN_LEFT, -1, font_size, font_color); + draw_string(font, round_ofs, line.replace(String::chr(0xFFFF), ""), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_color); if (end > 0) { // Draw an underline for the currently edited function parameter. const Vector2 b = hint_ofs + sb->get_offset() + Vector2(begin, font_height + font_height * i + yofs); @@ -315,7 +315,7 @@ void CodeEdit::gui_input(const Ref<InputEvent> &p_gui_input) { } } else { if (mb->get_button_index() == MouseButton::LEFT) { - if (mb->is_command_pressed() && symbol_lookup_word != String()) { + if (mb->is_command_pressed() && !symbol_lookup_word.is_empty()) { Vector2i mpos = mb->get_position(); if (is_layout_rtl()) { mpos.x = get_size().x - mpos.x; @@ -530,7 +530,7 @@ void CodeEdit::gui_input(const Ref<InputEvent> &p_gui_input) { /* General overrides */ Control::CursorShape CodeEdit::get_cursor_shape(const Point2 &p_pos) const { - if (symbol_lookup_word != String()) { + if (!symbol_lookup_word.is_empty()) { return CURSOR_POINTING_HAND; } @@ -2597,7 +2597,7 @@ void CodeEdit::_add_delimiter(const String &p_start_key, const String &p_end_key delimiter.type = p_type; delimiter.start_key = p_start_key; delimiter.end_key = p_end_key; - delimiter.line_only = p_line_only || p_end_key == ""; + delimiter.line_only = p_line_only || p_end_key.is_empty(); delimiters.insert(at, delimiter); if (!setting_delimiters) { delimiter_cache.clear(); @@ -2647,7 +2647,7 @@ void CodeEdit::_set_delimiters(const TypedArray<String> &p_delimiters, Delimiter const String start_key = key.get_slice(" ", 0); const String end_key = key.get_slice_count(" ") > 1 ? key.get_slice(" ", 1) : String(); - _add_delimiter(start_key, end_key, end_key == "", p_type); + _add_delimiter(start_key, end_key, end_key.is_empty(), p_type); } setting_delimiters = false; _update_delimiter_cache(); @@ -2990,7 +2990,7 @@ CodeEdit::CodeEdit() { add_auto_brace_completion_pair("\"", "\""); add_auto_brace_completion_pair("\'", "\'"); - /* Delimiter traking */ + /* Delimiter tracking */ add_string_delimiter("\"", "\"", false); add_string_delimiter("\'", "\'", false); diff --git a/scene/gui/code_edit.h b/scene/gui/code_edit.h index f0d971dd35..cb1309ced3 100644 --- a/scene/gui/code_edit.h +++ b/scene/gui/code_edit.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 5a378554c9..36ea843d1e 100644 --- a/scene/gui/color_picker.cpp +++ b/scene/gui/color_picker.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1274,7 +1274,7 @@ ColorPicker::ColorPicker() : preset_container->set_columns(preset_column_count); add_child(preset_container, false, INTERNAL_MODE_FRONT); - btn_add_preset->set_icon_align(Button::ALIGN_CENTER); + btn_add_preset->set_icon_alignment(HORIZONTAL_ALIGNMENT_CENTER); btn_add_preset->set_tooltip(RTR("Add current color as a preset.")); btn_add_preset->connect("pressed", callable_mp(this, &ColorPicker::_add_preset_pressed)); preset_container->add_child(btn_add_preset); diff --git a/scene/gui/color_picker.h b/scene/gui/color_picker.h index ad4f5ad5b1..d6067b1cf4 100644 --- a/scene/gui/color_picker.h +++ b/scene/gui/color_picker.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/gui/color_rect.cpp index e35d37d520..dbac1fc78a 100644 --- a/scene/gui/color_rect.cpp +++ b/scene/gui/color_rect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 5c650f9f01..35c8ebcaf8 100644 --- a/scene/gui/color_rect.h +++ b/scene/gui/color_rect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 81afa53d85..7b213ec314 100644 --- a/scene/gui/container.cpp +++ b/scene/gui/container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/gui/container.h index f3ae948556..0e986f46ef 100644 --- a/scene/gui/container.h +++ b/scene/gui/container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 3a926b3fb5..bc0e0e9eee 100644 --- a/scene/gui/control.cpp +++ b/scene/gui/control.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -2597,7 +2597,7 @@ bool Control::is_text_field() const { return false; } -Array Control::structured_text_parser(StructuredTextParser p_theme_type, const Array &p_args, const String p_text) const { +Array Control::structured_text_parser(StructuredTextParser p_theme_type, const Array &p_args, const String &p_text) const { Array ret; switch (p_theme_type) { case STRUCTURED_TEXT_URI: { @@ -2791,7 +2791,7 @@ void Control::get_argument_options(const StringName &p_function, int p_idx, List TypedArray<String> Control::get_configuration_warnings() const { TypedArray<String> warnings = Node::get_configuration_warnings(); - if (data.mouse_filter == MOUSE_FILTER_IGNORE && data.tooltip != "") { + if (data.mouse_filter == MOUSE_FILTER_IGNORE && !data.tooltip.is_empty()) { warnings.push_back(TTR("The Hint Tooltip won't be displayed as the control's Mouse Filter is set to \"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\".")); } diff --git a/scene/gui/control.h b/scene/gui/control.h index 4cc949d0a8..bf79f790e7 100644 --- a/scene/gui/control.h +++ b/scene/gui/control.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -279,7 +279,7 @@ protected: //virtual void _window_gui_input(InputEvent p_event); - virtual Array structured_text_parser(StructuredTextParser p_theme_type, const Array &p_args, const String p_text) const; + virtual Array structured_text_parser(StructuredTextParser p_theme_type, const Array &p_args, const String &p_text) const; bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; diff --git a/scene/gui/dialogs.cpp b/scene/gui/dialogs.cpp index f66d3f6835..1cbe3adb3c 100644 --- a/scene/gui/dialogs.cpp +++ b/scene/gui/dialogs.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -242,7 +242,7 @@ Button *AcceptDialog::add_button(const String &p_text, bool p_right, const Strin hbc->add_spacer(true); } - if (p_action != "") { + if (!p_action.is_empty()) { button->connect("pressed", callable_mp(this, &AcceptDialog::_custom_action), varray(p_action)); } @@ -251,7 +251,7 @@ Button *AcceptDialog::add_button(const String &p_text, bool p_right, const Strin Button *AcceptDialog::add_cancel_button(const String &p_cancel) { String c = p_cancel; - if (p_cancel == "") { + if (p_cancel.is_empty()) { c = TTRC("Cancel"); } Button *b = swap_cancel_ok ? add_button(c, true) : add_button(c); diff --git a/scene/gui/dialogs.h b/scene/gui/dialogs.h index 8e803a2a7c..1365b1df24 100644 --- a/scene/gui/dialogs.h +++ b/scene/gui/dialogs.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 e3754c4d38..389c368409 100644 --- a/scene/gui/file_dialog.cpp +++ b/scene/gui/file_dialog.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1000,8 +1000,8 @@ FileDialog::FileDialog() { message = memnew(Label); message->hide(); message->set_anchors_and_offsets_preset(Control::PRESET_WIDE); - message->set_align(Label::ALIGN_CENTER); - message->set_valign(Label::VALIGN_CENTER); + message->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER); + message->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER); tree->add_child(message); file_box = memnew(HBoxContainer); diff --git a/scene/gui/file_dialog.h b/scene/gui/file_dialog.h index b5190bdab1..782d11afe1 100644 --- a/scene/gui/file_dialog.h +++ b/scene/gui/file_dialog.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 1210be15ce..bec3d58384 100644 --- a/scene/gui/gradient_edit.cpp +++ b/scene/gui/gradient_edit.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -432,6 +432,10 @@ Gradient::InterpolationMode GradientEdit::get_interpolation_mode() { return interpolation_mode; } +ColorPicker *GradientEdit::get_picker() { + return picker; +} + void GradientEdit::_bind_methods() { ADD_SIGNAL(MethodInfo("ramp_changed")); } diff --git a/scene/gui/gradient_edit.h b/scene/gui/gradient_edit.h index 66b60d87c7..407f61f7c1 100644 --- a/scene/gui/gradient_edit.h +++ b/scene/gui/gradient_edit.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -75,6 +75,7 @@ public: Vector<Gradient::Point> &get_points(); void set_interpolation_mode(Gradient::InterpolationMode p_interp_mode); Gradient::InterpolationMode get_interpolation_mode(); + ColorPicker *get_picker(); virtual Size2 get_minimum_size() const override; diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp index b0050f028b..1ddec4f587 100644 --- a/scene/gui/graph_edit.cpp +++ b/scene/gui/graph_edit.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -549,15 +549,13 @@ bool GraphEdit::_filter_input(const Point2 &p_point) { } for (int j = 0; j < gn->get_connection_output_count(); j++) { - Vector2 pos = gn->get_connection_output_position(j) + gn->get_position(); - if (is_in_hot_zone(pos / zoom, p_point / zoom, port_size, false)) { + if (is_in_output_hotzone(gn, j, p_point / zoom, port_size)) { return true; } } for (int j = 0; j < gn->get_connection_input_count(); j++) { - Vector2 pos = gn->get_connection_input_position(j) + gn->get_position(); - if (is_in_hot_zone(pos / zoom, p_point / zoom, port_size, true)) { + if (is_in_input_hotzone(gn, j, p_point / zoom, port_size)) { return true; } } @@ -582,7 +580,7 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) { for (int j = 0; j < gn->get_connection_output_count(); j++) { Vector2 pos = gn->get_connection_output_position(j) + gn->get_position(); - if (is_in_hot_zone(pos / zoom, click_pos, port_size, false)) { + if (is_in_output_hotzone(gn, j, click_pos, port_size)) { if (valid_left_disconnect_types.has(gn->get_connection_output_type(j))) { //check disconnect for (const Connection &E : connections) { @@ -624,7 +622,7 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) { for (int j = 0; j < gn->get_connection_input_count(); j++) { Vector2 pos = gn->get_connection_input_position(j) + gn->get_position(); - if (is_in_hot_zone(pos / zoom, click_pos, port_size, true)) { + if (is_in_input_hotzone(gn, j, click_pos, port_size)) { if (right_disconnects || valid_right_disconnect_types.has(gn->get_connection_input_type(j))) { //check disconnect for (const Connection &E : connections) { @@ -690,7 +688,7 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) { for (int j = 0; j < gn->get_connection_output_count(); j++) { Vector2 pos = gn->get_connection_output_position(j) + gn->get_position(); int type = gn->get_connection_output_type(j); - if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && is_in_hot_zone(pos / zoom, mpos, port_size, false)) { + if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && is_in_output_hotzone(gn, j, mpos, port_size)) { connecting_target = true; connecting_to = pos; connecting_target_to = gn->get_name(); @@ -702,7 +700,7 @@ void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) { for (int j = 0; j < gn->get_connection_input_count(); j++) { Vector2 pos = gn->get_connection_input_position(j) + gn->get_position(); int type = gn->get_connection_input_type(j); - if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && is_in_hot_zone(pos / zoom, mpos, port_size, true)) { + if ((type == connecting_type || valid_connection_types.has(ConnType(type, connecting_type))) && is_in_input_hotzone(gn, j, mpos, port_size)) { connecting_target = true; connecting_to = pos; connecting_target_to = gn->get_name(); @@ -773,25 +771,27 @@ bool GraphEdit::_check_clickable_control(Control *p_control, const Vector2 &pos) } } -bool GraphEdit::is_in_hot_zone(const Vector2 &pos, const Vector2 &p_mouse_pos, const Vector2i &p_port_size, bool p_left) { - if (p_left) { - if (!Rect2( - pos.x - p_port_size.x / 2 - port_grab_distance_horizontal, - pos.y - p_port_size.y / 2 - port_grab_distance_vertical / 2, - p_port_size.x + port_grab_distance_horizontal, - p_port_size.y + port_grab_distance_vertical) - .has_point(p_mouse_pos)) { - return false; - } +bool GraphEdit::is_in_input_hotzone(GraphNode *p_graph_node, int p_slot_index, const Vector2 &p_mouse_pos, const Vector2i &p_port_size) { + if (get_script_instance() && get_script_instance()->has_method("_is_in_input_hotzone")) { + return get_script_instance()->call("_is_in_input_hotzone", p_graph_node, p_slot_index, p_mouse_pos); } else { - if (!Rect2( - pos.x - p_port_size.x / 2, - pos.y - p_port_size.y / 2 - port_grab_distance_vertical / 2, - p_port_size.x + port_grab_distance_horizontal, - p_port_size.y + port_grab_distance_vertical) - .has_point(p_mouse_pos)) { - return false; - } + Vector2 pos = p_graph_node->get_connection_input_position(p_slot_index) + p_graph_node->get_position(); + return is_in_port_hotzone(pos / zoom, p_mouse_pos, p_port_size, true); + } +} + +bool GraphEdit::is_in_output_hotzone(GraphNode *p_graph_node, int p_slot_index, const Vector2 &p_mouse_pos, const Vector2i &p_port_size) { + if (get_script_instance() && get_script_instance()->has_method("_is_in_output_hotzone")) { + return get_script_instance()->call("_is_in_output_hotzone", p_graph_node, p_slot_index, p_mouse_pos); + } else { + Vector2 pos = p_graph_node->get_connection_output_position(p_slot_index) + p_graph_node->get_position(); + return is_in_port_hotzone(pos / zoom, p_mouse_pos, p_port_size, false); + } +} + +bool GraphEdit::is_in_port_hotzone(const Vector2 &pos, const Vector2 &p_mouse_pos, const Vector2i &p_port_size, bool p_left) { + if (!Rect2(pos.x - port_grab_distance_horizontal, pos.y - port_grab_distance_vertical, port_grab_distance_horizontal * 2, port_grab_distance_vertical * 2).has_point(p_mouse_pos)) { + return false; } for (int i = 0; i < get_child_count(); i++) { @@ -1692,7 +1692,7 @@ int GraphEdit::_set_operations(SET_OPERATIONS p_operation, Set<StringName> &r_u, r_u.insert(E->get()); } } - return r_v.size(); + return r_u.size(); } break; default: break; @@ -1787,8 +1787,8 @@ void GraphEdit::_horizontal_alignment(Dictionary &r_root, Dictionary &r_align, c } } - int start = up.size() / 2; - int end = up.size() % 2 ? start : start + 1; + int start = (up.size() - 1) / 2; + int end = (up.size() - 1) % 2 ? start + 1 : start; for (int p = start; p <= end; p++) { StringName Align = r_align[current_node]; if (Align == current_node && r < up[p].first) { @@ -2107,7 +2107,7 @@ void GraphEdit::arrange_nodes() { } while (u != E->get()); } - //Compute horizontal co-ordinates individually for layers to get uniform gap + // Compute horizontal coordinates individually for layers to get uniform gap. float start_from = origin.x; float largest_node_size = 0.0f; @@ -2216,6 +2216,8 @@ void GraphEdit::_bind_methods() { ClassDB::bind_method(D_METHOD("is_right_disconnects_enabled"), &GraphEdit::is_right_disconnects_enabled); ClassDB::bind_method(D_METHOD("_update_scroll_offset"), &GraphEdit::_update_scroll_offset); + ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::BOOL, "_is_in_input_hotzone", PropertyInfo(Variant::OBJECT, "graph_node"), PropertyInfo(Variant::INT, "slot_index"), PropertyInfo(Variant::VECTOR2, "mouse_position"))); + ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::BOOL, "_is_in_output_hotzone", PropertyInfo(Variant::OBJECT, "graph_node"), PropertyInfo(Variant::INT, "slot_index"), PropertyInfo(Variant::VECTOR2, "mouse_position"))); ClassDB::bind_method(D_METHOD("get_zoom_hbox"), &GraphEdit::get_zoom_hbox); @@ -2312,7 +2314,7 @@ GraphEdit::GraphEdit() { zoom_hb->add_child(zoom_label); zoom_label->set_visible(false); zoom_label->set_v_size_flags(Control::SIZE_SHRINK_CENTER); - zoom_label->set_align(Label::ALIGN_CENTER); + zoom_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER); zoom_label->set_custom_minimum_size(Size2(48, 0)); _update_zoom_label(); diff --git a/scene/gui/graph_edit.h b/scene/gui/graph_edit.h index 6c11f9df6a..7cbd0d179d 100644 --- a/scene/gui/graph_edit.h +++ b/scene/gui/graph_edit.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -183,7 +183,9 @@ private: GraphEditMinimap *minimap; void _top_layer_input(const Ref<InputEvent> &p_ev); - bool is_in_hot_zone(const Vector2 &pos, const Vector2 &p_mouse_pos, const Vector2i &p_port_size, bool p_left); + bool is_in_input_hotzone(GraphNode *p_graph_node, int p_slot_index, const Vector2 &p_mouse_pos, const Vector2i &p_port_size); + bool is_in_output_hotzone(GraphNode *p_graph_node, int p_slot_index, const Vector2 &p_mouse_pos, const Vector2i &p_port_size); + bool is_in_port_hotzone(const Vector2 &pos, const Vector2 &p_mouse_pos, const Vector2i &p_port_size, bool p_left); void _top_layer_draw(); void _connections_layer_draw(); diff --git a/scene/gui/graph_node.cpp b/scene/gui/graph_node.cpp index 3177911a70..1a270ff942 100644 --- a/scene/gui/graph_node.cpp +++ b/scene/gui/graph_node.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -458,7 +458,7 @@ void GraphNode::_shape() { } else { title_buf->set_direction((TextServer::Direction)text_direction); } - title_buf->add_string(title, font, font_size, opentype_features, (language != "") ? language : TranslationServer::get_singleton()->get_tool_locale()); + title_buf->add_string(title, font, font_size, opentype_features, (!language.is_empty()) ? language : TranslationServer::get_singleton()->get_tool_locale()); } #ifdef TOOLS_ENABLED diff --git a/scene/gui/graph_node.h b/scene/gui/graph_node.h index 2238cfdb56..b41fc7f5d4 100644 --- a/scene/gui/graph_node.h +++ b/scene/gui/graph_node.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 624330cdf6..465c9dac78 100644 --- a/scene/gui/grid_container.cpp +++ b/scene/gui/grid_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 9b43a5bc7e..9d77f90ab3 100644 --- a/scene/gui/grid_container.h +++ b/scene/gui/grid_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 857058f94e..b0dc12d046 100644 --- a/scene/gui/item_list.cpp +++ b/scene/gui/item_list.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -43,7 +43,7 @@ void ItemList::_shape(int p_idx) { } else { item.text_buf->set_direction((TextServer::Direction)item.text_direction); } - item.text_buf->add_string(item.text, get_theme_font(SNAME("font")), get_theme_font_size(SNAME("font_size")), item.opentype_features, (item.language != "") ? item.language : TranslationServer::get_singleton()->get_tool_locale()); + item.text_buf->add_string(item.text, get_theme_font(SNAME("font")), get_theme_font_size(SNAME("font_size")), item.opentype_features, (!item.language.is_empty()) ? item.language : TranslationServer::get_singleton()->get_tool_locale()); if (icon_mode == ICON_MODE_TOP && max_text_lines > 0) { item.text_buf->set_flags(TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::BREAK_GRAPHEME_BOUND); } else { @@ -653,7 +653,7 @@ void ItemList::gui_input(const Ref<InputEvent> &p_event) { if (p_event->is_pressed() && items.size() > 0) { if (p_event->is_action("ui_up")) { - if (search_string != "") { + if (!search_string.is_empty()) { uint64_t now = OS::get_singleton()->get_ticks_msec(); uint64_t diff = now - search_time_msec; @@ -683,7 +683,7 @@ void ItemList::gui_input(const Ref<InputEvent> &p_event) { accept_event(); } } else if (p_event->is_action("ui_down")) { - if (search_string != "") { + if (!search_string.is_empty()) { uint64_t now = OS::get_singleton()->get_ticks_msec(); uint64_t diff = now - search_time_msec; @@ -920,7 +920,7 @@ void ItemList::_notification(int p_what) { minsize = items[i].get_icon_size() * icon_scale; } - if (items[i].text != "") { + if (!items[i].text.is_empty()) { if (icon_mode == ICON_MODE_TOP) { minsize.y += icon_margin; } else { @@ -929,7 +929,7 @@ void ItemList::_notification(int p_what) { } } - if (items[i].text != "") { + if (!items[i].text.is_empty()) { int max_width = -1; if (fixed_column_width) { max_width = fixed_column_width; @@ -1188,7 +1188,7 @@ void ItemList::_notification(int p_what) { draw_texture(items[i].tag_icon, draw_pos + base_ofs); } - if (items[i].text != "") { + if (!items[i].text.is_empty()) { int max_len = -1; Vector2 size2 = items[i].text_buf->get_size(); @@ -1213,7 +1213,7 @@ void ItemList::_notification(int p_what) { text_ofs.x = size.width - text_ofs.x - max_len; } - items.write[i].text_buf->set_align(HALIGN_CENTER); + items.write[i].text_buf->set_alignment(HORIZONTAL_ALIGNMENT_CENTER); if (outline_size > 0 && font_outline_color.a > 0) { items[i].text_buf->draw_outline(get_canvas_item(), text_ofs, outline_size, font_outline_color); @@ -1241,9 +1241,9 @@ void ItemList::_notification(int p_what) { items.write[i].text_buf->set_width(max_len); if (rtl) { - items.write[i].text_buf->set_align(HALIGN_RIGHT); + items.write[i].text_buf->set_alignment(HORIZONTAL_ALIGNMENT_RIGHT); } else { - items.write[i].text_buf->set_align(HALIGN_LEFT); + items.write[i].text_buf->set_alignment(HORIZONTAL_ALIGNMENT_LEFT); } if (outline_size > 0 && font_outline_color.a > 0) { @@ -1360,10 +1360,10 @@ String ItemList::get_tooltip(const Point2 &p_pos) const { if (!items[closest].tooltip_enabled) { return ""; } - if (items[closest].tooltip != "") { + if (!items[closest].tooltip.is_empty()) { return items[closest].tooltip; } - if (items[closest].text != "") { + if (!items[closest].text.is_empty()) { return items[closest].text; } } @@ -1652,7 +1652,7 @@ void ItemList::_bind_methods() { ClassDB::bind_method(D_METHOD("ensure_current_is_visible"), &ItemList::ensure_current_is_visible); - ClassDB::bind_method(D_METHOD("get_v_scroll"), &ItemList::get_v_scroll); + ClassDB::bind_method(D_METHOD("get_v_scroll_bar"), &ItemList::get_v_scroll_bar); ClassDB::bind_method(D_METHOD("set_text_overrun_behavior", "overrun_behavior"), &ItemList::set_text_overrun_behavior); ClassDB::bind_method(D_METHOD("get_text_overrun_behavior"), &ItemList::get_text_overrun_behavior); diff --git a/scene/gui/item_list.h b/scene/gui/item_list.h index e780179e7b..e688ba9826 100644 --- a/scene/gui/item_list.h +++ b/scene/gui/item_list.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -255,7 +255,7 @@ public: void set_autoscroll_to_bottom(const bool p_enable); - VScrollBar *get_v_scroll() { return scroll_bar; } + VScrollBar *get_v_scroll_bar() { return scroll_bar; } ItemList(); ~ItemList(); diff --git a/scene/gui/label.cpp b/scene/gui/label.cpp index 3e1b9c9ceb..54c4835ccf 100644 --- a/scene/gui/label.cpp +++ b/scene/gui/label.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -93,10 +93,10 @@ void Label::_shape() { int font_size = get_theme_font_size(SNAME("font_size")); ERR_FAIL_COND(font.is_null()); String text = (uppercase) ? xl_text.to_upper() : xl_text; - if (visible_chars >= 0) { + if (visible_chars >= 0 && visible_chars_behavior == VC_CHARS_BEFORE_SHAPING) { text = text.substr(0, visible_chars); } - TS->shaped_text_add_string(text_rid, text, font->get_rids(), font_size, opentype_features, (language != "") ? language : TranslationServer::get_singleton()->get_tool_locale()); + TS->shaped_text_add_string(text_rid, text, font->get_rids(), font_size, opentype_features, (!language.is_empty()) ? language : TranslationServer::get_singleton()->get_tool_locale()); TS->shaped_text_set_bidi_override(text_rid, structured_text_parser(st_parser, st_args, text)); dirty = false; lines_dirty = true; @@ -175,7 +175,7 @@ void Label::_shape() { if (lines_hidden) { overrun_flags |= TextServer::OVERRUN_ENFORCE_ELLIPSIS; } - if (align == ALIGN_FILL) { + if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) { for (int i = 0; i < lines_rid.size(); i++) { if (i < visible_lines - 1 || lines_rid.size() == 1) { TS->shaped_text_fit_to_width(lines_rid[i], width); @@ -191,7 +191,7 @@ void Label::_shape() { } else { // Autowrap disabled. for (int i = 0; i < lines_rid.size(); i++) { - if (align == ALIGN_FILL) { + if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) { TS->shaped_text_fit_to_width(lines_rid[i], width); overrun_flags |= TextServer::OVERRUN_JUSTIFICATION_AWARE; TS->shaped_text_overrun_trim_to_width(lines_rid[i], width, overrun_flags); @@ -316,31 +316,38 @@ void Label::_notification(int p_what) { } int last_line = MIN(lines_rid.size(), lines_visible + lines_skipped); + bool trim_chars = (visible_chars >= 0) && (visible_chars_behavior == VC_CHARS_AFTER_SHAPING); + bool trim_glyphs_ltr = (visible_chars >= 0) && ((visible_chars_behavior == VC_GLYPHS_LTR) || ((visible_chars_behavior == VC_GLYPHS_AUTO) && !rtl_layout)); + bool trim_glyphs_rtl = (visible_chars >= 0) && ((visible_chars_behavior == VC_GLYPHS_RTL) || ((visible_chars_behavior == VC_GLYPHS_AUTO) && rtl_layout)); // Get real total height. + int total_glyphs = 0; total_h = 0; for (int64_t i = lines_skipped; i < last_line; i++) { total_h += TS->shaped_text_get_size(lines_rid[i]).y + font->get_spacing(TextServer::SPACING_TOP) + font->get_spacing(TextServer::SPACING_BOTTOM) + line_spacing; + total_glyphs += TS->shaped_text_get_glyph_count(lines_rid[i]) + TS->shaped_text_get_ellipsis_glyph_count(lines_rid[i]); } + int visible_glyphs = total_glyphs * percent_visible; + int processed_glyphs = 0; total_h += style->get_margin(SIDE_TOP) + style->get_margin(SIDE_BOTTOM); int vbegin = 0, vsep = 0; if (lines_visible > 0) { - switch (valign) { - case VALIGN_TOP: { + switch (vertical_alignment) { + case VERTICAL_ALIGNMENT_TOP: { // Nothing. } break; - case VALIGN_CENTER: { + case VERTICAL_ALIGNMENT_CENTER: { vbegin = (size.y - (total_h - line_spacing)) / 2; vsep = 0; } break; - case VALIGN_BOTTOM: { + case VERTICAL_ALIGNMENT_BOTTOM: { vbegin = size.y - (total_h - line_spacing); vsep = 0; } break; - case VALIGN_FILL: { + case VERTICAL_ALIGNMENT_FILL: { vbegin = 0; if (lines_visible > 1) { vsep = (size.y - (total_h - line_spacing)) / (lines_visible - 1); @@ -358,25 +365,25 @@ void Label::_notification(int p_what) { Size2 line_size = TS->shaped_text_get_size(lines_rid[i]); ofs.x = 0; ofs.y += TS->shaped_text_get_ascent(lines_rid[i]) + font->get_spacing(TextServer::SPACING_TOP); - switch (align) { - case ALIGN_FILL: + switch (horizontal_alignment) { + case HORIZONTAL_ALIGNMENT_FILL: if (rtl && autowrap_mode != AUTOWRAP_OFF) { ofs.x = int(size.width - style->get_margin(SIDE_RIGHT) - line_size.width); } else { ofs.x = style->get_offset().x; } break; - case ALIGN_LEFT: { + case HORIZONTAL_ALIGNMENT_LEFT: { if (rtl_layout) { ofs.x = int(size.width - style->get_margin(SIDE_RIGHT) - line_size.width); } else { ofs.x = style->get_offset().x; } } break; - case ALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { ofs.x = int(size.width - line_size.width) / 2; } break; - case ALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (rtl_layout) { ofs.x = style->get_offset().x; } else { @@ -395,14 +402,19 @@ void Label::_notification(int p_what) { int ellipsis_gl_size = TS->shaped_text_get_ellipsis_glyph_count(lines_rid[i]); // Draw outline. Note: Do not merge this into the single loop with the main text, to prevent overlaps. + int processed_glyphs_ol = processed_glyphs; if ((outline_size > 0 && font_outline_color.a != 0) || (font_shadow_color.a != 0)) { Vector2 offset = ofs; // Draw RTL ellipsis string when necessary. if (rtl && ellipsis_pos >= 0) { for (int gl_idx = ellipsis_gl_size - 1; gl_idx >= 0; gl_idx--) { for (int j = 0; j < ellipsis_glyphs[gl_idx].repeat; j++) { + bool skip = (trim_chars && ellipsis_glyphs[gl_idx].end > visible_chars) || (trim_glyphs_ltr && (processed_glyphs_ol >= visible_glyphs)) || (trim_glyphs_rtl && (processed_glyphs_ol < total_glyphs - visible_glyphs)); //Draw glyph outlines and shadow. - draw_glyph_outline(ellipsis_glyphs[gl_idx], ci, font_color, font_shadow_color, font_outline_color, shadow_outline_size, outline_size, offset, shadow_ofs); + if (!skip) { + draw_glyph_outline(ellipsis_glyphs[gl_idx], ci, font_color, font_shadow_color, font_outline_color, shadow_outline_size, outline_size, offset, shadow_ofs); + } + processed_glyphs_ol++; offset.x += ellipsis_glyphs[gl_idx].advance; } } @@ -423,9 +435,13 @@ void Label::_notification(int p_what) { } } } + bool skip = (trim_chars && glyphs[j].end > visible_chars) || (trim_glyphs_ltr && (processed_glyphs_ol >= visible_glyphs)) || (trim_glyphs_rtl && (processed_glyphs_ol < total_glyphs - visible_glyphs)); // Draw glyph outlines and shadow. - draw_glyph_outline(glyphs[j], ci, font_color, font_shadow_color, font_outline_color, shadow_outline_size, outline_size, offset, shadow_ofs); + if (!skip) { + draw_glyph_outline(glyphs[j], ci, font_color, font_shadow_color, font_outline_color, shadow_outline_size, outline_size, offset, shadow_ofs); + } + processed_glyphs_ol++; offset.x += glyphs[j].advance; } } @@ -433,8 +449,12 @@ void Label::_notification(int p_what) { if (!rtl && ellipsis_pos >= 0) { for (int gl_idx = 0; gl_idx < ellipsis_gl_size; gl_idx++) { for (int j = 0; j < ellipsis_glyphs[gl_idx].repeat; j++) { + bool skip = (trim_chars && ellipsis_glyphs[gl_idx].end > visible_chars) || (trim_glyphs_ltr && (processed_glyphs_ol >= visible_glyphs)) || (trim_glyphs_rtl && (processed_glyphs_ol < total_glyphs - visible_glyphs)); //Draw glyph outlines and shadow. - draw_glyph_outline(ellipsis_glyphs[gl_idx], ci, font_color, font_shadow_color, font_outline_color, shadow_outline_size, outline_size, offset, shadow_ofs); + if (!skip) { + draw_glyph_outline(ellipsis_glyphs[gl_idx], ci, font_color, font_shadow_color, font_outline_color, shadow_outline_size, outline_size, offset, shadow_ofs); + } + processed_glyphs_ol++; offset.x += ellipsis_glyphs[gl_idx].advance; } } @@ -447,8 +467,12 @@ void Label::_notification(int p_what) { if (rtl && ellipsis_pos >= 0) { for (int gl_idx = ellipsis_gl_size - 1; gl_idx >= 0; gl_idx--) { for (int j = 0; j < ellipsis_glyphs[gl_idx].repeat; j++) { + bool skip = (trim_chars && ellipsis_glyphs[gl_idx].end > visible_chars) || (trim_glyphs_ltr && (processed_glyphs >= visible_glyphs)) || (trim_glyphs_rtl && (processed_glyphs < total_glyphs - visible_glyphs)); //Draw glyph outlines and shadow. - draw_glyph(ellipsis_glyphs[gl_idx], ci, font_color, ofs); + if (!skip) { + draw_glyph(ellipsis_glyphs[gl_idx], ci, font_color, ofs); + } + processed_glyphs++; ofs.x += ellipsis_glyphs[gl_idx].advance; } } @@ -469,9 +493,13 @@ void Label::_notification(int p_what) { } } } + bool skip = (trim_chars && glyphs[j].end > visible_chars) || (trim_glyphs_ltr && (processed_glyphs >= visible_glyphs)) || (trim_glyphs_rtl && (processed_glyphs < total_glyphs - visible_glyphs)); // Draw glyph outlines and shadow. - draw_glyph(glyphs[j], ci, font_color, ofs); + if (!skip) { + draw_glyph(glyphs[j], ci, font_color, ofs); + } + processed_glyphs++; ofs.x += glyphs[j].advance; } } @@ -479,8 +507,12 @@ void Label::_notification(int p_what) { if (!rtl && ellipsis_pos >= 0) { for (int gl_idx = 0; gl_idx < ellipsis_gl_size; gl_idx++) { for (int j = 0; j < ellipsis_glyphs[gl_idx].repeat; j++) { + bool skip = (trim_chars && ellipsis_glyphs[gl_idx].end > visible_chars) || (trim_glyphs_ltr && (processed_glyphs >= visible_glyphs)) || (trim_glyphs_rtl && (processed_glyphs < total_glyphs - visible_glyphs)); //Draw glyph outlines and shadow. - draw_glyph(ellipsis_glyphs[gl_idx], ci, font_color, ofs); + if (!skip) { + draw_glyph(ellipsis_glyphs[gl_idx], ci, font_color, ofs); + } + processed_glyphs++; ofs.x += ellipsis_glyphs[gl_idx].advance; } } @@ -556,29 +588,29 @@ int Label::get_visible_line_count() const { return lines_visible; } -void Label::set_align(Align p_align) { - ERR_FAIL_INDEX((int)p_align, 4); - if (align != p_align) { - if (align == ALIGN_FILL || p_align == ALIGN_FILL) { +void Label::set_horizontal_alignment(HorizontalAlignment p_alignment) { + ERR_FAIL_INDEX((int)p_alignment, 4); + if (horizontal_alignment != p_alignment) { + if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) { lines_dirty = true; // Reshape lines. } - align = p_align; + horizontal_alignment = p_alignment; } update(); } -Label::Align Label::get_align() const { - return align; +HorizontalAlignment Label::get_horizontal_alignment() const { + return horizontal_alignment; } -void Label::set_valign(VAlign p_align) { - ERR_FAIL_INDEX((int)p_align, 4); - valign = p_align; +void Label::set_vertical_alignment(VerticalAlignment p_alignment) { + ERR_FAIL_INDEX((int)p_alignment, 4); + vertical_alignment = p_alignment; update(); } -Label::VAlign Label::get_valign() const { - return valign; +VerticalAlignment Label::get_vertical_alignment() const { + return vertical_alignment; } void Label::set_text(const String &p_string) { @@ -702,7 +734,9 @@ void Label::set_visible_characters(int p_amount) { } else { percent_visible = 1.0; } - dirty = true; + if (visible_chars_behavior == VC_CHARS_BEFORE_SHAPING) { + dirty = true; + } update(); } } @@ -720,7 +754,9 @@ void Label::set_percent_visible(float p_percent) { visible_chars = get_total_character_count() * p_percent; percent_visible = p_percent; } - dirty = true; + if (visible_chars_behavior == VC_CHARS_BEFORE_SHAPING) { + dirty = true; + } update(); } } @@ -729,6 +765,18 @@ float Label::get_percent_visible() const { return percent_visible; } +Label::VisibleCharactersBehavior Label::get_visible_characters_behavior() const { + return visible_chars_behavior; +} + +void Label::set_visible_characters_behavior(Label::VisibleCharactersBehavior p_behavior) { + if (visible_chars_behavior != p_behavior) { + visible_chars_behavior = p_behavior; + dirty = true; + update(); + } +} + void Label::set_lines_skipped(int p_lines) { ERR_FAIL_COND(p_lines < 0); lines_skipped = p_lines; @@ -809,10 +857,10 @@ void Label::_get_property_list(List<PropertyInfo> *p_list) const { } void Label::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_align", "align"), &Label::set_align); - ClassDB::bind_method(D_METHOD("get_align"), &Label::get_align); - ClassDB::bind_method(D_METHOD("set_valign", "valign"), &Label::set_valign); - ClassDB::bind_method(D_METHOD("get_valign"), &Label::get_valign); + ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &Label::set_horizontal_alignment); + ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &Label::get_horizontal_alignment); + ClassDB::bind_method(D_METHOD("set_vertical_alignment", "alignment"), &Label::set_vertical_alignment); + ClassDB::bind_method(D_METHOD("get_vertical_alignment"), &Label::get_vertical_alignment); ClassDB::bind_method(D_METHOD("set_text", "text"), &Label::set_text); ClassDB::bind_method(D_METHOD("get_text"), &Label::get_text); ClassDB::bind_method(D_METHOD("set_text_direction", "direction"), &Label::set_text_direction); @@ -836,6 +884,8 @@ void Label::_bind_methods() { ClassDB::bind_method(D_METHOD("get_total_character_count"), &Label::get_total_character_count); ClassDB::bind_method(D_METHOD("set_visible_characters", "amount"), &Label::set_visible_characters); ClassDB::bind_method(D_METHOD("get_visible_characters"), &Label::get_visible_characters); + ClassDB::bind_method(D_METHOD("get_visible_characters_behavior"), &Label::get_visible_characters_behavior); + ClassDB::bind_method(D_METHOD("set_visible_characters_behavior", "behavior"), &Label::set_visible_characters_behavior); ClassDB::bind_method(D_METHOD("set_percent_visible", "percent_visible"), &Label::set_percent_visible); ClassDB::bind_method(D_METHOD("get_percent_visible"), &Label::get_percent_visible); ClassDB::bind_method(D_METHOD("set_lines_skipped", "lines_skipped"), &Label::set_lines_skipped); @@ -847,16 +897,6 @@ void Label::_bind_methods() { ClassDB::bind_method(D_METHOD("set_structured_text_bidi_override_options", "args"), &Label::set_structured_text_bidi_override_options); ClassDB::bind_method(D_METHOD("get_structured_text_bidi_override_options"), &Label::get_structured_text_bidi_override_options); - BIND_ENUM_CONSTANT(ALIGN_LEFT); - BIND_ENUM_CONSTANT(ALIGN_CENTER); - BIND_ENUM_CONSTANT(ALIGN_RIGHT); - BIND_ENUM_CONSTANT(ALIGN_FILL); - - BIND_ENUM_CONSTANT(VALIGN_TOP); - BIND_ENUM_CONSTANT(VALIGN_CENTER); - BIND_ENUM_CONSTANT(VALIGN_BOTTOM); - BIND_ENUM_CONSTANT(VALIGN_FILL); - BIND_ENUM_CONSTANT(AUTOWRAP_OFF); BIND_ENUM_CONSTANT(AUTOWRAP_ARBITRARY); BIND_ENUM_CONSTANT(AUTOWRAP_WORD); @@ -868,16 +908,24 @@ void Label::_bind_methods() { BIND_ENUM_CONSTANT(OVERRUN_TRIM_ELLIPSIS); BIND_ENUM_CONSTANT(OVERRUN_TRIM_WORD_ELLIPSIS); + BIND_ENUM_CONSTANT(VC_CHARS_BEFORE_SHAPING); + BIND_ENUM_CONSTANT(VC_CHARS_AFTER_SHAPING); + BIND_ENUM_CONSTANT(VC_GLYPHS_AUTO); + BIND_ENUM_CONSTANT(VC_GLYPHS_LTR); + BIND_ENUM_CONSTANT(VC_GLYPHS_RTL); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "text", PROPERTY_HINT_MULTILINE_TEXT, "", PROPERTY_USAGE_DEFAULT_INTL), "set_text", "get_text"); + ADD_GROUP("Locale", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "text_direction", PROPERTY_HINT_ENUM, "Auto,Left-to-Right,Right-to-Left,Inherited"), "set_text_direction", "get_text_direction"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "language"), "set_language", "get_language"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "align", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_align", "get_align"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "valign", PROPERTY_HINT_ENUM, "Top,Center,Bottom,Fill"), "set_valign", "get_valign"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "vertical_alignment", PROPERTY_HINT_ENUM, "Top,Center,Bottom,Fill"), "set_vertical_alignment", "get_vertical_alignment"); ADD_PROPERTY(PropertyInfo(Variant::INT, "autowrap_mode", PROPERTY_HINT_ENUM, "Off,Arbitrary,Word,Word (Smart)"), "set_autowrap_mode", "get_autowrap_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "clip_text"), "set_clip_text", "is_clipping_text"); ADD_PROPERTY(PropertyInfo(Variant::INT, "text_overrun_behavior", PROPERTY_HINT_ENUM, "Trim Nothing,Trim Characters,Trim Words,Ellipsis,Word Ellipsis"), "set_text_overrun_behavior", "get_text_overrun_behavior"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uppercase"), "set_uppercase", "is_uppercase"); ADD_PROPERTY(PropertyInfo(Variant::INT, "visible_characters", PROPERTY_HINT_RANGE, "-1,128000,1"), "set_visible_characters", "get_visible_characters"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "visible_characters_behavior", PROPERTY_HINT_ENUM, "Characters Before Shaping,Characters After Shaping,Glyphs (Layout Direction),Glyphs (Left-to-Right),Glyphs (Right-to-Left)"), "set_visible_characters_behavior", "get_visible_characters_behavior"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "percent_visible", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_percent_visible", "get_percent_visible"); ADD_PROPERTY(PropertyInfo(Variant::INT, "lines_skipped", PROPERTY_HINT_RANGE, "0,999,1"), "set_lines_skipped", "get_lines_skipped"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_lines_visible", PROPERTY_HINT_RANGE, "-1,999,1"), "set_max_lines_visible", "get_max_lines_visible"); diff --git a/scene/gui/label.h b/scene/gui/label.h index 8b48eb9670..354e9c664d 100644 --- a/scene/gui/label.h +++ b/scene/gui/label.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -37,20 +37,6 @@ class Label : public Control { GDCLASS(Label, Control); public: - enum Align { - ALIGN_LEFT, - ALIGN_CENTER, - ALIGN_RIGHT, - ALIGN_FILL - }; - - enum VAlign { - VALIGN_TOP, - VALIGN_CENTER, - VALIGN_BOTTOM, - VALIGN_FILL - }; - enum AutowrapMode { AUTOWRAP_OFF, AUTOWRAP_ARBITRARY, @@ -66,9 +52,17 @@ public: OVERRUN_TRIM_WORD_ELLIPSIS, }; + enum VisibleCharactersBehavior { + VC_CHARS_BEFORE_SHAPING, + VC_CHARS_AFTER_SHAPING, + VC_GLYPHS_AUTO, + VC_GLYPHS_LTR, + VC_GLYPHS_RTL, + }; + private: - Align align = ALIGN_LEFT; - VAlign valign = VALIGN_TOP; + HorizontalAlignment horizontal_alignment = HORIZONTAL_ALIGNMENT_LEFT; + VerticalAlignment vertical_alignment = VERTICAL_ALIGNMENT_TOP; String text; String xl_text; AutowrapMode autowrap_mode = AUTOWRAP_OFF; @@ -90,6 +84,7 @@ private: float percent_visible = 1.0; + VisibleCharactersBehavior visible_chars_behavior = VC_CHARS_BEFORE_SHAPING; int visible_chars = -1; int lines_skipped = 0; int max_lines_visible = -1; @@ -109,11 +104,11 @@ protected: public: virtual Size2 get_minimum_size() const override; - void set_align(Align p_align); - Align get_align() const; + void set_horizontal_alignment(HorizontalAlignment p_alignment); + HorizontalAlignment get_horizontal_alignment() const; - void set_valign(VAlign p_align); - VAlign get_valign() const; + void set_vertical_alignment(VerticalAlignment p_alignment); + VerticalAlignment get_vertical_alignment() const; void set_text(const String &p_string); String get_text() const; @@ -140,6 +135,9 @@ public: void set_uppercase(bool p_uppercase); bool is_uppercase() const; + VisibleCharactersBehavior get_visible_characters_behavior() const; + void set_visible_characters_behavior(VisibleCharactersBehavior p_behavior); + void set_visible_characters(int p_amount); int get_visible_characters() const; int get_total_character_count() const; @@ -167,9 +165,8 @@ public: ~Label(); }; -VARIANT_ENUM_CAST(Label::Align); -VARIANT_ENUM_CAST(Label::VAlign); VARIANT_ENUM_CAST(Label::AutowrapMode); VARIANT_ENUM_CAST(Label::OverrunBehavior); +VARIANT_ENUM_CAST(Label::VisibleCharactersBehavior); #endif diff --git a/scene/gui/line_edit.cpp b/scene/gui/line_edit.cpp index 80f723de62..f000f64caf 100644 --- a/scene/gui/line_edit.cpp +++ b/scene/gui/line_edit.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -548,17 +548,17 @@ void LineEdit::gui_input(const Ref<InputEvent> &p_event) { } } -void LineEdit::set_align(Align p_align) { - ERR_FAIL_INDEX((int)p_align, 4); - if (align != p_align) { - align = p_align; +void LineEdit::set_horizontal_alignment(HorizontalAlignment p_alignment) { + ERR_FAIL_INDEX((int)p_alignment, 4); + if (alignment != p_alignment) { + alignment = p_alignment; _shape(); } update(); } -LineEdit::Align LineEdit::get_align() const { - return align; +HorizontalAlignment LineEdit::get_horizontal_alignment() const { + return alignment; } Variant LineEdit::get_drag_data(const Point2 &p_point) { @@ -715,23 +715,23 @@ void LineEdit::_notification(int p_what) { float text_width = TS->shaped_text_get_size(text_rid).x; float text_height = TS->shaped_text_get_size(text_rid).y + font->get_spacing(TextServer::SPACING_TOP) + font->get_spacing(TextServer::SPACING_BOTTOM); - switch (align) { - case ALIGN_FILL: - case ALIGN_LEFT: { + switch (alignment) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: { if (rtl) { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(size.width - style->get_margin(SIDE_RIGHT) - (text_width))); } else { x_ofs = style->get_offset().x; } } break; - case ALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { if (scroll_offset != 0) { x_ofs = style->get_offset().x; } else { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(size.width - (text_width)) / 2); } } break; - case ALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (rtl) { x_ofs = style->get_offset().x; } else { @@ -769,7 +769,7 @@ void LineEdit::_notification(int p_what) { r_icon->draw(ci, Point2(width - r_icon->get_width() - style->get_margin(SIDE_RIGHT), height / 2 - r_icon->get_height() / 2), color_icon); - if (align == ALIGN_CENTER) { + if (alignment == HORIZONTAL_ALIGNMENT_CENTER) { if (scroll_offset == 0) { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(size.width - text_width - r_icon->get_width() - style->get_margin(SIDE_RIGHT) * 2) / 2); } @@ -1017,7 +1017,7 @@ void LineEdit::paste_text() { // Strip escape characters like \n and \t as they can't be displayed on LineEdit. String paste_buffer = DisplayServer::get_singleton()->clipboard_get().strip_escapes(); - if (paste_buffer != "") { + if (!paste_buffer.is_empty()) { int prev_len = text.length(); if (selection.enabled) { selection_delete(); @@ -1115,23 +1115,23 @@ void LineEdit::set_caret_at_pixel_pos(int p_x) { int x_ofs = 0; float text_width = TS->shaped_text_get_size(text_rid).x; - switch (align) { - case ALIGN_FILL: - case ALIGN_LEFT: { + switch (alignment) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: { if (rtl) { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(get_size().width - style->get_margin(SIDE_RIGHT) - (text_width))); } else { x_ofs = style->get_offset().x; } } break; - case ALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { if (scroll_offset != 0) { x_ofs = style->get_offset().x; } else { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(get_size().width - (text_width)) / 2); } } break; - case ALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (rtl) { x_ofs = style->get_offset().x; } else { @@ -1144,7 +1144,7 @@ void LineEdit::set_caret_at_pixel_pos(int p_x) { bool display_clear_icon = !using_placeholder && is_editable() && clear_button_enabled; if (right_icon.is_valid() || display_clear_icon) { Ref<Texture2D> r_icon = display_clear_icon ? Control::get_theme_icon(SNAME("clear")) : right_icon; - if (align == ALIGN_CENTER) { + if (alignment == HORIZONTAL_ALIGNMENT_CENTER) { if (scroll_offset == 0) { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(get_size().width - text_width - r_icon->get_width() - style->get_margin(SIDE_RIGHT) * 2) / 2); } @@ -1163,23 +1163,23 @@ Vector2i LineEdit::get_caret_pixel_pos() { int x_ofs = 0; float text_width = TS->shaped_text_get_size(text_rid).x; - switch (align) { - case ALIGN_FILL: - case ALIGN_LEFT: { + switch (alignment) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: { if (rtl) { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(get_size().width - style->get_margin(SIDE_RIGHT) - (text_width))); } else { x_ofs = style->get_offset().x; } } break; - case ALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { if (scroll_offset != 0) { x_ofs = style->get_offset().x; } else { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(get_size().width - (text_width)) / 2); } } break; - case ALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (rtl) { x_ofs = style->get_offset().x; } else { @@ -1192,7 +1192,7 @@ Vector2i LineEdit::get_caret_pixel_pos() { bool display_clear_icon = !using_placeholder && is_editable() && clear_button_enabled; if (right_icon.is_valid() || display_clear_icon) { Ref<Texture2D> r_icon = display_clear_icon ? Control::get_theme_icon(SNAME("clear")) : right_icon; - if (align == ALIGN_CENTER) { + if (alignment == HORIZONTAL_ALIGNMENT_CENTER) { if (scroll_offset == 0) { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(get_size().width - text_width - r_icon->get_width() - style->get_margin(SIDE_RIGHT) * 2) / 2); } @@ -1508,23 +1508,23 @@ void LineEdit::set_caret_column(int p_column) { int x_ofs = 0; float text_width = TS->shaped_text_get_size(text_rid).x; - switch (align) { - case ALIGN_FILL: - case ALIGN_LEFT: { + switch (alignment) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: { if (rtl) { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(get_size().width - style->get_margin(SIDE_RIGHT) - (text_width))); } else { x_ofs = style->get_offset().x; } } break; - case ALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { if (scroll_offset != 0) { x_ofs = style->get_offset().x; } else { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(get_size().width - (text_width)) / 2); } } break; - case ALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (rtl) { x_ofs = style->get_offset().x; } else { @@ -1538,7 +1538,7 @@ void LineEdit::set_caret_column(int p_column) { bool display_clear_icon = !using_placeholder && is_editable() && clear_button_enabled; if (right_icon.is_valid() || display_clear_icon) { Ref<Texture2D> r_icon = display_clear_icon ? Control::get_theme_icon(SNAME("clear")) : right_icon; - if (align == ALIGN_CENTER) { + if (alignment == HORIZONTAL_ALIGNMENT_CENTER) { if (scroll_offset == 0) { x_ofs = MAX(style->get_margin(SIDE_LEFT), int(get_size().width - text_width - r_icon->get_width() - style->get_margin(SIDE_RIGHT) * 2) / 2); } @@ -2078,7 +2078,7 @@ void LineEdit::_shape() { const Ref<Font> &font = get_theme_font(SNAME("font")); int font_size = get_theme_font_size(SNAME("font_size")); ERR_FAIL_COND(font.is_null()); - TS->shaped_text_add_string(text_rid, t, font->get_rids(), font_size, opentype_features, (language != "") ? language : TranslationServer::get_singleton()->get_tool_locale()); + TS->shaped_text_add_string(text_rid, t, font->get_rids(), font_size, opentype_features, (!language.is_empty()) ? language : TranslationServer::get_singleton()->get_tool_locale()); TS->shaped_text_set_bidi_override(text_rid, structured_text_parser(st_parser, st_args, t)); full_width = TS->shaped_text_get_size(text_rid).x; @@ -2092,7 +2092,7 @@ void LineEdit::_shape() { } void LineEdit::_fit_to_width() { - if (align == ALIGN_FILL) { + if (alignment == HORIZONTAL_ALIGNMENT_FILL) { Ref<StyleBox> style = get_theme_stylebox(SNAME("normal")); int t_width = get_size().width - style->get_margin(SIDE_RIGHT) - style->get_margin(SIDE_LEFT); bool using_placeholder = text.is_empty() && ime_text.is_empty(); @@ -2218,8 +2218,8 @@ void LineEdit::_validate_property(PropertyInfo &property) const { void LineEdit::_bind_methods() { ClassDB::bind_method(D_METHOD("_text_changed"), &LineEdit::_text_changed); - ClassDB::bind_method(D_METHOD("set_align", "align"), &LineEdit::set_align); - ClassDB::bind_method(D_METHOD("get_align"), &LineEdit::get_align); + ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &LineEdit::set_horizontal_alignment); + ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &LineEdit::get_horizontal_alignment); ClassDB::bind_method(D_METHOD("clear"), &LineEdit::clear); ClassDB::bind_method(D_METHOD("select", "from", "to"), &LineEdit::select, DEFVAL(0), DEFVAL(-1)); @@ -2297,11 +2297,6 @@ void LineEdit::_bind_methods() { ADD_SIGNAL(MethodInfo("text_change_rejected", PropertyInfo(Variant::STRING, "rejected_substring"))); ADD_SIGNAL(MethodInfo("text_submitted", PropertyInfo(Variant::STRING, "new_text"))); - BIND_ENUM_CONSTANT(ALIGN_LEFT); - BIND_ENUM_CONSTANT(ALIGN_CENTER); - BIND_ENUM_CONSTANT(ALIGN_RIGHT); - BIND_ENUM_CONSTANT(ALIGN_FILL); - BIND_ENUM_CONSTANT(MENU_CUT); BIND_ENUM_CONSTANT(MENU_COPY); BIND_ENUM_CONSTANT(MENU_PASTE); @@ -2333,7 +2328,7 @@ void LineEdit::_bind_methods() { BIND_ENUM_CONSTANT(MENU_MAX); ADD_PROPERTY(PropertyInfo(Variant::STRING, "text"), "set_text", "get_text"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "align", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_align", "get_align"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_length", PROPERTY_HINT_RANGE, "0,1000,1,or_greater"), "set_max_length", "get_max_length"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editable"), "set_editable", "is_editable"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "secret"), "set_secret", "is_secret"); diff --git a/scene/gui/line_edit.h b/scene/gui/line_edit.h index 221dd9eb2e..029ff07d13 100644 --- a/scene/gui/line_edit.h +++ b/scene/gui/line_edit.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -38,13 +38,6 @@ class LineEdit : public Control { GDCLASS(LineEdit, Control); public: - enum Align { - ALIGN_LEFT, - ALIGN_CENTER, - ALIGN_RIGHT, - ALIGN_FILL - }; - enum MenuItems { MENU_CUT, MENU_COPY, @@ -78,7 +71,7 @@ public: }; private: - Align align = ALIGN_LEFT; + HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_LEFT; bool editable = false; bool pass = false; @@ -218,8 +211,8 @@ protected: void _validate_property(PropertyInfo &property) const override; public: - void set_align(Align p_align); - Align get_align() const; + void set_horizontal_alignment(HorizontalAlignment p_alignment); + HorizontalAlignment get_horizontal_alignment() const; virtual Variant get_drag_data(const Point2 &p_point) override; virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override; @@ -347,7 +340,6 @@ public: ~LineEdit(); }; -VARIANT_ENUM_CAST(LineEdit::Align); VARIANT_ENUM_CAST(LineEdit::MenuItems); #endif diff --git a/scene/gui/link_button.cpp b/scene/gui/link_button.cpp index 9856247b7c..1890e461e9 100644 --- a/scene/gui/link_button.cpp +++ b/scene/gui/link_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (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 @@ void LinkButton::_shape() { text_buf->set_direction((TextServer::Direction)text_direction); } TS->shaped_text_set_bidi_override(text_buf->get_rid(), structured_text_parser(st_parser, st_args, xl_text)); - text_buf->add_string(xl_text, font, font_size, opentype_features, (language != "") ? language : TranslationServer::get_singleton()->get_tool_locale()); + text_buf->add_string(xl_text, font, font_size, opentype_features, (!language.is_empty()) ? language : TranslationServer::get_singleton()->get_tool_locale()); } void LinkButton::set_text(const String &p_text) { diff --git a/scene/gui/link_button.h b/scene/gui/link_button.h index 231543c63c..7d302e967d 100644 --- a/scene/gui/link_button.h +++ b/scene/gui/link_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 af239d67ae..7b696ddb84 100644 --- a/scene/gui/margin_container.cpp +++ b/scene/gui/margin_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 b782976ada..3a2f0fa8b3 100644 --- a/scene/gui/margin_container.h +++ b/scene/gui/margin_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 32501b65a0..5420f9c5a5 100644 --- a/scene/gui/menu_button.cpp +++ b/scene/gui/menu_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/gui/menu_button.h index 455b7dc870..3647a69d33 100644 --- a/scene/gui/menu_button.h +++ b/scene/gui/menu_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/gui/nine_patch_rect.cpp index ea5c82306d..779d1307f5 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f9a3f31fe5..23aebbb782 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 dcf3cfeb09..e721b01cbc 100644 --- a/scene/gui/option_button.cpp +++ b/scene/gui/option_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (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 +110,63 @@ void OptionButton::_notification(int p_what) { } } +bool OptionButton::_set(const StringName &p_name, const Variant &p_value) { + Vector<String> components = String(p_name).split("/", true, 2); + if (components.size() >= 2 && components[0] == "popup") { + bool valid; + popup->set(String(p_name).trim_prefix("popup/"), p_value, &valid); + + int idx = components[1].get_slice("_", 1).to_int(); + if (idx == current) { + // Force refreshing currently displayed item. + current = -1; + _select(idx, false); + } + + return valid; + } + return false; +} + +bool OptionButton::_get(const StringName &p_name, Variant &r_ret) const { + Vector<String> components = String(p_name).split("/", true, 2); + if (components.size() >= 2 && components[0] == "popup") { + bool valid; + r_ret = popup->get(String(p_name).trim_prefix("popup/"), &valid); + return valid; + } + return false; +} + +void OptionButton::_get_property_list(List<PropertyInfo> *p_list) const { + for (int i = 0; i < popup->get_item_count(); i++) { + p_list->push_back(PropertyInfo(Variant::STRING, vformat("popup/item_%d/text", i))); + + PropertyInfo pi = PropertyInfo(Variant::OBJECT, vformat("popup/item_%d/icon", i), PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"); + pi.usage &= ~(popup->get_item_icon(i).is_null() ? PROPERTY_USAGE_STORAGE : 0); + p_list->push_back(pi); + + pi = PropertyInfo(Variant::INT, vformat("popup/item_%d/checkable", i), PROPERTY_HINT_ENUM, "No,As checkbox,As radio button"); + pi.usage &= ~(!popup->is_item_checkable(i) ? PROPERTY_USAGE_STORAGE : 0); + p_list->push_back(pi); + + pi = PropertyInfo(Variant::BOOL, vformat("popup/item_%d/checked", i)); + pi.usage &= ~(!popup->is_item_checked(i) ? PROPERTY_USAGE_STORAGE : 0); + p_list->push_back(pi); + + pi = PropertyInfo(Variant::INT, vformat("popup/item_%d/id", i), PROPERTY_HINT_RANGE, "1,10,1,or_greater"); + p_list->push_back(pi); + + pi = PropertyInfo(Variant::BOOL, vformat("popup/item_%d/disabled", i)); + pi.usage &= ~(!popup->is_item_disabled(i) ? PROPERTY_USAGE_STORAGE : 0); + p_list->push_back(pi); + + pi = PropertyInfo(Variant::BOOL, vformat("popup/item_%d/separator", i)); + pi.usage &= ~(!popup->is_item_separator(i) ? PROPERTY_USAGE_STORAGE : 0); + p_list->push_back(pi); + } +} + void OptionButton::_focused(int p_which) { emit_signal(SNAME("item_focused"), p_which); } @@ -191,6 +248,12 @@ bool OptionButton::is_item_disabled(int p_idx) const { return popup->is_item_disabled(p_idx); } +void OptionButton::set_item_count(int p_count) { + ERR_FAIL_COND(p_count < 0); + popup->set_item_count(p_count); + notify_property_list_changed(); +} + int OptionButton::get_item_count() const { return popup->get_item_count(); } @@ -267,38 +330,6 @@ PopupMenu *OptionButton::get_popup() const { return popup; } -Array OptionButton::_get_items() const { - Array items; - for (int i = 0; i < get_item_count(); i++) { - items.push_back(get_item_text(i)); - items.push_back(get_item_icon(i)); - items.push_back(is_item_disabled(i)); - items.push_back(get_item_id(i)); - items.push_back(get_item_metadata(i)); - } - - return items; -} - -void OptionButton::_set_items(const Array &p_items) { - ERR_FAIL_COND(p_items.size() % 5); - clear(); - - for (int i = 0; i < p_items.size(); i += 5) { - String text = p_items[i + 0]; - Ref<Texture2D> icon = p_items[i + 1]; - bool disabled = p_items[i + 2]; - int id = p_items[i + 3]; - Variant meta = p_items[i + 4]; - - int idx = get_item_count(); - add_item(text, id); - set_item_icon(idx, icon); - set_item_disabled(idx, disabled); - set_item_metadata(idx, meta); - } -} - void OptionButton::get_translatable_strings(List<String> *p_strings) const { popup->get_translatable_strings(p_strings); } @@ -317,7 +348,6 @@ void OptionButton::_bind_methods() { ClassDB::bind_method(D_METHOD("get_item_index", "id"), &OptionButton::get_item_index); ClassDB::bind_method(D_METHOD("get_item_metadata", "idx"), &OptionButton::get_item_metadata); ClassDB::bind_method(D_METHOD("is_item_disabled", "idx"), &OptionButton::is_item_disabled); - ClassDB::bind_method(D_METHOD("get_item_count"), &OptionButton::get_item_count); ClassDB::bind_method(D_METHOD("add_separator"), &OptionButton::add_separator); ClassDB::bind_method(D_METHOD("clear"), &OptionButton::clear); ClassDB::bind_method(D_METHOD("select", "idx"), &OptionButton::select); @@ -329,11 +359,10 @@ void OptionButton::_bind_methods() { ClassDB::bind_method(D_METHOD("get_popup"), &OptionButton::get_popup); - ClassDB::bind_method(D_METHOD("_set_items"), &OptionButton::_set_items); - ClassDB::bind_method(D_METHOD("_get_items"), &OptionButton::_get_items); - - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "items", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_items", "_get_items"); - // "selected" property must come after "items", otherwise GH-10213 occurs. + ClassDB::bind_method(D_METHOD("set_item_count"), &OptionButton::set_item_count); + ClassDB::bind_method(D_METHOD("get_item_count"), &OptionButton::get_item_count); + // "selected" property must come after "item_count", otherwise GH-10213 occurs. + ADD_ARRAY_COUNT("Items", "item_count", "set_item_count", "get_item_count", "popup/item_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "selected"), "_select_int", "get_selected"); ADD_SIGNAL(MethodInfo("item_selected", PropertyInfo(Variant::INT, "index"))); ADD_SIGNAL(MethodInfo("item_focused", PropertyInfo(Variant::INT, "index"))); @@ -341,7 +370,7 @@ void OptionButton::_bind_methods() { OptionButton::OptionButton() { set_toggle_mode(true); - set_text_align(ALIGN_LEFT); + set_text_alignment(HORIZONTAL_ALIGNMENT_LEFT); if (is_layout_rtl()) { if (has_theme_icon(SNAME("arrow"))) { _set_internal_margin(SIDE_LEFT, Control::get_theme_icon(SNAME("arrow"))->get_width()); diff --git a/scene/gui/option_button.h b/scene/gui/option_button.h index 953337ecce..adf2bb90ef 100644 --- a/scene/gui/option_button.h +++ b/scene/gui/option_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -45,14 +45,14 @@ class OptionButton : public Button { void _select(int p_which, bool p_emit = false); void _select_int(int p_which); - Array _get_items() const; - void _set_items(const Array &p_items); - virtual void pressed() override; protected: Size2 get_minimum_size() const override; void _notification(int p_what); + bool _set(const StringName &p_name, const Variant &p_value); + bool _get(const StringName &p_name, Variant &r_ret) const; + void _get_property_list(List<PropertyInfo> *p_list) const; static void _bind_methods(); public: @@ -76,6 +76,7 @@ public: Variant get_item_metadata(int p_idx) const; bool is_item_disabled(int p_idx) const; + void set_item_count(int p_count); int get_item_count() const; void add_separator(); diff --git a/scene/gui/panel.cpp b/scene/gui/panel.cpp index e8e7e3d997..86858fdc78 100644 --- a/scene/gui/panel.cpp +++ b/scene/gui/panel.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 84fd6aaead..37f14c250c 100644 --- a/scene/gui/panel.h +++ b/scene/gui/panel.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 d910e1e882..463ad3c513 100644 --- a/scene/gui/panel_container.cpp +++ b/scene/gui/panel_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f27ca7fad7..a5ff74cebb 100644 --- a/scene/gui/panel_container.h +++ b/scene/gui/panel_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 a48ad0f770..7c03fcbb37 100644 --- a/scene/gui/popup.cpp +++ b/scene/gui/popup.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/gui/popup.h index 8458a75eef..5678043b23 100644 --- a/scene/gui/popup.h +++ b/scene/gui/popup.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 d2062a66f9..e47b7280b9 100644 --- a/scene/gui/popup_menu.cpp +++ b/scene/gui/popup_menu.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -50,7 +50,7 @@ Size2 PopupMenu::_get_contents_minimum_size() const { int hseparation = get_theme_constant(SNAME("hseparation")); Size2 minsize = get_theme_stylebox(SNAME("panel"))->get_minimum_size(); // Accounts for margin in the margin container - minsize.x += scroll_container->get_v_scrollbar()->get_size().width * 2; // Adds a buffer so that the scrollbar does not render over the top of content + minsize.x += scroll_container->get_v_scroll_bar()->get_size().width * 2; // Adds a buffer so that the scrollbar does not render over the top of content float max_w = 0.0; float icon_w = 0.0; @@ -80,7 +80,7 @@ Size2 PopupMenu::_get_contents_minimum_size() const { accel_max_w = MAX(accel_w, accel_max_w); } - if (items[i].submenu != "") { + if (!items[i].submenu.is_empty()) { size.width += get_theme_icon(SNAME("submenu"))->get_width(); } @@ -326,13 +326,13 @@ void PopupMenu::gui_input(const Ref<InputEvent> &p_event) { set_input_as_handled(); } } else if (p_event->is_action("ui_right") && p_event->is_pressed()) { - if (mouse_over >= 0 && mouse_over < items.size() && !items[mouse_over].separator && items[mouse_over].submenu != "" && submenu_over != mouse_over) { + if (mouse_over >= 0 && mouse_over < items.size() && !!items[mouse_over].separator && items[mouse_over].submenu.is_empty() && submenu_over != mouse_over) { _activate_submenu(mouse_over); set_input_as_handled(); } } else if (p_event->is_action("ui_accept") && p_event->is_pressed()) { if (mouse_over >= 0 && mouse_over < items.size() && !items[mouse_over].separator) { - if (items[mouse_over].submenu != "" && submenu_over != mouse_over) { + if (!items[mouse_over].submenu.is_empty() && submenu_over != mouse_over) { _activate_submenu(mouse_over); } else { activate_item(mouse_over); @@ -343,11 +343,11 @@ void PopupMenu::gui_input(const Ref<InputEvent> &p_event) { // Make an area which does not include v scrollbar, so that items are not activated when dragging scrollbar. Rect2 item_clickable_area = scroll_container->get_rect(); - if (scroll_container->get_v_scrollbar()->is_visible_in_tree()) { + if (scroll_container->get_v_scroll_bar()->is_visible_in_tree()) { if (is_layout_rtl()) { - item_clickable_area.position.x += scroll_container->get_v_scrollbar()->get_size().width; + item_clickable_area.position.x += scroll_container->get_v_scroll_bar()->get_size().width; } else { - item_clickable_area.size.width -= scroll_container->get_v_scrollbar()->get_size().width; + item_clickable_area.size.width -= scroll_container->get_v_scroll_bar()->get_size().width; } } @@ -371,7 +371,7 @@ void PopupMenu::gui_input(const Ref<InputEvent> &p_event) { // Disable clicks under a time threshold to avoid selection right when opening the popup. uint64_t now = OS::get_singleton()->get_ticks_msec(); uint64_t diff = now - popup_time_msec; - if (diff < 100) { + if (diff < 150) { return; } @@ -387,7 +387,7 @@ void PopupMenu::gui_input(const Ref<InputEvent> &p_event) { return; } - if (items[over].submenu != "") { + if (!items[over].submenu.is_empty()) { _activate_submenu(over); return; } @@ -419,7 +419,7 @@ void PopupMenu::gui_input(const Ref<InputEvent> &p_event) { return; } - if (items[over].submenu != "" && submenu_over != over) { + if (!items[over].submenu.is_empty() && submenu_over != over) { submenu_over = over; submenu_timer->start(); } @@ -508,7 +508,7 @@ void PopupMenu::_draw_items() { Color font_hover_color = get_theme_color(SNAME("font_hover_color")); Color font_separator_color = get_theme_color(SNAME("font_separator_color")); - float scroll_width = scroll_container->get_v_scrollbar()->is_visible_in_tree() ? scroll_container->get_v_scrollbar()->get_size().width : 0; + float scroll_width = scroll_container->get_v_scroll_bar()->is_visible_in_tree() ? scroll_container->get_v_scroll_bar()->get_size().width : 0; float display_width = control->get_size().width - scroll_width; // Find the widest icon and whether any items have a checkbox, and store the offsets for each. @@ -558,7 +558,7 @@ void PopupMenu::_draw_items() { if (items[i].separator) { int sep_h = separator->get_center_size().height + separator->get_minimum_size().height; int sep_ofs = Math::floor((h - sep_h) / 2.0); - if (text != String()) { + if (!text.is_empty()) { int text_size = items[i].text_buf->get_size().width; int text_center = display_width / 2; int text_left = text_center - text_size / 2; @@ -599,7 +599,7 @@ void PopupMenu::_draw_items() { } // Submenu arrow on right hand side - if (items[i].submenu != "") { + if (!items[i].submenu.is_empty()) { if (rtl) { submenu->draw(ci, Point2(scroll_width + style->get_margin(SIDE_LEFT) + item_end_padding, item_ofs.y + Math::floor(h - submenu->get_height()) / 2), icon_color); } else { @@ -611,7 +611,7 @@ void PopupMenu::_draw_items() { Color font_outline_color = get_theme_color(SNAME("font_outline_color")); int outline_size = get_theme_constant(SNAME("outline_size")); if (items[i].separator) { - if (text != String()) { + if (!text.is_empty()) { int center = (display_width - items[i].text_buf->get_size().width) / 2; Vector2 text_pos = Point2(center, item_ofs.y + Math::floor((h - items[i].text_buf->get_size().y) / 2.0)); if (outline_size > 0 && font_outline_color.a > 0) { @@ -701,7 +701,7 @@ void PopupMenu::_shape_item(int p_item) { } else { items.write[p_item].text_buf->set_direction((TextServer::Direction)items[p_item].text_direction); } - items.write[p_item].text_buf->add_string(items.write[p_item].xl_text, font, font_size, items[p_item].opentype_features, (items[p_item].language != "") ? items[p_item].language : TranslationServer::get_singleton()->get_tool_locale()); + items.write[p_item].text_buf->add_string(items.write[p_item].xl_text, font, font_size, items[p_item].opentype_features, !items[p_item].language.is_empty() ? items[p_item].language : TranslationServer::get_singleton()->get_tool_locale()); items.write[p_item].accel_text_buf->clear(); items.write[p_item].accel_text_buf->set_direction(is_layout_rtl() ? TextServer::DIRECTION_RTL : TextServer::DIRECTION_LTR); @@ -736,7 +736,7 @@ void PopupMenu::_notification(int p_what) { grab_focus(); } break; case NOTIFICATION_WM_MOUSE_EXIT: { - if (mouse_over >= 0 && (items[mouse_over].submenu == "" || submenu_over != -1)) { + if (mouse_over >= 0 && (items[mouse_over].submenu.is_empty() || submenu_over != -1)) { mouse_over = -1; control->update(); } @@ -769,7 +769,7 @@ void PopupMenu::_notification(int p_what) { } for (int i = 0; i < items.size(); i++) { - if (items[i].submenu == "") { + if (items[i].submenu.is_empty()) { continue; } @@ -1323,7 +1323,7 @@ bool PopupMenu::activate_item_by_event(const Ref<InputEvent> &p_event, bool p_fo return true; } - if (items[i].submenu != "") { + if (!items[i].submenu.is_empty()) { Node *n = get_node(items[i].submenu); if (!n) { continue; @@ -1412,7 +1412,7 @@ void PopupMenu::add_separator(const String &p_text, int p_id) { Item sep; sep.separator = true; sep.id = p_id; - if (p_text != String()) { + if (!p_text.is_empty()) { sep.text = p_text; sep.xl_text = atr(p_text); } @@ -1510,7 +1510,7 @@ void PopupMenu::set_parent_rect(const Rect2 &p_rect) { void PopupMenu::get_translatable_strings(List<String> *p_strings) const { for (int i = 0; i < items.size(); i++) { - if (items[i].xl_text != "") { + if (!items[i].xl_text.is_empty()) { p_strings->push_back(items[i].xl_text); } } @@ -1690,53 +1690,53 @@ void PopupMenu::_bind_methods() { ClassDB::bind_method(D_METHOD("add_submenu_item", "label", "submenu", "id"), &PopupMenu::add_submenu_item, DEFVAL(-1)); - ClassDB::bind_method(D_METHOD("set_item_text", "idx", "text"), &PopupMenu::set_item_text); - ClassDB::bind_method(D_METHOD("set_item_text_direction", "idx", "direction"), &PopupMenu::set_item_text_direction); - ClassDB::bind_method(D_METHOD("set_item_opentype_feature", "idx", "tag", "value"), &PopupMenu::set_item_opentype_feature); - ClassDB::bind_method(D_METHOD("set_item_language", "idx", "language"), &PopupMenu::set_item_language); - ClassDB::bind_method(D_METHOD("set_item_icon", "idx", "icon"), &PopupMenu::set_item_icon); - ClassDB::bind_method(D_METHOD("set_item_checked", "idx", "checked"), &PopupMenu::set_item_checked); - ClassDB::bind_method(D_METHOD("set_item_id", "idx", "id"), &PopupMenu::set_item_id); - ClassDB::bind_method(D_METHOD("set_item_accelerator", "idx", "accel"), &PopupMenu::set_item_accelerator); - ClassDB::bind_method(D_METHOD("set_item_metadata", "idx", "metadata"), &PopupMenu::set_item_metadata); - ClassDB::bind_method(D_METHOD("set_item_disabled", "idx", "disabled"), &PopupMenu::set_item_disabled); - ClassDB::bind_method(D_METHOD("set_item_submenu", "idx", "submenu"), &PopupMenu::set_item_submenu); - ClassDB::bind_method(D_METHOD("set_item_as_separator", "idx", "enable"), &PopupMenu::set_item_as_separator); - ClassDB::bind_method(D_METHOD("set_item_as_checkable", "idx", "enable"), &PopupMenu::set_item_as_checkable); - ClassDB::bind_method(D_METHOD("set_item_as_radio_checkable", "idx", "enable"), &PopupMenu::set_item_as_radio_checkable); - ClassDB::bind_method(D_METHOD("set_item_tooltip", "idx", "tooltip"), &PopupMenu::set_item_tooltip); - ClassDB::bind_method(D_METHOD("set_item_shortcut", "idx", "shortcut", "global"), &PopupMenu::set_item_shortcut, DEFVAL(false)); - ClassDB::bind_method(D_METHOD("set_item_multistate", "idx", "state"), &PopupMenu::set_item_multistate); - ClassDB::bind_method(D_METHOD("set_item_shortcut_disabled", "idx", "disabled"), &PopupMenu::set_item_shortcut_disabled); - - ClassDB::bind_method(D_METHOD("toggle_item_checked", "idx"), &PopupMenu::toggle_item_checked); - ClassDB::bind_method(D_METHOD("toggle_item_multistate", "idx"), &PopupMenu::toggle_item_multistate); - - ClassDB::bind_method(D_METHOD("get_item_text", "idx"), &PopupMenu::get_item_text); - ClassDB::bind_method(D_METHOD("get_item_text_direction", "idx"), &PopupMenu::get_item_text_direction); - ClassDB::bind_method(D_METHOD("get_item_opentype_feature", "idx", "tag"), &PopupMenu::get_item_opentype_feature); - ClassDB::bind_method(D_METHOD("clear_item_opentype_features", "idx"), &PopupMenu::clear_item_opentype_features); - ClassDB::bind_method(D_METHOD("get_item_language", "idx"), &PopupMenu::get_item_language); - ClassDB::bind_method(D_METHOD("get_item_icon", "idx"), &PopupMenu::get_item_icon); - ClassDB::bind_method(D_METHOD("is_item_checked", "idx"), &PopupMenu::is_item_checked); - ClassDB::bind_method(D_METHOD("get_item_id", "idx"), &PopupMenu::get_item_id); + ClassDB::bind_method(D_METHOD("set_item_text", "index", "text"), &PopupMenu::set_item_text); + ClassDB::bind_method(D_METHOD("set_item_text_direction", "index", "direction"), &PopupMenu::set_item_text_direction); + ClassDB::bind_method(D_METHOD("set_item_opentype_feature", "index", "tag", "value"), &PopupMenu::set_item_opentype_feature); + ClassDB::bind_method(D_METHOD("set_item_language", "index", "language"), &PopupMenu::set_item_language); + ClassDB::bind_method(D_METHOD("set_item_icon", "index", "icon"), &PopupMenu::set_item_icon); + ClassDB::bind_method(D_METHOD("set_item_checked", "index", "checked"), &PopupMenu::set_item_checked); + ClassDB::bind_method(D_METHOD("set_item_id", "index", "id"), &PopupMenu::set_item_id); + ClassDB::bind_method(D_METHOD("set_item_accelerator", "index", "accel"), &PopupMenu::set_item_accelerator); + ClassDB::bind_method(D_METHOD("set_item_metadata", "index", "metadata"), &PopupMenu::set_item_metadata); + ClassDB::bind_method(D_METHOD("set_item_disabled", "index", "disabled"), &PopupMenu::set_item_disabled); + ClassDB::bind_method(D_METHOD("set_item_submenu", "index", "submenu"), &PopupMenu::set_item_submenu); + ClassDB::bind_method(D_METHOD("set_item_as_separator", "index", "enable"), &PopupMenu::set_item_as_separator); + ClassDB::bind_method(D_METHOD("set_item_as_checkable", "index", "enable"), &PopupMenu::set_item_as_checkable); + ClassDB::bind_method(D_METHOD("set_item_as_radio_checkable", "index", "enable"), &PopupMenu::set_item_as_radio_checkable); + ClassDB::bind_method(D_METHOD("set_item_tooltip", "index", "tooltip"), &PopupMenu::set_item_tooltip); + ClassDB::bind_method(D_METHOD("set_item_shortcut", "index", "shortcut", "global"), &PopupMenu::set_item_shortcut, DEFVAL(false)); + ClassDB::bind_method(D_METHOD("set_item_multistate", "index", "state"), &PopupMenu::set_item_multistate); + ClassDB::bind_method(D_METHOD("set_item_shortcut_disabled", "index", "disabled"), &PopupMenu::set_item_shortcut_disabled); + + ClassDB::bind_method(D_METHOD("toggle_item_checked", "index"), &PopupMenu::toggle_item_checked); + ClassDB::bind_method(D_METHOD("toggle_item_multistate", "index"), &PopupMenu::toggle_item_multistate); + + ClassDB::bind_method(D_METHOD("get_item_text", "index"), &PopupMenu::get_item_text); + ClassDB::bind_method(D_METHOD("get_item_text_direction", "index"), &PopupMenu::get_item_text_direction); + ClassDB::bind_method(D_METHOD("get_item_opentype_feature", "index", "tag"), &PopupMenu::get_item_opentype_feature); + ClassDB::bind_method(D_METHOD("clear_item_opentype_features", "index"), &PopupMenu::clear_item_opentype_features); + ClassDB::bind_method(D_METHOD("get_item_language", "index"), &PopupMenu::get_item_language); + ClassDB::bind_method(D_METHOD("get_item_icon", "index"), &PopupMenu::get_item_icon); + ClassDB::bind_method(D_METHOD("is_item_checked", "index"), &PopupMenu::is_item_checked); + ClassDB::bind_method(D_METHOD("get_item_id", "index"), &PopupMenu::get_item_id); ClassDB::bind_method(D_METHOD("get_item_index", "id"), &PopupMenu::get_item_index); - ClassDB::bind_method(D_METHOD("get_item_accelerator", "idx"), &PopupMenu::get_item_accelerator); - ClassDB::bind_method(D_METHOD("get_item_metadata", "idx"), &PopupMenu::get_item_metadata); - ClassDB::bind_method(D_METHOD("is_item_disabled", "idx"), &PopupMenu::is_item_disabled); - ClassDB::bind_method(D_METHOD("get_item_submenu", "idx"), &PopupMenu::get_item_submenu); - ClassDB::bind_method(D_METHOD("is_item_separator", "idx"), &PopupMenu::is_item_separator); - ClassDB::bind_method(D_METHOD("is_item_checkable", "idx"), &PopupMenu::is_item_checkable); - ClassDB::bind_method(D_METHOD("is_item_radio_checkable", "idx"), &PopupMenu::is_item_radio_checkable); - ClassDB::bind_method(D_METHOD("is_item_shortcut_disabled", "idx"), &PopupMenu::is_item_shortcut_disabled); - ClassDB::bind_method(D_METHOD("get_item_tooltip", "idx"), &PopupMenu::get_item_tooltip); - ClassDB::bind_method(D_METHOD("get_item_shortcut", "idx"), &PopupMenu::get_item_shortcut); + ClassDB::bind_method(D_METHOD("get_item_accelerator", "index"), &PopupMenu::get_item_accelerator); + ClassDB::bind_method(D_METHOD("get_item_metadata", "index"), &PopupMenu::get_item_metadata); + ClassDB::bind_method(D_METHOD("is_item_disabled", "index"), &PopupMenu::is_item_disabled); + ClassDB::bind_method(D_METHOD("get_item_submenu", "index"), &PopupMenu::get_item_submenu); + ClassDB::bind_method(D_METHOD("is_item_separator", "index"), &PopupMenu::is_item_separator); + ClassDB::bind_method(D_METHOD("is_item_checkable", "index"), &PopupMenu::is_item_checkable); + ClassDB::bind_method(D_METHOD("is_item_radio_checkable", "index"), &PopupMenu::is_item_radio_checkable); + ClassDB::bind_method(D_METHOD("is_item_shortcut_disabled", "index"), &PopupMenu::is_item_shortcut_disabled); + ClassDB::bind_method(D_METHOD("get_item_tooltip", "index"), &PopupMenu::get_item_tooltip); + ClassDB::bind_method(D_METHOD("get_item_shortcut", "index"), &PopupMenu::get_item_shortcut); ClassDB::bind_method(D_METHOD("get_current_index"), &PopupMenu::get_current_index); ClassDB::bind_method(D_METHOD("set_item_count", "count"), &PopupMenu::set_item_count); ClassDB::bind_method(D_METHOD("get_item_count"), &PopupMenu::get_item_count); - ClassDB::bind_method(D_METHOD("remove_item", "idx"), &PopupMenu::remove_item); + ClassDB::bind_method(D_METHOD("remove_item", "index"), &PopupMenu::remove_item); ClassDB::bind_method(D_METHOD("add_separator", "label", "id"), &PopupMenu::add_separator, DEFVAL(String()), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("clear"), &PopupMenu::clear); diff --git a/scene/gui/popup_menu.h b/scene/gui/popup_menu.h index 22912fb59c..5d6b75cbf5 100644 --- a/scene/gui/popup_menu.h +++ b/scene/gui/popup_menu.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 2cfaaa2fde..c20fb0d7a8 100644 --- a/scene/gui/progress_bar.cpp +++ b/scene/gui/progress_bar.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 fb6060d932..2d89163f78 100644 --- a/scene/gui/progress_bar.h +++ b/scene/gui/progress_bar.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 c4f05a7975..879f25c8d8 100644 --- a/scene/gui/range.cpp +++ b/scene/gui/range.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 0dc702b19c..c27eeee13c 100644 --- a/scene/gui/range.h +++ b/scene/gui/range.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 6d7f2cfd57..e2a0d568a1 100644 --- a/scene/gui/reference_rect.cpp +++ b/scene/gui/reference_rect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 7097e83a15..4a2d328162 100644 --- a/scene/gui/reference_rect.h +++ b/scene/gui/reference_rect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_effect.cpp b/scene/gui/rich_text_effect.cpp index 076fa132c0..c9516ed6b9 100644 --- a/scene/gui/rich_text_effect.cpp +++ b/scene/gui/rich_text_effect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_effect.h b/scene/gui/rich_text_effect.h index 5681f9b193..4532a812ee 100644 --- a/scene/gui/rich_text_effect.h +++ b/scene/gui/rich_text_effect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 2cb6ef91b5..fe25d027f6 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -383,7 +383,7 @@ void RichTextLabel::_shape_line(ItemFrame *p_frame, int p_line, const Ref<Font> // Add indent. l.offset.x = _find_margin(l.from, p_base_font, p_base_font_size); l.text_buf->set_width(p_width - l.offset.x); - l.text_buf->set_align((HAlign)_find_align(l.from)); + l.text_buf->set_alignment(_find_alignment(l.from)); l.text_buf->set_direction(_find_direction(l.from)); if (tab_size > 0) { // Align inline tabs. @@ -397,7 +397,7 @@ void RichTextLabel::_shape_line(ItemFrame *p_frame, int p_line, const Ref<Font> Item *it_to = (p_line + 1 < p_frame->lines.size()) ? p_frame->lines[p_line + 1].from : nullptr; int remaining_characters = visible_characters - l.char_offset; for (Item *it = l.from; it && it != it_to; it = _get_next_item(it)) { - if (visible_characters >= 0 && remaining_characters <= 0) { + if (visible_chars_behavior == VC_CHARS_BEFORE_SHAPING && visible_characters >= 0 && remaining_characters <= 0) { break; } switch (it->type) { @@ -440,7 +440,7 @@ void RichTextLabel::_shape_line(ItemFrame *p_frame, int p_line, const Ref<Font> Dictionary font_ftr = _find_font_features(it); String lang = _find_language(it); String tx = t->text; - if (visible_characters >= 0 && remaining_characters >= 0) { + if (visible_chars_behavior == VC_CHARS_BEFORE_SHAPING && visible_characters >= 0 && remaining_characters >= 0) { tx = tx.substr(0, remaining_characters); } remaining_characters -= tx.length(); @@ -621,7 +621,7 @@ void RichTextLabel::_shape_line(ItemFrame *p_frame, int p_line, const Ref<Font> } } -int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_ofs, int p_width, const Color &p_base_color, int p_outline_size, const Color &p_outline_color, const Color &p_font_shadow_color, int p_shadow_outline_size, const Point2 &p_shadow_ofs) { +int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_ofs, int p_width, const Color &p_base_color, int p_outline_size, const Color &p_outline_color, const Color &p_font_shadow_color, int p_shadow_outline_size, const Point2 &p_shadow_ofs, int &r_processed_glyphs) { Vector2 off; ERR_FAIL_COND_V(p_frame == nullptr, 0); @@ -641,6 +641,12 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o bool rtl = (l.text_buf->get_direction() == TextServer::DIRECTION_RTL); bool lrtl = is_layout_rtl(); + bool trim_chars = (visible_characters >= 0) && (visible_chars_behavior == VC_CHARS_AFTER_SHAPING); + bool trim_glyphs_ltr = (visible_characters >= 0) && ((visible_chars_behavior == VC_GLYPHS_LTR) || ((visible_chars_behavior == VC_GLYPHS_AUTO) && !lrtl)); + bool trim_glyphs_rtl = (visible_characters >= 0) && ((visible_chars_behavior == VC_GLYPHS_RTL) || ((visible_chars_behavior == VC_GLYPHS_AUTO) && lrtl)); + int total_glyphs = (trim_glyphs_ltr || trim_glyphs_rtl) ? get_total_glyph_count() : 0; + int visible_glyphs = total_glyphs * percent_visible; + Vector<int> list_index; Vector<ItemList *> list_items; _find_list(l.from, list_index, list_items); @@ -670,7 +676,7 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o prefix = segment + prefix; } } - if (prefix != "") { + if (!prefix.is_empty()) { Ref<Font> font = _find_font(l.from); if (font.is_null()) { font = get_theme_font(SNAME("normal_font")); @@ -684,13 +690,13 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o if (!lrtl && p_frame == main) { // Skip Scrollbar. offx -= scroll_w; } - font->draw_string(ci, p_ofs + Vector2(p_width - l.offset.x + offx, l.text_buf->get_line_ascent(0)), " " + prefix, HALIGN_LEFT, l.offset.x, font_size, _find_color(l.from, p_base_color)); + font->draw_string(ci, p_ofs + Vector2(p_width - l.offset.x + offx, l.text_buf->get_line_ascent(0)), " " + prefix, HORIZONTAL_ALIGNMENT_LEFT, l.offset.x, font_size, _find_color(l.from, p_base_color)); } else { float offx = 0.0f; if (lrtl && p_frame == main) { // Skip Scrollbar. offx += scroll_w; } - font->draw_string(ci, p_ofs + Vector2(offx, l.text_buf->get_line_ascent(0)), prefix + " ", HALIGN_RIGHT, l.offset.x, font_size, _find_color(l.from, p_base_color)); + font->draw_string(ci, p_ofs + Vector2(offx, l.text_buf->get_line_ascent(0)), prefix + " ", HORIZONTAL_ALIGNMENT_RIGHT, l.offset.x, font_size, _find_color(l.from, p_base_color)); } } @@ -734,17 +740,17 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o } // Draw text. - switch (l.text_buf->get_align()) { - case HALIGN_FILL: - case HALIGN_LEFT: { + switch (l.text_buf->get_alignment()) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: { if (rtl) { off.x += width - length; } } break; - case HALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { off.x += Math::floor((width - length) / 2.0); } break; - case HALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (!rtl) { off.x += width - length; } @@ -804,7 +810,7 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o } for (int j = 0; j < frame->lines.size(); j++) { - _draw_line(frame, j, p_ofs + rect.position + off + Vector2(0, frame->lines[j].offset.y), rect.size.x, p_base_color, p_outline_size, p_outline_color, p_font_shadow_color, p_shadow_outline_size, p_shadow_ofs); + _draw_line(frame, j, p_ofs + rect.position + off + Vector2(0, frame->lines[j].offset.y), rect.size.x, p_base_color, p_outline_size, p_outline_color, p_font_shadow_color, p_shadow_outline_size, p_shadow_ofs, r_processed_glyphs); } idx++; } @@ -820,6 +826,7 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o Vector2 gloff = off; // Draw oulines and shadow. + int processed_glyphs_ol = r_processed_glyphs; for (int i = 0; i < gl_size; i++) { Item *it = _get_item_at_pos(it_from, it_to, glyphs[i].start); int size = _find_outline_size(it, p_outline_size); @@ -947,7 +954,8 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o // Draw glyph outlines. for (int j = 0; j < glyphs[i].repeat; j++) { if (visible) { - if (frid != RID()) { + bool skip = (trim_chars && l.char_offset + glyphs[i].end > visible_characters) || (trim_glyphs_ltr && (processed_glyphs_ol >= visible_glyphs)) || (trim_glyphs_rtl && (processed_glyphs_ol < total_glyphs - visible_glyphs)); + if (!skip && frid != RID()) { if (font_shadow_color.a > 0) { TS->font_draw_glyph(frid, ci, glyphs[i].font_size, p_ofs + fx_offset + gloff + p_shadow_ofs, gl, font_shadow_color); } @@ -958,6 +966,7 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o TS->font_draw_glyph_outline(frid, ci, glyphs[i].font_size, size, p_ofs + fx_offset + gloff, gl, font_color); } } + processed_glyphs_ol++; } gloff.x += glyphs[i].advance; } @@ -1124,11 +1133,15 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o // Draw glyphs. for (int j = 0; j < glyphs[i].repeat; j++) { if (visible) { - if (frid != RID()) { - TS->font_draw_glyph(frid, ci, glyphs[i].font_size, p_ofs + fx_offset + off, gl, selected ? selection_fg : font_color); - } else if ((glyphs[i].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) { - TS->draw_hex_code_box(ci, glyphs[i].font_size, p_ofs + fx_offset + off, gl, selected ? selection_fg : font_color); + bool skip = (trim_chars && l.char_offset + glyphs[i].end > visible_characters) || (trim_glyphs_ltr && (r_processed_glyphs >= visible_glyphs)) || (trim_glyphs_rtl && (r_processed_glyphs < total_glyphs - visible_glyphs)); + if (!skip) { + if (frid != RID()) { + TS->font_draw_glyph(frid, ci, glyphs[i].font_size, p_ofs + fx_offset + off, gl, selected ? selection_fg : font_color); + } else if ((glyphs[i].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) { + TS->draw_hex_code_box(ci, glyphs[i].font_size, p_ofs + fx_offset + off, gl, selected ? selection_fg : font_color); + } } + r_processed_glyphs++; } off.x += glyphs[i].advance; } @@ -1214,17 +1227,17 @@ float RichTextLabel::_find_click_in_line(ItemFrame *p_frame, int p_line, const V } } - switch (l.text_buf->get_align()) { - case HALIGN_FILL: - case HALIGN_LEFT: { + switch (l.text_buf->get_alignment()) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: { if (rtl) { off.x += width - length; } } break; - case HALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { off.x += Math::floor((width - length) / 2.0); } break; - case HALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (!rtl) { off.x += width - length; } @@ -1423,7 +1436,7 @@ void RichTextLabel::_notification(int p_what) { } break; case NOTIFICATION_THEME_CHANGED: case NOTIFICATION_ENTER_TREE: { - if (text != "") { + if (!text.is_empty()) { set_text(text); } @@ -1481,9 +1494,10 @@ void RichTextLabel::_notification(int p_what) { // New cache draw. Point2 ofs = text_rect.get_position() + Vector2(0, main->lines[from_line].offset.y - vofs); + int processed_glyphs = 0; while (ofs.y < size.height && from_line < main->lines.size()) { visible_paragraph_count++; - visible_line_count += _draw_line(main, from_line, ofs, text_rect.size.x, base_color, outline_size, outline_color, font_shadow_color, shadow_outline_size, shadow_ofs); + visible_line_count += _draw_line(main, from_line, ofs, text_rect.size.x, base_color, outline_size, outline_color, font_shadow_color, shadow_outline_size, shadow_ofs, processed_glyphs); ofs.y += main->lines[from_line].text_buf->get_size().y + get_theme_constant(SNAME("line_separation")); from_line++; } @@ -1950,19 +1964,19 @@ int RichTextLabel::_find_margin(Item *p_item, const Ref<Font> &p_base_font, int return margin; } -RichTextLabel::Align RichTextLabel::_find_align(Item *p_item) { +HorizontalAlignment RichTextLabel::_find_alignment(Item *p_item) { Item *item = p_item; while (item) { if (item->type == ITEM_PARAGRAPH) { ItemParagraph *p = static_cast<ItemParagraph *>(item); - return p->align; + return p->alignment; } item = item->parent; } - return default_align; + return default_alignment; } TextServer::Direction RichTextLabel::_find_direction(Item *p_item) { @@ -2351,7 +2365,7 @@ void RichTextLabel::_remove_item(Item *p_item, const int p_line, const int p_sub } } -void RichTextLabel::add_image(const Ref<Texture2D> &p_image, const int p_width, const int p_height, const Color &p_color, InlineAlign p_align) { +void RichTextLabel::add_image(const Ref<Texture2D> &p_image, const int p_width, const int p_height, const Color &p_color, InlineAlignment p_alignment) { if (current->type == ITEM_TABLE) { return; } @@ -2363,7 +2377,7 @@ void RichTextLabel::add_image(const Ref<Texture2D> &p_image, const int p_width, item->image = p_image; item->color = p_color; - item->inline_align = p_align; + item->inline_align = p_alignment; if (p_width > 0) { // custom width @@ -2555,11 +2569,11 @@ void RichTextLabel::push_strikethrough() { _add_item(item, true); } -void RichTextLabel::push_paragraph(Align p_align, Control::TextDirection p_direction, const String &p_language, Control::StructuredTextParser p_st_parser) { +void RichTextLabel::push_paragraph(HorizontalAlignment p_alignment, Control::TextDirection p_direction, const String &p_language, Control::StructuredTextParser p_st_parser) { ERR_FAIL_COND(current->type == ITEM_TABLE); ItemParagraph *item = memnew(ItemParagraph); - item->align = p_align; + item->alignment = p_alignment; item->direction = p_direction; item->language = p_language; item->st_parser = p_st_parser; @@ -2595,13 +2609,13 @@ void RichTextLabel::push_meta(const Variant &p_meta) { _add_item(item, true); } -void RichTextLabel::push_table(int p_columns, InlineAlign p_align) { +void RichTextLabel::push_table(int p_columns, InlineAlignment p_alignment) { ERR_FAIL_COND(p_columns < 1); ItemTable *item = memnew(ItemTable); item->columns.resize(p_columns); item->total_width = 0; - item->inline_align = p_align; + item->inline_align = p_alignment; for (int i = 0; i < item->columns.size(); i++) { item->columns.write[i].expand = false; item->columns.write[i].expand_ratio = 1; @@ -2958,35 +2972,35 @@ void RichTextLabel::append_text(const String &p_bbcode) { columns = 1; } - int align = INLINE_ALIGN_TOP; + int alignment = INLINE_ALIGNMENT_TOP; if (subtag.size() > 2) { if (subtag[1] == "top" || subtag[1] == "t") { - align = INLINE_ALIGN_TOP_TO; + alignment = INLINE_ALIGNMENT_TOP_TO; } else if (subtag[1] == "center" || subtag[1] == "c") { - align = INLINE_ALIGN_CENTER_TO; + alignment = INLINE_ALIGNMENT_CENTER_TO; } else if (subtag[1] == "bottom" || subtag[1] == "b") { - align = INLINE_ALIGN_BOTTOM_TO; + alignment = INLINE_ALIGNMENT_BOTTOM_TO; } if (subtag[2] == "top" || subtag[2] == "t") { - align |= INLINE_ALIGN_TO_TOP; + alignment |= INLINE_ALIGNMENT_TO_TOP; } else if (subtag[2] == "center" || subtag[2] == "c") { - align |= INLINE_ALIGN_TO_CENTER; + alignment |= INLINE_ALIGNMENT_TO_CENTER; } else if (subtag[2] == "baseline" || subtag[2] == "l") { - align |= INLINE_ALIGN_TO_BASELINE; + alignment |= INLINE_ALIGNMENT_TO_BASELINE; } else if (subtag[2] == "bottom" || subtag[2] == "b") { - align |= INLINE_ALIGN_TO_BOTTOM; + alignment |= INLINE_ALIGNMENT_TO_BOTTOM; } } else if (subtag.size() > 1) { if (subtag[1] == "top" || subtag[1] == "t") { - align = INLINE_ALIGN_TOP; + alignment = INLINE_ALIGNMENT_TOP; } else if (subtag[1] == "center" || subtag[1] == "c") { - align = INLINE_ALIGN_CENTER; + alignment = INLINE_ALIGNMENT_CENTER; } else if (subtag[1] == "bottom" || subtag[1] == "b") { - align = INLINE_ALIGN_BOTTOM; + alignment = INLINE_ALIGNMENT_BOTTOM; } } - push_table(columns, (InlineAlign)align); + push_table(columns, (InlineAlignment)alignment); pos = brk_end + 1; tag_stack.push_front("table"); } else if (tag == "cell") { @@ -3099,15 +3113,15 @@ void RichTextLabel::append_text(const String &p_bbcode) { add_text(String::chr(0x00AD)); pos = brk_end + 1; } else if (tag == "center") { - push_paragraph(ALIGN_CENTER); + push_paragraph(HORIZONTAL_ALIGNMENT_CENTER); pos = brk_end + 1; tag_stack.push_front(tag); } else if (tag == "fill") { - push_paragraph(ALIGN_FILL); + push_paragraph(HORIZONTAL_ALIGNMENT_FILL); pos = brk_end + 1; tag_stack.push_front(tag); } else if (tag == "right") { - push_paragraph(ALIGN_RIGHT); + push_paragraph(HORIZONTAL_ALIGNMENT_RIGHT); pos = brk_end + 1; tag_stack.push_front(tag); } else if (tag == "ul") { @@ -3146,12 +3160,12 @@ void RichTextLabel::append_text(const String &p_bbcode) { pos = brk_end + 1; tag_stack.push_front(tag); } else if (tag == "p") { - push_paragraph(ALIGN_LEFT); + push_paragraph(HORIZONTAL_ALIGNMENT_LEFT); pos = brk_end + 1; tag_stack.push_front("p"); } else if (tag.begins_with("p ")) { Vector<String> subtag = tag.substr(2, tag.length()).split(" "); - Align align = ALIGN_LEFT; + HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_LEFT; Control::TextDirection dir = Control::TEXT_DIRECTION_INHERITED; String lang; Control::StructuredTextParser st_parser = STRUCTURED_TEXT_DEFAULT; @@ -3160,13 +3174,13 @@ void RichTextLabel::append_text(const String &p_bbcode) { if (subtag_a.size() == 2) { if (subtag_a[0] == "align") { if (subtag_a[1] == "l" || subtag_a[1] == "left") { - align = ALIGN_LEFT; + alignment = HORIZONTAL_ALIGNMENT_LEFT; } else if (subtag_a[1] == "c" || subtag_a[1] == "center") { - align = ALIGN_CENTER; + alignment = HORIZONTAL_ALIGNMENT_CENTER; } else if (subtag_a[1] == "r" || subtag_a[1] == "right") { - align = ALIGN_RIGHT; + alignment = HORIZONTAL_ALIGNMENT_RIGHT; } else if (subtag_a[1] == "f" || subtag_a[1] == "fill") { - align = ALIGN_FILL; + alignment = HORIZONTAL_ALIGNMENT_FILL; } } else if (subtag_a[0] == "dir" || subtag_a[0] == "direction") { if (subtag_a[1] == "a" || subtag_a[1] == "auto") { @@ -3197,7 +3211,7 @@ void RichTextLabel::append_text(const String &p_bbcode) { } } } - push_paragraph(align, dir, lang, st_parser); + push_paragraph(alignment, dir, lang, st_parser); pos = brk_end + 1; tag_stack.push_front("p"); } else if (tag == "url") { @@ -3265,33 +3279,33 @@ void RichTextLabel::append_text(const String &p_bbcode) { pos = end; tag_stack.push_front(bbcode_name); } else if (tag.begins_with("img")) { - int align = INLINE_ALIGN_CENTER; + int alignment = INLINE_ALIGNMENT_CENTER; if (tag.begins_with("img=")) { Vector<String> subtag = tag.substr(4, tag.length()).split(","); if (subtag.size() > 1) { if (subtag[0] == "top" || subtag[0] == "t") { - align = INLINE_ALIGN_TOP_TO; + alignment = INLINE_ALIGNMENT_TOP_TO; } else if (subtag[0] == "center" || subtag[0] == "c") { - align = INLINE_ALIGN_CENTER_TO; + alignment = INLINE_ALIGNMENT_CENTER_TO; } else if (subtag[0] == "bottom" || subtag[0] == "b") { - align = INLINE_ALIGN_BOTTOM_TO; + alignment = INLINE_ALIGNMENT_BOTTOM_TO; } if (subtag[1] == "top" || subtag[1] == "t") { - align |= INLINE_ALIGN_TO_TOP; + alignment |= INLINE_ALIGNMENT_TO_TOP; } else if (subtag[1] == "center" || subtag[1] == "c") { - align |= INLINE_ALIGN_TO_CENTER; + alignment |= INLINE_ALIGNMENT_TO_CENTER; } else if (subtag[1] == "baseline" || subtag[1] == "l") { - align |= INLINE_ALIGN_TO_BASELINE; + alignment |= INLINE_ALIGNMENT_TO_BASELINE; } else if (subtag[1] == "bottom" || subtag[1] == "b") { - align |= INLINE_ALIGN_TO_BOTTOM; + alignment |= INLINE_ALIGNMENT_TO_BOTTOM; } } else if (subtag.size() > 0) { if (subtag[0] == "top" || subtag[0] == "t") { - align = INLINE_ALIGN_TOP; + alignment = INLINE_ALIGNMENT_TOP; } else if (subtag[0] == "center" || subtag[0] == "c") { - align = INLINE_ALIGN_CENTER; + alignment = INLINE_ALIGNMENT_CENTER; } else if (subtag[0] == "bottom" || subtag[0] == "b") { - align = INLINE_ALIGN_BOTTOM; + alignment = INLINE_ALIGNMENT_BOTTOM; } } } @@ -3333,7 +3347,7 @@ void RichTextLabel::append_text(const String &p_bbcode) { } } - add_image(texture, width, height, color, (InlineAlign)align); + add_image(texture, width, height, color, (InlineAlignment)alignment); } pos = end; @@ -3853,7 +3867,7 @@ String RichTextLabel::get_selected_text() const { void RichTextLabel::selection_copy() { String text = get_selected_text(); - if (text != "") { + if (!text.is_empty()) { DisplayServer::get_singleton()->clipboard_set(text); } } @@ -3993,8 +4007,10 @@ void RichTextLabel::set_percent_visible(float p_percent) { visible_characters = get_total_character_count() * p_percent; percent_visible = p_percent; } - main->first_invalid_line = 0; //invalidate ALL - _validate_line_caches(main); + if (visible_chars_behavior == VC_CHARS_BEFORE_SHAPING) { + main->first_invalid_line = 0; //invalidate ALL + _validate_line_caches(main); + } update(); } } @@ -4005,7 +4021,7 @@ float RichTextLabel::get_percent_visible() const { void RichTextLabel::set_effects(Array p_effects) { custom_effects = p_effects; - if ((text != "") && use_bbcode) { + if ((!text.is_empty()) && use_bbcode) { parse_bbcode(text); } } @@ -4020,7 +4036,7 @@ void RichTextLabel::install_effect(const Variant effect) { if (rteffect.is_valid()) { custom_effects.push_back(effect); - if ((text != "") && use_bbcode) { + if ((!text.is_empty()) && use_bbcode) { parse_bbcode(text); } } @@ -4036,7 +4052,7 @@ int RichTextLabel::get_content_height() const { #ifndef DISABLE_DEPRECATED // People will be very angry, if their texts get erased, because of #39148. (3.x -> 4.0) -// Altough some people may not used bbcode_text, so we only overwrite, if bbcode_text is not empty +// Although some people may not used bbcode_text, so we only overwrite, if bbcode_text is not empty. bool RichTextLabel::_set(const StringName &p_name, const Variant &p_value) { if (p_name == "bbcode_text" && !((String)p_value).is_empty()) { set_text(p_value); @@ -4050,7 +4066,7 @@ void RichTextLabel::_bind_methods() { ClassDB::bind_method(D_METHOD("get_parsed_text"), &RichTextLabel::get_parsed_text); ClassDB::bind_method(D_METHOD("add_text", "text"), &RichTextLabel::add_text); ClassDB::bind_method(D_METHOD("set_text", "text"), &RichTextLabel::set_text); - ClassDB::bind_method(D_METHOD("add_image", "image", "width", "height", "color", "inline_align"), &RichTextLabel::add_image, DEFVAL(0), DEFVAL(0), DEFVAL(Color(1.0, 1.0, 1.0)), DEFVAL(INLINE_ALIGN_CENTER)); + ClassDB::bind_method(D_METHOD("add_image", "image", "width", "height", "color", "inline_align"), &RichTextLabel::add_image, DEFVAL(0), DEFVAL(0), DEFVAL(Color(1.0, 1.0, 1.0)), DEFVAL(INLINE_ALIGNMENT_CENTER)); ClassDB::bind_method(D_METHOD("newline"), &RichTextLabel::add_newline); ClassDB::bind_method(D_METHOD("remove_line", "line"), &RichTextLabel::remove_line); ClassDB::bind_method(D_METHOD("push_font", "font"), &RichTextLabel::push_font); @@ -4064,13 +4080,13 @@ void RichTextLabel::_bind_methods() { ClassDB::bind_method(D_METHOD("push_color", "color"), &RichTextLabel::push_color); ClassDB::bind_method(D_METHOD("push_outline_size", "outline_size"), &RichTextLabel::push_outline_size); ClassDB::bind_method(D_METHOD("push_outline_color", "color"), &RichTextLabel::push_outline_color); - ClassDB::bind_method(D_METHOD("push_paragraph", "align", "base_direction", "language", "st_parser"), &RichTextLabel::push_paragraph, DEFVAL(TextServer::DIRECTION_AUTO), DEFVAL(""), DEFVAL(STRUCTURED_TEXT_DEFAULT)); + ClassDB::bind_method(D_METHOD("push_paragraph", "alignment", "base_direction", "language", "st_parser"), &RichTextLabel::push_paragraph, DEFVAL(TextServer::DIRECTION_AUTO), DEFVAL(""), DEFVAL(STRUCTURED_TEXT_DEFAULT)); ClassDB::bind_method(D_METHOD("push_indent", "level"), &RichTextLabel::push_indent); ClassDB::bind_method(D_METHOD("push_list", "level", "type", "capitalize"), &RichTextLabel::push_list); ClassDB::bind_method(D_METHOD("push_meta", "data"), &RichTextLabel::push_meta); ClassDB::bind_method(D_METHOD("push_underline"), &RichTextLabel::push_underline); ClassDB::bind_method(D_METHOD("push_strikethrough"), &RichTextLabel::push_strikethrough); - ClassDB::bind_method(D_METHOD("push_table", "columns", "inline_align"), &RichTextLabel::push_table, DEFVAL(INLINE_ALIGN_TOP)); + ClassDB::bind_method(D_METHOD("push_table", "columns", "inline_align"), &RichTextLabel::push_table, DEFVAL(INLINE_ALIGNMENT_TOP)); ClassDB::bind_method(D_METHOD("push_dropcap", "string", "font", "size", "dropcap_margins", "color", "outline_size", "outline_color"), &RichTextLabel::push_dropcap, DEFVAL(Rect2()), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(0, 0, 0, 0))); ClassDB::bind_method(D_METHOD("set_table_column_expand", "column", "expand", "ratio"), &RichTextLabel::set_table_column_expand); ClassDB::bind_method(D_METHOD("set_cell_row_background_color", "odd_row_bg", "even_row_bg"), &RichTextLabel::set_cell_row_background_color); @@ -4105,7 +4121,7 @@ void RichTextLabel::_bind_methods() { ClassDB::bind_method(D_METHOD("set_scroll_follow", "follow"), &RichTextLabel::set_scroll_follow); ClassDB::bind_method(D_METHOD("is_scroll_following"), &RichTextLabel::is_scroll_following); - ClassDB::bind_method(D_METHOD("get_v_scroll"), &RichTextLabel::get_v_scroll); + ClassDB::bind_method(D_METHOD("get_v_scroll_bar"), &RichTextLabel::get_v_scroll_bar); ClassDB::bind_method(D_METHOD("scroll_to_line", "line"), &RichTextLabel::scroll_to_line); ClassDB::bind_method(D_METHOD("scroll_to_paragraph", "paragraph"), &RichTextLabel::scroll_to_paragraph); @@ -4135,6 +4151,9 @@ void RichTextLabel::_bind_methods() { ClassDB::bind_method(D_METHOD("set_visible_characters", "amount"), &RichTextLabel::set_visible_characters); ClassDB::bind_method(D_METHOD("get_visible_characters"), &RichTextLabel::get_visible_characters); + ClassDB::bind_method(D_METHOD("get_visible_characters_behavior"), &RichTextLabel::get_visible_characters_behavior); + ClassDB::bind_method(D_METHOD("set_visible_characters_behavior", "behavior"), &RichTextLabel::set_visible_characters_behavior); + ClassDB::bind_method(D_METHOD("set_percent_visible", "percent_visible"), &RichTextLabel::set_percent_visible); ClassDB::bind_method(D_METHOD("get_percent_visible"), &RichTextLabel::get_percent_visible); @@ -4160,6 +4179,8 @@ void RichTextLabel::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "visible_characters", PROPERTY_HINT_RANGE, "-1,128000,1"), "set_visible_characters", "get_visible_characters"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "percent_visible", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_percent_visible", "get_percent_visible"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "visible_characters_behavior", PROPERTY_HINT_ENUM, "Characters Before Shaping,Characters After Shaping,Glyphs (Layout Direction),Glyphs (Left-to-Right),Glyphs (Right-to-Left)"), "set_visible_characters_behavior", "get_visible_characters_behavior"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "meta_underlined"), "set_meta_underline", "is_meta_underlined"); ADD_PROPERTY(PropertyInfo(Variant::INT, "tab_size", PROPERTY_HINT_RANGE, "0,24,1"), "set_tab_size", "get_tab_size"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "text", PROPERTY_HINT_MULTILINE_TEXT), "set_text", "get_text"); @@ -4188,11 +4209,6 @@ void RichTextLabel::_bind_methods() { ADD_SIGNAL(MethodInfo("meta_hover_started", PropertyInfo(Variant::NIL, "meta", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT))); ADD_SIGNAL(MethodInfo("meta_hover_ended", PropertyInfo(Variant::NIL, "meta", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT))); - BIND_ENUM_CONSTANT(ALIGN_LEFT); - BIND_ENUM_CONSTANT(ALIGN_CENTER); - BIND_ENUM_CONSTANT(ALIGN_RIGHT); - BIND_ENUM_CONSTANT(ALIGN_FILL); - BIND_ENUM_CONSTANT(LIST_NUMBERS); BIND_ENUM_CONSTANT(LIST_LETTERS); BIND_ENUM_CONSTANT(LIST_ROMAN); @@ -4224,6 +4240,25 @@ void RichTextLabel::_bind_methods() { BIND_ENUM_CONSTANT(ITEM_META); BIND_ENUM_CONSTANT(ITEM_DROPCAP); BIND_ENUM_CONSTANT(ITEM_CUSTOMFX); + + BIND_ENUM_CONSTANT(VC_CHARS_BEFORE_SHAPING); + BIND_ENUM_CONSTANT(VC_CHARS_AFTER_SHAPING); + BIND_ENUM_CONSTANT(VC_GLYPHS_AUTO); + BIND_ENUM_CONSTANT(VC_GLYPHS_LTR); + BIND_ENUM_CONSTANT(VC_GLYPHS_RTL); +} + +RichTextLabel::VisibleCharactersBehavior RichTextLabel::get_visible_characters_behavior() const { + return visible_chars_behavior; +} + +void RichTextLabel::set_visible_characters_behavior(RichTextLabel::VisibleCharactersBehavior p_behavior) { + if (visible_chars_behavior != p_behavior) { + visible_chars_behavior = p_behavior; + main->first_invalid_line = 0; //invalidate ALL + _validate_line_caches(main); + update(); + } } void RichTextLabel::set_visible_characters(int p_visible) { @@ -4237,8 +4272,10 @@ void RichTextLabel::set_visible_characters(int p_visible) { percent_visible = (float)p_visible / (float)total_char_count; } } - main->first_invalid_line = 0; //invalidate ALL - _validate_line_caches(main); + if (visible_chars_behavior == VC_CHARS_BEFORE_SHAPING) { + main->first_invalid_line = 0; //invalidate ALL + _validate_line_caches(main); + } update(); } } @@ -4266,6 +4303,22 @@ int RichTextLabel::get_total_character_count() const { return tc; } +int RichTextLabel::get_total_glyph_count() const { + int tg = 0; + Item *it = main; + while (it) { + if (it->type == ITEM_FRAME) { + ItemFrame *f = static_cast<ItemFrame *>(it); + for (int i = 0; i < f->lines.size(); i++) { + tg += TS->shaped_text_get_glyph_count(f->lines[i].text_buf->get_rid()); + } + } + it = _get_next_item(it, true); + } + + return tg; +} + void RichTextLabel::set_fixed_size_to_width(int p_width) { fixed_width = p_width; update_minimum_size(); diff --git a/scene/gui/rich_text_label.h b/scene/gui/rich_text_label.h index 5b58f14d96..70467e7e7c 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -39,13 +39,6 @@ class RichTextLabel : public Control { GDCLASS(RichTextLabel, Control); public: - enum Align { - ALIGN_LEFT, - ALIGN_CENTER, - ALIGN_RIGHT, - ALIGN_FILL - }; - enum ListType { LIST_NUMBERS, LIST_LETTERS, @@ -82,6 +75,14 @@ public: ITEM_CUSTOMFX }; + enum VisibleCharactersBehavior { + VC_CHARS_BEFORE_SHAPING, + VC_CHARS_AFTER_SHAPING, + VC_GLYPHS_AUTO, + VC_GLYPHS_LTR, + VC_GLYPHS_RTL, + }; + protected: void _notification(int p_what); static void _bind_methods(); @@ -160,7 +161,7 @@ private: struct ItemImage : public Item { Ref<Texture2D> image; - InlineAlign inline_align = INLINE_ALIGN_CENTER; + InlineAlignment inline_align = INLINE_ALIGNMENT_CENTER; Size2 size; Color color; ItemImage() { type = ITEM_IMAGE; } @@ -210,7 +211,7 @@ private: }; struct ItemParagraph : public Item { - Align align = ALIGN_LEFT; + HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_LEFT; String language; Control::TextDirection direction = Control::TEXT_DIRECTION_AUTO; Control::StructuredTextParser st_parser = STRUCTURED_TEXT_DEFAULT; @@ -247,7 +248,7 @@ private: int total_width = 0; int total_height = 0; - InlineAlign inline_align = INLINE_ALIGN_TOP; + InlineAlignment inline_align = INLINE_ALIGNMENT_TOP; ItemTable() { type = ITEM_TABLE; } }; @@ -360,7 +361,7 @@ private: bool underline_meta = true; bool override_selected_font_color = false; - Align default_align = ALIGN_LEFT; + HorizontalAlignment default_alignment = HORIZONTAL_ALIGNMENT_LEFT; ItemMeta *meta_hovering = nullptr; Variant current_meta; @@ -403,6 +404,7 @@ private: int visible_characters = -1; float percent_visible = 1.0; + VisibleCharactersBehavior visible_chars_behavior = VC_CHARS_BEFORE_SHAPING; void _find_click(ItemFrame *p_frame, const Point2i &p_click, ItemFrame **r_click_frame = nullptr, int *r_click_line = nullptr, Item **r_click_item = nullptr, int *r_click_char = nullptr, bool *r_outside = nullptr); @@ -412,7 +414,7 @@ private: void _shape_line(ItemFrame *p_frame, int p_line, const Ref<Font> &p_base_font, int p_base_font_size, int p_width, int *r_char_offset); void _resize_line(ItemFrame *p_frame, int p_line, const Ref<Font> &p_base_font, int p_base_font_size, int p_width); - int _draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_ofs, int p_width, const Color &p_base_color, int p_outline_size, const Color &p_outline_color, const Color &p_font_shadow_color, int p_shadow_outline_size, const Point2 &p_shadow_ofs); + int _draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_ofs, int p_width, const Color &p_base_color, int p_outline_size, const Color &p_outline_color, const Color &p_font_shadow_color, int p_shadow_outline_size, const Point2 &p_shadow_ofs, int &r_processed_glyphs); float _find_click_in_line(ItemFrame *p_frame, int p_line, const Vector2 &p_ofs, int p_width, const Point2i &p_click, ItemFrame **r_click_frame = nullptr, int *r_click_line = nullptr, Item **r_click_item = nullptr, int *r_click_char = nullptr); String _roman(int p_num, bool p_capitalize) const; @@ -428,7 +430,7 @@ private: ItemDropcap *_find_dc_item(Item *p_item); int _find_list(Item *p_item, Vector<int> &r_index, Vector<ItemList *> &r_list); int _find_margin(Item *p_item, const Ref<Font> &p_base_font, int p_base_font_size); - Align _find_align(Item *p_item); + HorizontalAlignment _find_alignment(Item *p_item); TextServer::Direction _find_direction(Item *p_item); Control::StructuredTextParser _find_stt(Item *p_item); String _find_language(Item *p_item); @@ -469,7 +471,7 @@ private: public: String get_parsed_text() const; void add_text(const String &p_text); - void add_image(const Ref<Texture2D> &p_image, const int p_width = 0, const int p_height = 0, const Color &p_color = Color(1.0, 1.0, 1.0), InlineAlign p_align = INLINE_ALIGN_CENTER); + void add_image(const Ref<Texture2D> &p_image, const int p_width = 0, const int p_height = 0, const Color &p_color = Color(1.0, 1.0, 1.0), InlineAlignment p_alignment = INLINE_ALIGNMENT_CENTER); void add_newline(); bool remove_line(const int p_line); void push_dropcap(const String &p_string, const Ref<Font> &p_font, int p_size, const Rect2 &p_dropcap_margins = Rect2(), const Color &p_color = Color(1, 1, 1), int p_ol_size = 0, const Color &p_ol_color = Color(0, 0, 0, 0)); @@ -486,11 +488,11 @@ public: void push_outline_color(const Color &p_color); void push_underline(); void push_strikethrough(); - void push_paragraph(Align p_align, Control::TextDirection p_direction = Control::TEXT_DIRECTION_INHERITED, const String &p_language = "", Control::StructuredTextParser p_st_parser = STRUCTURED_TEXT_DEFAULT); + void push_paragraph(HorizontalAlignment p_alignment, Control::TextDirection p_direction = Control::TEXT_DIRECTION_INHERITED, const String &p_language = "", Control::StructuredTextParser p_st_parser = STRUCTURED_TEXT_DEFAULT); void push_indent(int p_level); void push_list(int p_level, ListType p_list, bool p_capitalize); void push_meta(const Variant &p_meta); - void push_table(int p_columns, InlineAlign p_align = INLINE_ALIGN_TOP); + void push_table(int p_columns, InlineAlignment p_alignment = INLINE_ALIGNMENT_TOP); void push_fade(int p_start_index, int p_length); void push_shake(int p_strength, float p_rate); void push_wave(float p_frequency, float p_amplitude); @@ -542,7 +544,7 @@ public: int get_content_height() const; - VScrollBar *get_v_scroll() { return vscroll; } + VScrollBar *get_v_scroll_bar() { return vscroll; } virtual CursorShape get_cursor_shape(const Point2 &p_pos) const override; @@ -579,10 +581,14 @@ public: void set_visible_characters(int p_visible); int get_visible_characters() const; int get_total_character_count() const; + int get_total_glyph_count() const; void set_percent_visible(float p_percent); float get_percent_visible() const; + VisibleCharactersBehavior get_visible_characters_behavior() const; + void set_visible_characters_behavior(VisibleCharactersBehavior p_behavior); + void set_effects(Array p_effects); Array get_effects(); @@ -595,8 +601,8 @@ public: ~RichTextLabel(); }; -VARIANT_ENUM_CAST(RichTextLabel::Align); VARIANT_ENUM_CAST(RichTextLabel::ListType); VARIANT_ENUM_CAST(RichTextLabel::ItemType); +VARIANT_ENUM_CAST(RichTextLabel::VisibleCharactersBehavior); #endif // RICH_TEXT_LABEL_H diff --git a/scene/gui/scroll_bar.cpp b/scene/gui/scroll_bar.cpp index 8c292e663e..343056957c 100644 --- a/scene/gui/scroll_bar.cpp +++ b/scene/gui/scroll_bar.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_bar.h b/scene/gui/scroll_bar.h index 574d17ee20..651edd1a74 100644 --- a/scene/gui/scroll_bar.h +++ b/scene/gui/scroll_bar.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f89623630d..5e128d594c 100644 --- a/scene/gui/scroll_container.cpp +++ b/scene/gui/scroll_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -49,10 +49,10 @@ Size2 ScrollContainer::get_minimum_size() const { } Size2 minsize = c->get_combined_minimum_size(); - if (!scroll_h) { + if (horizontal_scroll_mode == SCROLL_MODE_DISABLED) { min_size.x = MAX(min_size.x, minsize.x); } - if (!scroll_v) { + if (vertical_scroll_mode == SCROLL_MODE_DISABLED) { min_size.y = MAX(min_size.y, minsize.y); } } @@ -170,7 +170,7 @@ void ScrollContainer::gui_input(const Ref<InputEvent> &p_gui_input) { Vector2 motion = mm->get_relative(); drag_accum -= motion; - if (beyond_deadzone || (scroll_h && Math::abs(drag_accum.x) > deadzone) || (scroll_v && Math::abs(drag_accum.y) > deadzone)) { + if (beyond_deadzone || (horizontal_scroll_mode != SCROLL_MODE_DISABLED && Math::abs(drag_accum.x) > deadzone) || (vertical_scroll_mode != SCROLL_MODE_DISABLED && Math::abs(drag_accum.y) > deadzone)) { if (!beyond_deadzone) { propagate_notification(NOTIFICATION_SCROLL_BEGIN); emit_signal(SNAME("scroll_started")); @@ -180,12 +180,12 @@ void ScrollContainer::gui_input(const Ref<InputEvent> &p_gui_input) { drag_accum = -motion; } Vector2 diff = drag_from + drag_accum; - if (scroll_h) { + if (horizontal_scroll_mode != SCROLL_MODE_DISABLED) { h_scroll->set_value(diff.x); } else { drag_accum.x = 0; } - if (scroll_v) { + if (vertical_scroll_mode != SCROLL_MODE_DISABLED) { v_scroll->set_value(diff.y); } else { drag_accum.y = 0; @@ -286,7 +286,7 @@ void ScrollContainer::_update_dimensions() { child_max_size.y = MAX(child_max_size.y, minsize.y); Rect2 r = Rect2(-Size2(get_h_scroll(), get_v_scroll()), minsize); - if (!scroll_h || (!h_scroll->is_visible_in_tree() && c->get_h_size_flags() & SIZE_EXPAND)) { + if (horizontal_scroll_mode == SCROLL_MODE_DISABLED || (!h_scroll->is_visible_in_tree() && c->get_h_size_flags() & SIZE_EXPAND)) { r.position.x = 0; if (c->get_h_size_flags() & SIZE_EXPAND) { r.size.width = MAX(size.width, minsize.width); @@ -294,7 +294,7 @@ void ScrollContainer::_update_dimensions() { r.size.width = minsize.width; } } - if (!scroll_v || (!v_scroll->is_visible_in_tree() && c->get_v_size_flags() & SIZE_EXPAND)) { + if (vertical_scroll_mode == SCROLL_MODE_DISABLED || (!v_scroll->is_visible_in_tree() && c->get_v_size_flags() & SIZE_EXPAND)) { r.position.y = 0; if (c->get_v_size_flags() & SIZE_EXPAND) { r.size.height = MAX(size.height, minsize.height); @@ -364,10 +364,10 @@ void ScrollContainer::_notification(int p_what) { turnoff_v = true; } - if (scroll_h) { + if (horizontal_scroll_mode != SCROLL_MODE_DISABLED) { h_scroll->set_value(pos.x); } - if (scroll_v) { + if (vertical_scroll_mode != SCROLL_MODE_DISABLED) { v_scroll->set_value(pos.y); } @@ -413,17 +413,17 @@ void ScrollContainer::update_scrollbars() { Size2 hmin; Size2 vmin; - if (scroll_h) { + if (horizontal_scroll_mode != SCROLL_MODE_DISABLED) { hmin = h_scroll->get_combined_minimum_size(); } - if (scroll_v) { + if (vertical_scroll_mode != SCROLL_MODE_DISABLED) { vmin = v_scroll->get_combined_minimum_size(); } Size2 min = child_max_size; - bool hide_scroll_h = !scroll_h || min.width <= size.width || !h_scroll_visible; - bool hide_scroll_v = !scroll_v || min.height <= size.height || !v_scroll_visible; + bool hide_scroll_h = horizontal_scroll_mode != SCROLL_MODE_SHOW_ALWAYS && (horizontal_scroll_mode == SCROLL_MODE_DISABLED || horizontal_scroll_mode == SCROLL_MODE_SHOW_NEVER || (horizontal_scroll_mode == SCROLL_MODE_AUTO && min.width <= size.width)); + bool hide_scroll_v = vertical_scroll_mode != SCROLL_MODE_SHOW_ALWAYS && (vertical_scroll_mode == SCROLL_MODE_DISABLED || vertical_scroll_mode == SCROLL_MODE_SHOW_NEVER || (vertical_scroll_mode == SCROLL_MODE_AUTO && min.height <= size.height)); h_scroll->set_max(min.width); h_scroll->set_page(size.width - (hide_scroll_v ? 0 : vmin.width)); @@ -461,58 +461,32 @@ int ScrollContainer::get_v_scroll() const { return v_scroll->get_value(); } -void ScrollContainer::set_enable_h_scroll(bool p_enable) { - if (scroll_h == p_enable) { +void ScrollContainer::set_horizontal_scroll_mode(ScrollMode p_mode) { + if (horizontal_scroll_mode == p_mode) { return; } - scroll_h = p_enable; + horizontal_scroll_mode = p_mode; update_minimum_size(); queue_sort(); } -bool ScrollContainer::is_h_scroll_enabled() const { - return scroll_h; +ScrollContainer::ScrollMode ScrollContainer::get_horizontal_scroll_mode() const { + return horizontal_scroll_mode; } -void ScrollContainer::set_enable_v_scroll(bool p_enable) { - if (scroll_v == p_enable) { +void ScrollContainer::set_vertical_scroll_mode(ScrollMode p_mode) { + if (vertical_scroll_mode == p_mode) { return; } - scroll_v = p_enable; + vertical_scroll_mode = p_mode; update_minimum_size(); queue_sort(); } -bool ScrollContainer::is_v_scroll_enabled() const { - return scroll_v; -} - -void ScrollContainer::set_h_scroll_visible(bool p_visible) { - if (h_scroll_visible == p_visible) { - return; - } - - h_scroll_visible = p_visible; - update_scrollbars(); -} - -bool ScrollContainer::is_h_scroll_visible() const { - return h_scroll_visible; -} - -void ScrollContainer::set_v_scroll_visible(bool p_visible) { - if (v_scroll_visible == p_visible) { - return; - } - - v_scroll_visible = p_visible; - update_scrollbars(); -} - -bool ScrollContainer::is_v_scroll_visible() const { - return v_scroll_visible; +ScrollContainer::ScrollMode ScrollContainer::get_vertical_scroll_mode() const { + return vertical_scroll_mode; } int ScrollContainer::get_deadzone() const { @@ -558,11 +532,11 @@ TypedArray<String> ScrollContainer::get_configuration_warnings() const { return warnings; } -HScrollBar *ScrollContainer::get_h_scrollbar() { +HScrollBar *ScrollContainer::get_h_scroll_bar() { return h_scroll; } -VScrollBar *ScrollContainer::get_v_scrollbar() { +VScrollBar *ScrollContainer::get_v_scroll_bar() { return v_scroll; } @@ -575,17 +549,11 @@ void ScrollContainer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_v_scroll", "value"), &ScrollContainer::set_v_scroll); ClassDB::bind_method(D_METHOD("get_v_scroll"), &ScrollContainer::get_v_scroll); - ClassDB::bind_method(D_METHOD("set_enable_h_scroll", "enable"), &ScrollContainer::set_enable_h_scroll); - ClassDB::bind_method(D_METHOD("is_h_scroll_enabled"), &ScrollContainer::is_h_scroll_enabled); - - ClassDB::bind_method(D_METHOD("set_enable_v_scroll", "enable"), &ScrollContainer::set_enable_v_scroll); - ClassDB::bind_method(D_METHOD("is_v_scroll_enabled"), &ScrollContainer::is_v_scroll_enabled); + ClassDB::bind_method(D_METHOD("set_horizontal_scroll_mode", "enable"), &ScrollContainer::set_horizontal_scroll_mode); + ClassDB::bind_method(D_METHOD("get_horizontal_scroll_mode"), &ScrollContainer::get_horizontal_scroll_mode); - ClassDB::bind_method(D_METHOD("set_h_scroll_visible", "visible"), &ScrollContainer::set_h_scroll_visible); - ClassDB::bind_method(D_METHOD("is_h_scroll_visible"), &ScrollContainer::is_h_scroll_visible); - - ClassDB::bind_method(D_METHOD("set_v_scroll_visible", "visible"), &ScrollContainer::set_v_scroll_visible); - ClassDB::bind_method(D_METHOD("is_v_scroll_visible"), &ScrollContainer::is_v_scroll_visible); + ClassDB::bind_method(D_METHOD("set_vertical_scroll_mode", "enable"), &ScrollContainer::set_vertical_scroll_mode); + ClassDB::bind_method(D_METHOD("get_vertical_scroll_mode"), &ScrollContainer::get_vertical_scroll_mode); ClassDB::bind_method(D_METHOD("set_deadzone", "deadzone"), &ScrollContainer::set_deadzone); ClassDB::bind_method(D_METHOD("get_deadzone"), &ScrollContainer::get_deadzone); @@ -593,8 +561,8 @@ void ScrollContainer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_follow_focus", "enabled"), &ScrollContainer::set_follow_focus); ClassDB::bind_method(D_METHOD("is_following_focus"), &ScrollContainer::is_following_focus); - ClassDB::bind_method(D_METHOD("get_h_scrollbar"), &ScrollContainer::get_h_scrollbar); - ClassDB::bind_method(D_METHOD("get_v_scrollbar"), &ScrollContainer::get_v_scrollbar); + ClassDB::bind_method(D_METHOD("get_h_scroll_bar"), &ScrollContainer::get_h_scroll_bar); + ClassDB::bind_method(D_METHOD("get_v_scroll_bar"), &ScrollContainer::get_v_scroll_bar); ClassDB::bind_method(D_METHOD("ensure_control_visible", "control"), &ScrollContainer::ensure_control_visible); ADD_SIGNAL(MethodInfo("scroll_started")); @@ -605,12 +573,15 @@ void ScrollContainer::_bind_methods() { ADD_GROUP("Scroll", "scroll_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "scroll_horizontal"), "set_h_scroll", "get_h_scroll"); ADD_PROPERTY(PropertyInfo(Variant::INT, "scroll_vertical"), "set_v_scroll", "get_v_scroll"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_horizontal_enabled"), "set_enable_h_scroll", "is_h_scroll_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_vertical_enabled"), "set_enable_v_scroll", "is_v_scroll_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_horizontal_visible"), "set_h_scroll_visible", "is_h_scroll_visible"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_vertical_visible"), "set_v_scroll_visible", "is_v_scroll_visible"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_scroll_mode", PROPERTY_HINT_ENUM, "Disabled,Auto,Always Show,Never Show"), "set_horizontal_scroll_mode", "get_horizontal_scroll_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "vertical_scroll_mode", PROPERTY_HINT_ENUM, "Disabled,Auto,Always Show,Never Show"), "set_vertical_scroll_mode", "get_vertical_scroll_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "scroll_deadzone"), "set_deadzone", "get_deadzone"); + BIND_ENUM_CONSTANT(SCROLL_MODE_DISABLED); + BIND_ENUM_CONSTANT(SCROLL_MODE_AUTO); + BIND_ENUM_CONSTANT(SCROLL_MODE_SHOW_ALWAYS); + BIND_ENUM_CONSTANT(SCROLL_MODE_SHOW_NEVER); + GLOBAL_DEF("gui/common/default_scroll_deadzone", 0); }; diff --git a/scene/gui/scroll_container.h b/scene/gui/scroll_container.h index 9c87d07f66..c00df87b18 100644 --- a/scene/gui/scroll_container.h +++ b/scene/gui/scroll_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -38,6 +38,15 @@ class ScrollContainer : public Container { GDCLASS(ScrollContainer, Container); +public: + enum ScrollMode { + SCROLL_MODE_DISABLED = 0, + SCROLL_MODE_AUTO, + SCROLL_MODE_SHOW_ALWAYS, + SCROLL_MODE_SHOW_NEVER, + }; + +private: HScrollBar *h_scroll; VScrollBar *v_scroll; @@ -54,11 +63,8 @@ class ScrollContainer : public Container { bool drag_touching_deaccel = false; bool beyond_deadzone = false; - bool scroll_h = true; - bool scroll_v = true; - - bool h_scroll_visible = true; - bool v_scroll_visible = true; + ScrollMode horizontal_scroll_mode = SCROLL_MODE_AUTO; + ScrollMode vertical_scroll_mode = SCROLL_MODE_AUTO; int deadzone = 0; bool follow_focus = false; @@ -87,17 +93,11 @@ public: void set_v_scroll(int p_pos); int get_v_scroll() const; - void set_enable_h_scroll(bool p_enable); - bool is_h_scroll_enabled() const; - - void set_enable_v_scroll(bool p_enable); - bool is_v_scroll_enabled() const; + void set_horizontal_scroll_mode(ScrollMode p_mode); + ScrollMode get_horizontal_scroll_mode() const; - void set_h_scroll_visible(bool p_visible); - bool is_h_scroll_visible() const; - - void set_v_scroll_visible(bool p_visible); - bool is_v_scroll_visible() const; + void set_vertical_scroll_mode(ScrollMode p_mode); + ScrollMode get_vertical_scroll_mode() const; int get_deadzone() const; void set_deadzone(int p_deadzone); @@ -105,8 +105,8 @@ public: bool is_following_focus() const; void set_follow_focus(bool p_follow); - HScrollBar *get_h_scrollbar(); - VScrollBar *get_v_scrollbar(); + HScrollBar *get_h_scroll_bar(); + VScrollBar *get_v_scroll_bar(); void ensure_control_visible(Control *p_control); TypedArray<String> get_configuration_warnings() const override; @@ -114,4 +114,6 @@ public: ScrollContainer(); }; +VARIANT_ENUM_CAST(ScrollContainer::ScrollMode); + #endif diff --git a/scene/gui/separator.cpp b/scene/gui/separator.cpp index 1f3cb7aa24..9c19eb54dc 100644 --- a/scene/gui/separator.cpp +++ b/scene/gui/separator.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 77162c68fa..1621bb3351 100644 --- a/scene/gui/separator.h +++ b/scene/gui/separator.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f8cabe172c..7d07299d88 100644 --- a/scene/gui/slider.cpp +++ b/scene/gui/slider.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 46fa08bbf0..5fbfee2aec 100644 --- a/scene/gui/slider.h +++ b/scene/gui/slider.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 94a4886fef..19d47ea492 100644 --- a/scene/gui/spin_box.cpp +++ b/scene/gui/spin_box.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -41,10 +41,10 @@ Size2 SpinBox::get_minimum_size() const { void SpinBox::_value_changed(double) { String value = TS->format_number(String::num(get_value(), Math::range_step_decimals(get_step()))); - if (prefix != "") { + if (!prefix.is_empty()) { value = prefix + " " + value; } - if (suffix != "") { + if (!suffix.is_empty()) { value += " " + suffix; } line_edit->set_text(value); @@ -227,12 +227,12 @@ void SpinBox::_notification(int p_what) { } } -void SpinBox::set_align(LineEdit::Align p_align) { - line_edit->set_align(p_align); +void SpinBox::set_horizontal_alignment(HorizontalAlignment p_alignment) { + line_edit->set_horizontal_alignment(p_alignment); } -LineEdit::Align SpinBox::get_align() const { - return line_edit->get_align(); +HorizontalAlignment SpinBox::get_horizontal_alignment() const { + return line_edit->get_horizontal_alignment(); } void SpinBox::set_suffix(const String &p_suffix) { @@ -284,8 +284,8 @@ void SpinBox::apply() { } void SpinBox::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_align", "align"), &SpinBox::set_align); - ClassDB::bind_method(D_METHOD("get_align"), &SpinBox::get_align); + ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &SpinBox::set_horizontal_alignment); + ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &SpinBox::get_horizontal_alignment); ClassDB::bind_method(D_METHOD("set_suffix", "suffix"), &SpinBox::set_suffix); ClassDB::bind_method(D_METHOD("get_suffix"), &SpinBox::get_suffix); ClassDB::bind_method(D_METHOD("set_prefix", "prefix"), &SpinBox::set_prefix); @@ -297,7 +297,7 @@ void SpinBox::_bind_methods() { ClassDB::bind_method(D_METHOD("apply"), &SpinBox::apply); ClassDB::bind_method(D_METHOD("get_line_edit"), &SpinBox::get_line_edit); - ADD_PROPERTY(PropertyInfo(Variant::INT, "align", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_align", "get_align"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editable"), "set_editable", "is_editable"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "update_on_text_changed"), "set_update_on_text_changed", "get_update_on_text_changed"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "prefix"), "set_prefix", "get_prefix"); @@ -310,7 +310,7 @@ SpinBox::SpinBox() { line_edit->set_anchors_and_offsets_preset(Control::PRESET_WIDE); line_edit->set_mouse_filter(MOUSE_FILTER_PASS); - line_edit->set_align(LineEdit::ALIGN_LEFT); + line_edit->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_LEFT); line_edit->connect("text_submitted", callable_mp(this, &SpinBox::_text_submitted), Vector<Variant>(), CONNECT_DEFERRED); line_edit->connect("focus_exited", callable_mp(this, &SpinBox::_line_edit_focus_exit), Vector<Variant>(), CONNECT_DEFERRED); diff --git a/scene/gui/spin_box.h b/scene/gui/spin_box.h index f2299ce1c2..0691a4b48d 100644 --- a/scene/gui/spin_box.h +++ b/scene/gui/spin_box.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -79,8 +79,8 @@ public: virtual Size2 get_minimum_size() const override; - void set_align(LineEdit::Align p_align); - LineEdit::Align get_align() const; + void set_horizontal_alignment(HorizontalAlignment p_alignment); + HorizontalAlignment get_horizontal_alignment() const; void set_editable(bool p_enabled); bool is_editable() const; diff --git a/scene/gui/split_container.cpp b/scene/gui/split_container.cpp index 106bb7949f..874e5868b6 100644 --- a/scene/gui/split_container.cpp +++ b/scene/gui/split_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/split_container.h b/scene/gui/split_container.h index 47fd30a122..ba6fff6f55 100644 --- a/scene/gui/split_container.h +++ b/scene/gui/split_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/subviewport_container.cpp b/scene/gui/subviewport_container.cpp index 53ea32e1b7..6cc64e7ada 100644 --- a/scene/gui/subviewport_container.cpp +++ b/scene/gui/subviewport_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/subviewport_container.h b/scene/gui/subviewport_container.h index 7853f1590e..e7520763fb 100644 --- a/scene/gui/subviewport_container.h +++ b/scene/gui/subviewport_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_bar.cpp b/scene/gui/tab_bar.cpp index da23b0dde8..f4a0a2fa56 100644 --- a/scene/gui/tab_bar.cpp +++ b/scene/gui/tab_bar.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -50,7 +50,7 @@ Size2 TabBar::get_minimum_size() const { Ref<Texture2D> tex = tabs[i].icon; if (tex.is_valid()) { ms.height = MAX(ms.height, tex->get_size().height); - if (tabs[i].text != "") { + if (!tabs[i].text.is_empty()) { ms.width += get_theme_constant(SNAME("hseparation")); } } @@ -270,7 +270,7 @@ void TabBar::_shape(int p_tab) { tabs.write[p_tab].text_buf->set_direction((TextServer::Direction)tabs[p_tab].text_direction); } - tabs.write[p_tab].text_buf->add_string(tabs.write[p_tab].xl_text, font, font_size, tabs[p_tab].opentype_features, (tabs[p_tab].language != "") ? tabs[p_tab].language : TranslationServer::get_singleton()->get_tool_locale()); + tabs.write[p_tab].text_buf->add_string(tabs.write[p_tab].xl_text, font, font_size, tabs[p_tab].opentype_features, !tabs[p_tab].language.is_empty() ? tabs[p_tab].language : TranslationServer::get_singleton()->get_tool_locale()); } void TabBar::_notification(int p_what) { @@ -319,9 +319,9 @@ void TabBar::_notification(int p_what) { mw += get_tab_width(i); } - if (tab_align == ALIGN_CENTER) { + if (tab_alignment == ALIGNMENT_CENTER) { w = (get_size().width - mw) / 2; - } else if (tab_align == ALIGN_RIGHT) { + } else if (tab_alignment == ALIGNMENT_RIGHT) { w = get_size().width - mw; } @@ -385,7 +385,7 @@ void TabBar::_notification(int p_what) { } else { icon->draw(ci, Point2i(w, sb->get_margin(SIDE_TOP) + ((sb_rect.size.y - sb_ms.y) - icon->get_height()) / 2)); } - if (tabs[i].text != "") { + if (!tabs[i].text.is_empty()) { w += icon->get_width() + get_theme_constant(SNAME("hseparation")); } } @@ -929,14 +929,14 @@ int TabBar::get_tab_idx_at_point(const Point2 &p_point) const { return hover_now; } -void TabBar::set_tab_align(TabAlign p_align) { - ERR_FAIL_INDEX(p_align, ALIGN_MAX); - tab_align = p_align; +void TabBar::set_tab_alignment(AlignmentMode p_alignment) { + ERR_FAIL_INDEX(p_alignment, ALIGNMENT_MAX); + tab_alignment = p_alignment; update(); } -TabBar::TabAlign TabBar::get_tab_align() const { - return tab_align; +TabBar::AlignmentMode TabBar::get_tab_alignment() const { + return tab_alignment; } void TabBar::set_clip_tabs(bool p_clip_tabs) { @@ -980,7 +980,7 @@ int TabBar::get_tab_width(int p_idx) const { Ref<Texture2D> tex = tabs[p_idx].icon; if (tex.is_valid()) { x += tex->get_width(); - if (tabs[p_idx].text != "") { + if (!tabs[p_idx].text.is_empty()) { x += get_theme_constant(SNAME("hseparation")); } } @@ -1149,8 +1149,8 @@ void TabBar::_bind_methods() { ClassDB::bind_method(D_METHOD("get_tab_disabled", "tab_idx"), &TabBar::get_tab_disabled); ClassDB::bind_method(D_METHOD("remove_tab", "tab_idx"), &TabBar::remove_tab); ClassDB::bind_method(D_METHOD("add_tab", "title", "icon"), &TabBar::add_tab, DEFVAL(""), DEFVAL(Ref<Texture2D>())); - ClassDB::bind_method(D_METHOD("set_tab_align", "align"), &TabBar::set_tab_align); - ClassDB::bind_method(D_METHOD("get_tab_align"), &TabBar::get_tab_align); + ClassDB::bind_method(D_METHOD("set_tab_alignment", "alignment"), &TabBar::set_tab_alignment); + ClassDB::bind_method(D_METHOD("get_tab_alignment"), &TabBar::get_tab_alignment); ClassDB::bind_method(D_METHOD("set_clip_tabs", "clip_tabs"), &TabBar::set_clip_tabs); ClassDB::bind_method(D_METHOD("get_clip_tabs"), &TabBar::get_clip_tabs); ClassDB::bind_method(D_METHOD("get_tab_offset"), &TabBar::get_tab_offset); @@ -1178,16 +1178,16 @@ void TabBar::_bind_methods() { ADD_SIGNAL(MethodInfo("tab_clicked", PropertyInfo(Variant::INT, "tab"))); ADD_PROPERTY(PropertyInfo(Variant::INT, "current_tab", PROPERTY_HINT_RANGE, "-1,4096,1", PROPERTY_USAGE_EDITOR), "set_current_tab", "get_current_tab"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "tab_align", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_tab_align", "get_tab_align"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "tab_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_tab_alignment", "get_tab_alignment"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "clip_tabs"), "set_clip_tabs", "get_clip_tabs"); ADD_PROPERTY(PropertyInfo(Variant::INT, "tab_close_display_policy", PROPERTY_HINT_ENUM, "Show Never,Show Active Only,Show Always"), "set_tab_close_display_policy", "get_tab_close_display_policy"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scrolling_enabled"), "set_scrolling_enabled", "get_scrolling_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "drag_to_rearrange_enabled"), "set_drag_to_rearrange_enabled", "get_drag_to_rearrange_enabled"); - BIND_ENUM_CONSTANT(ALIGN_LEFT); - BIND_ENUM_CONSTANT(ALIGN_CENTER); - BIND_ENUM_CONSTANT(ALIGN_RIGHT); - BIND_ENUM_CONSTANT(ALIGN_MAX); + BIND_ENUM_CONSTANT(ALIGNMENT_LEFT); + BIND_ENUM_CONSTANT(ALIGNMENT_CENTER); + BIND_ENUM_CONSTANT(ALIGNMENT_RIGHT); + BIND_ENUM_CONSTANT(ALIGNMENT_MAX); BIND_ENUM_CONSTANT(CLOSE_BUTTON_SHOW_NEVER); BIND_ENUM_CONSTANT(CLOSE_BUTTON_SHOW_ACTIVE_ONLY); diff --git a/scene/gui/tab_bar.h b/scene/gui/tab_bar.h index 411a62b1d9..d9f9cca305 100644 --- a/scene/gui/tab_bar.h +++ b/scene/gui/tab_bar.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -38,11 +38,11 @@ class TabBar : public Control { GDCLASS(TabBar, Control); public: - enum TabAlign { - ALIGN_LEFT, - ALIGN_CENTER, - ALIGN_RIGHT, - ALIGN_MAX + enum AlignmentMode { + ALIGNMENT_LEFT, + ALIGNMENT_CENTER, + ALIGNMENT_RIGHT, + ALIGNMENT_MAX, }; enum CloseButtonDisplayPolicy { @@ -83,7 +83,7 @@ private: Vector<Tab> tabs; int current = 0; int previous = 0; - TabAlign tab_align = ALIGN_CENTER; + AlignmentMode tab_alignment = ALIGNMENT_CENTER; bool clip_tabs = true; int rb_hover = -1; bool rb_pressing = false; @@ -145,8 +145,8 @@ public: void set_tab_right_button(int p_tab, const Ref<Texture2D> &p_right_button); Ref<Texture2D> get_tab_right_button(int p_tab) const; - void set_tab_align(TabAlign p_align); - TabAlign get_tab_align() const; + void set_tab_alignment(AlignmentMode p_alignment); + AlignmentMode get_tab_alignment() const; void set_clip_tabs(bool p_clip_tabs); bool get_clip_tabs() const; @@ -189,7 +189,7 @@ public: TabBar(); }; -VARIANT_ENUM_CAST(TabBar::TabAlign); +VARIANT_ENUM_CAST(TabBar::AlignmentMode); VARIANT_ENUM_CAST(TabBar::CloseButtonDisplayPolicy); #endif // TAB_BAR_H diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp index 562f523f53..e5614ff728 100644 --- a/scene/gui/tab_container.cpp +++ b/scene/gui/tab_container.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -406,14 +406,14 @@ void TabContainer::_notification(int p_what) { } // Find the offset at which to draw tabs, according to the alignment. - switch (align) { - case ALIGN_LEFT: + switch (alignment) { + case ALIGNMENT_LEFT: tabs_ofs_cache = header_x; break; - case ALIGN_CENTER: + case ALIGNMENT_CENTER: tabs_ofs_cache = header_x + (header_width / 2) - (all_tabs_width / 2); break; - case ALIGN_RIGHT: + case ALIGNMENT_RIGHT: tabs_ofs_cache = header_x + header_width - all_tabs_width; break; } @@ -561,7 +561,7 @@ void TabContainer::_draw_tab(Ref<StyleBox> &p_tab_style, Color &p_font_color, in if (icon.is_valid()) { int y = y_center - (icon->get_height() / 2); icon->draw(canvas, Point2i(x_content, y)); - if (text != "") { + if (!text.is_empty()) { x_content += icon->get_width() + icon_text_distance; } } @@ -656,7 +656,7 @@ int TabContainer::_get_tab_width(int p_index) const { Ref<Texture2D> icon = control->get_meta("_tab_icon"); if (icon.is_valid()) { width += icon->get_width(); - if (text != "") { + if (!text.is_empty()) { width += get_theme_constant(SNAME("icon_separation")); } } @@ -967,14 +967,14 @@ int TabContainer::get_tab_idx_at_point(const Point2 &p_point) const { return -1; } -void TabContainer::set_tab_align(TabAlign p_align) { - ERR_FAIL_INDEX(p_align, 3); - align = p_align; +void TabContainer::set_tab_alignment(AlignmentMode p_alignment) { + ERR_FAIL_INDEX(p_alignment, 3); + alignment = p_alignment; update(); } -TabContainer::TabAlign TabContainer::get_tab_align() const { - return align; +TabContainer::AlignmentMode TabContainer::get_tab_alignment() const { + return alignment; } void TabContainer::set_tabs_visible(bool p_visible) { @@ -1108,7 +1108,7 @@ void TabContainer::get_translatable_strings(List<String> *p_strings) const { String name = c->get_meta("_tab_name"); - if (name != "") { + if (!name.is_empty()) { p_strings->push_back(name); } } @@ -1198,8 +1198,8 @@ void TabContainer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_previous_tab"), &TabContainer::get_previous_tab); ClassDB::bind_method(D_METHOD("get_current_tab_control"), &TabContainer::get_current_tab_control); ClassDB::bind_method(D_METHOD("get_tab_control", "tab_idx"), &TabContainer::get_tab_control); - ClassDB::bind_method(D_METHOD("set_tab_align", "align"), &TabContainer::set_tab_align); - ClassDB::bind_method(D_METHOD("get_tab_align"), &TabContainer::get_tab_align); + ClassDB::bind_method(D_METHOD("set_tab_alignment", "alignment"), &TabContainer::set_tab_alignment); + ClassDB::bind_method(D_METHOD("get_tab_alignment"), &TabContainer::get_tab_alignment); ClassDB::bind_method(D_METHOD("set_tabs_visible", "visible"), &TabContainer::set_tabs_visible); ClassDB::bind_method(D_METHOD("are_tabs_visible"), &TabContainer::are_tabs_visible); ClassDB::bind_method(D_METHOD("set_all_tabs_in_front", "is_front"), &TabContainer::set_all_tabs_in_front); @@ -1230,16 +1230,16 @@ void TabContainer::_bind_methods() { ADD_SIGNAL(MethodInfo("tab_selected", PropertyInfo(Variant::INT, "tab"))); ADD_SIGNAL(MethodInfo("pre_popup_pressed")); - ADD_PROPERTY(PropertyInfo(Variant::INT, "tab_align", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_tab_align", "get_tab_align"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "tab_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_tab_alignment", "get_tab_alignment"); ADD_PROPERTY(PropertyInfo(Variant::INT, "current_tab", PROPERTY_HINT_RANGE, "-1,4096,1", PROPERTY_USAGE_EDITOR), "set_current_tab", "get_current_tab"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tabs_visible"), "set_tabs_visible", "are_tabs_visible"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "all_tabs_in_front"), "set_all_tabs_in_front", "is_all_tabs_in_front"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "drag_to_rearrange_enabled"), "set_drag_to_rearrange_enabled", "get_drag_to_rearrange_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_hidden_tabs_for_min_size"), "set_use_hidden_tabs_for_min_size", "get_use_hidden_tabs_for_min_size"); - BIND_ENUM_CONSTANT(ALIGN_LEFT); - BIND_ENUM_CONSTANT(ALIGN_CENTER); - BIND_ENUM_CONSTANT(ALIGN_RIGHT); + BIND_ENUM_CONSTANT(ALIGNMENT_LEFT); + BIND_ENUM_CONSTANT(ALIGNMENT_CENTER); + BIND_ENUM_CONSTANT(ALIGNMENT_RIGHT); } TabContainer::TabContainer() { diff --git a/scene/gui/tab_container.h b/scene/gui/tab_container.h index fe96df25e8..01e71e9fa8 100644 --- a/scene/gui/tab_container.h +++ b/scene/gui/tab_container.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -39,10 +39,10 @@ class TabContainer : public Container { GDCLASS(TabContainer, Container); public: - enum TabAlign { - ALIGN_LEFT, - ALIGN_CENTER, - ALIGN_RIGHT + enum AlignmentMode { + ALIGNMENT_LEFT, + ALIGNMENT_CENTER, + ALIGNMENT_RIGHT, }; private: @@ -56,7 +56,7 @@ private: bool buttons_visible_cache = false; bool menu_hovered = false; int highlight_arrow = -1; - TabAlign align = ALIGN_CENTER; + AlignmentMode alignment = ALIGNMENT_CENTER; int _get_top_margin() const; mutable ObjectID popup_obj_id; bool drag_to_rearrange_enabled = false; @@ -90,8 +90,8 @@ protected: static void _bind_methods(); public: - void set_tab_align(TabAlign p_align); - TabAlign get_tab_align() const; + void set_tab_alignment(AlignmentMode p_alignment); + AlignmentMode get_tab_alignment() const; void set_tabs_visible(bool p_visible); bool are_tabs_visible() const; @@ -136,6 +136,6 @@ public: TabContainer(); }; -VARIANT_ENUM_CAST(TabContainer::TabAlign); +VARIANT_ENUM_CAST(TabContainer::AlignmentMode); #endif // TAB_CONTAINER_H diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp index c54b4dda00..817a4453a8 100644 --- a/scene/gui/text_edit.cpp +++ b/scene/gui/text_edit.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -155,30 +155,30 @@ _FORCE_INLINE_ const String &TextEdit::Text::operator[](int p_line) const { void TextEdit::Text::_calculate_line_height() { int height = 0; - for (int i = 0; i < text.size(); i++) { + for (const Line &l : text) { // Found another line with the same height...nothing to update. - if (text[i].height == line_height) { + if (l.height == line_height) { height = line_height; break; } - height = MAX(height, text[i].height); + height = MAX(height, l.height); } line_height = height; } void TextEdit::Text::_calculate_max_line_width() { int width = 0; - for (int i = 0; i < text.size(); i++) { - if (is_hidden(i)) { + for (const Line &l : text) { + if (l.hidden) { continue; } // Found another line with the same width...nothing to update. - if (text[i].width == max_width) { + if (l.width == max_width) { width = max_width; break; } - width = MAX(width, text[i].width); + width = MAX(width, l.width); } max_width = width; } @@ -216,7 +216,7 @@ void TextEdit::Text::invalidate_cache(int p_line, int p_column, const String &p_ // Update height. const int old_height = text.write[p_line].height; const int wrap_amount = get_line_wrap_amount(p_line); - int height = font->get_height(font_size); + int height = font_height; for (int i = 0; i <= wrap_amount; i++) { height = MAX(height, text[p_line].data_buf->get_line_size(i).y); } @@ -267,6 +267,13 @@ void TextEdit::Text::invalidate_all() { return; } + max_width = -1; + line_height = -1; + + if (!font.is_null() && font_size > 0) { + font_height = font->get_height(font_size); + } + for (int i = 0; i < text.size(); i++) { invalidate_cache(i); } @@ -275,7 +282,15 @@ void TextEdit::Text::invalidate_all() { void TextEdit::Text::clear() { text.clear(); - insert(0, "", Array()); + + max_width = -1; + line_height = -1; + + Line line; + line.gutters.resize(gutter_count); + line.data = ""; + text.insert(0, line); + invalidate_cache(0); } int TextEdit::Text::get_max_width() const { @@ -290,30 +305,64 @@ void TextEdit::Text::set(int p_line, const String &p_text, const Array &p_bidi_o invalidate_cache(p_line); } -void TextEdit::Text::insert(int p_at, const String &p_text, const Array &p_bidi_override) { - Line line; - line.gutters.resize(gutter_count); - line.hidden = false; - line.data = p_text; - line.bidi_override = p_bidi_override; - text.insert(p_at, line); +void TextEdit::Text::insert(int p_at, const Vector<String> &p_text, const Vector<Array> &p_bidi_override) { + int new_line_count = p_text.size() - 1; + if (new_line_count > 0) { + text.resize(text.size() + new_line_count); + for (int i = (text.size() - 1); i > p_at; i--) { + if ((i - new_line_count) <= 0) { + break; + } + text.write[i] = text[i - new_line_count]; + } + } - invalidate_cache(p_at); + for (int i = 0; i < p_text.size(); i++) { + if (i == 0) { + set(p_at + i, p_text[i], p_bidi_override[i]); + continue; + } + Line line; + line.gutters.resize(gutter_count); + line.data = p_text[i]; + line.bidi_override = p_bidi_override[i]; + text.write[p_at + i] = line; + invalidate_cache(p_at + i); + } } -void TextEdit::Text::remove_at(int p_index) { - int height = text[p_index].height; - int width = text[p_index].width; +void TextEdit::Text::remove_range(int p_from_line, int p_to_line) { + if (p_from_line == p_to_line) { + return; + } + + bool dirty_height = false; + bool dirty_width = false; + for (int i = p_from_line; i < p_to_line; i++) { + if (!dirty_height && text[i].height == line_height) { + dirty_height = true; + } - text.remove_at(p_index); + if (!dirty_width && text[i].width == max_width) { + dirty_width = true; + } - // If this is the tallest line, we need to get the next tallest. - if (height == line_height) { + if (dirty_height && dirty_width) { + break; + } + } + + int diff = (p_to_line - p_from_line); + for (int i = p_to_line; i < text.size() - 1; i++) { + text.write[(i - diff) + 1] = text[i + 1]; + } + text.resize(text.size() - diff); + + if (dirty_height) { _calculate_line_height(); } - // If this is the longest line, we need to get the next longest. - if (width == max_width) { + if (dirty_width) { _calculate_max_line_width(); } } @@ -601,7 +650,7 @@ void TextEdit::_notification(int p_what) { String highlighted_text = get_selected_text(); // Check if highlighted words contain only whitespaces (tabs or spaces). - bool only_whitespaces_highlighted = highlighted_text.strip_edges() == String(); + bool only_whitespaces_highlighted = highlighted_text.strip_edges().is_empty(); const int caret_wrap_index = get_caret_wrap_index(); @@ -916,7 +965,7 @@ void TextEdit::_notification(int p_what) { switch (gutter.type) { case GUTTER_TYPE_STRING: { const String &text = get_line_gutter_text(line, g); - if (text == "") { + if (text.is_empty()) { break; } @@ -2428,7 +2477,7 @@ void TextEdit::_update_caches() { } else { dir = (TextServer::Direction)text_direction; } - text.set_direction_and_language(dir, (language != "") ? language : TranslationServer::get_singleton()->get_tool_locale()); + text.set_direction_and_language(dir, (!language.is_empty()) ? language : TranslationServer::get_singleton()->get_tool_locale()); text.set_font_features(opentype_features); text.set_draw_control_chars(draw_control_chars); text.set_font(font); @@ -2611,7 +2660,7 @@ void TextEdit::set_text_direction(Control::TextDirection p_text_direction) { } else { dir = (TextServer::Direction)text_direction; } - text.set_direction_and_language(dir, (language != "") ? language : TranslationServer::get_singleton()->get_tool_locale()); + text.set_direction_and_language(dir, (!language.is_empty()) ? language : TranslationServer::get_singleton()->get_tool_locale()); text.invalidate_all(); if (menu_dir) { @@ -2662,7 +2711,7 @@ void TextEdit::set_language(const String &p_language) { } else { dir = (TextServer::Direction)text_direction; } - text.set_direction_and_language(dir, (language != "") ? language : TranslationServer::get_singleton()->get_tool_locale()); + text.set_direction_and_language(dir, (!language.is_empty()) ? language : TranslationServer::get_singleton()->get_tool_locale()); text.invalidate_all(); update(); } @@ -4226,7 +4275,10 @@ double TextEdit::get_scroll_pos_for_line(int p_line, int p_wrap_index) const { return p_line; } - double new_line_scroll_pos = get_visible_line_count_in_range(0, CLAMP(p_line, 0, text.size() - 1)); + double new_line_scroll_pos = 0.0; + if (p_line > 0) { + new_line_scroll_pos = get_visible_line_count_in_range(0, MIN(p_line - 1, text.size() - 1)); + } new_line_scroll_pos += p_wrap_index; return new_line_scroll_pos; } @@ -4290,7 +4342,7 @@ int TextEdit::get_visible_line_count_in_range(int p_from_line, int p_to_line) co /* Returns the total number of (lines + wrapped - hidden). */ if (!_is_hiding_enabled() && get_line_wrapping_mode() == LineWrappingMode::LINE_WRAPPING_NONE) { - return p_to_line - p_from_line; + return (p_to_line - p_from_line) + 1; } int total_rows = 0; @@ -4996,7 +5048,7 @@ void TextEdit::_bind_methods() { ClassDB::bind_method(D_METHOD("get_line_wrapped_text", "line"), &TextEdit::get_line_wrapped_text); /* Viewport. */ - // Scolling. + // Scrolling. ClassDB::bind_method(D_METHOD("set_smooth_scroll_enable", "enable"), &TextEdit::set_smooth_scroll_enabled); ClassDB::bind_method(D_METHOD("is_smooth_scroll_enabled"), &TextEdit::is_smooth_scroll_enabled); @@ -5358,7 +5410,7 @@ void TextEdit::_cut_internal() { set_caret_line(get_caret_line() + 1); } - // Correct the visualy perceived caret column taking care of identation level of the lines. + // Correct the visually perceived caret column taking care of indentation level of the lines. int diff_indent = indent_level - get_indent_level(get_caret_line()); cc += diff_indent; if (diff_indent != 0) { @@ -6289,11 +6341,11 @@ void TextEdit::_base_insert_text(int p_line, int p_char, const String &p_text, i ERR_FAIL_COND(p_char < 0); /* STEP 1: Remove \r from source text and separate in substrings. */ - - Vector<String> substrings = p_text.replace("\r", "").split("\n"); + const String text_to_insert = p_text.replace("\r", ""); + Vector<String> substrings = text_to_insert.split("\n"); // Is this just a new empty line? - bool shift_first_line = p_char == 0 && p_text.replace("\r", "") == "\n"; + bool shift_first_line = p_char == 0 && substrings.size() == 2 && text_to_insert == "\n"; /* STEP 2: Add spaces if the char is greater than the end of the line. */ while (p_char > text[p_line].length()) { @@ -6301,24 +6353,19 @@ void TextEdit::_base_insert_text(int p_line, int p_char, const String &p_text, i } /* STEP 3: Separate dest string in pre and post text. */ - - String preinsert_text = text[p_line].substr(0, p_char); String postinsert_text = text[p_line].substr(p_char, text[p_line].size()); - for (int j = 0; j < substrings.size(); j++) { - // Insert the substrings. - - if (j == 0) { - text.set(p_line, preinsert_text + substrings[j], structured_text_parser(st_parser, st_args, preinsert_text + substrings[j])); - } else { - text.insert(p_line + j, substrings[j], structured_text_parser(st_parser, st_args, substrings[j])); - } + substrings.write[0] = text[p_line].substr(0, p_char) + substrings[0]; + substrings.write[substrings.size() - 1] += postinsert_text; - if (j == substrings.size() - 1) { - text.set(p_line + j, text[p_line + j] + postinsert_text, structured_text_parser(st_parser, st_args, text[p_line + j] + postinsert_text)); - } + Vector<Array> bidi_override; + bidi_override.resize(substrings.size()); + for (int i = 0; i < substrings.size(); i++) { + bidi_override.write[i] = structured_text_parser(st_parser, st_args, substrings[i]); } + text.insert(p_line, substrings, bidi_override); + if (shift_first_line) { text.move_gutters(p_line, p_line + 1); text.set_hidden(p_line + 1, text.is_hidden(p_line)); @@ -6351,7 +6398,7 @@ String TextEdit::_base_get_text(int p_from_line, int p_from_column, int p_to_lin ERR_FAIL_COND_V(p_to_line < p_from_line, String()); // 'from > to'. ERR_FAIL_COND_V(p_to_line == p_from_line && p_to_column < p_from_column, String()); // 'from > to'. - String ret; + StringBuilder ret; for (int i = p_from_line; i <= p_to_line; i++) { int begin = (i == p_from_line) ? p_from_column : 0; @@ -6363,7 +6410,7 @@ String TextEdit::_base_get_text(int p_from_line, int p_from_column, int p_to_lin ret += text[i].substr(begin, end - begin); } - return ret; + return ret.as_string(); } void TextEdit::_base_remove_text(int p_from_line, int p_from_column, int p_to_line, int p_to_column) { @@ -6377,9 +6424,7 @@ void TextEdit::_base_remove_text(int p_from_line, int p_from_column, int p_to_li String pre_text = text[p_from_line].substr(0, p_from_column); String post_text = text[p_to_line].substr(p_to_column, text[p_to_line].length()); - for (int i = p_from_line; i < p_to_line; i++) { - text.remove_at(p_from_line + 1); - } + text.remove_range(p_from_line, p_to_line); text.set(p_from_line, pre_text + post_text, structured_text_parser(st_parser, st_args, pre_text + post_text)); if (!text_changed_dirty && !setting_text) { diff --git a/scene/gui/text_edit.h b/scene/gui/text_edit.h index a1b2ed59f5..d51ac8dffc 100644 --- a/scene/gui/text_edit.h +++ b/scene/gui/text_edit.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -70,7 +70,7 @@ public: GUTTER_TYPE_CUSTOM }; - /* Contex Menu. */ + /* Context Menu. */ enum MenuItems { MENU_CUT, MENU_COPY, @@ -159,6 +159,7 @@ private: mutable Vector<Line> text; Ref<Font> font; int font_size = -1; + int font_height = 0; Dictionary opentype_features; String language; @@ -204,8 +205,8 @@ private: } } bool is_hidden(int p_line) const { return text[p_line].hidden; } - void insert(int p_at, const String &p_text, const Array &p_bidi_override); - void remove_at(int p_index); + void insert(int p_at, const Vector<String> &p_text, const Vector<Array> &p_bidi_override); + void remove_range(int p_from_line, int p_to_line); int size() const { return text.size(); } void clear(); diff --git a/scene/gui/texture_button.cpp b/scene/gui/texture_button.cpp index 3f0d907a7e..4c2229acb7 100644 --- a/scene/gui/texture_button.cpp +++ b/scene/gui/texture_button.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 8361f3c341..1428a79a1d 100644 --- a/scene/gui/texture_button.h +++ b/scene/gui/texture_button.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_bar.cpp b/scene/gui/texture_progress_bar.cpp index 6a926a0364..043c0f464c 100644 --- a/scene/gui/texture_progress_bar.cpp +++ b/scene/gui/texture_progress_bar.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_bar.h b/scene/gui/texture_progress_bar.h index c508f41387..4d3e38e006 100644 --- a/scene/gui/texture_progress_bar.h +++ b/scene/gui/texture_progress_bar.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 85c15cdae7..ebf5ce597e 100644 --- a/scene/gui/texture_rect.cpp +++ b/scene/gui/texture_rect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 0f93d5732f..ede5b7b480 100644 --- a/scene/gui/texture_rect.h +++ b/scene/gui/texture_rect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 050ba9f519..69ac36ff99 100644 --- a/scene/gui/tree.cpp +++ b/scene/gui/tree.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1002,18 +1002,18 @@ bool TreeItem::is_custom_set_as_button(int p_column) const { return cells[p_column].custom_button; } -void TreeItem::set_text_align(int p_column, TextAlign p_align) { +void TreeItem::set_text_alignment(int p_column, HorizontalAlignment p_alignment) { ERR_FAIL_INDEX(p_column, cells.size()); - cells.write[p_column].text_align = p_align; + cells.write[p_column].text_alignment = p_alignment; cells.write[p_column].cached_minimum_size_dirty = true; _changed_notify(p_column); } -TreeItem::TextAlign TreeItem::get_text_align(int p_column) const { - ERR_FAIL_INDEX_V(p_column, cells.size(), ALIGN_LEFT); - return cells[p_column].text_align; +HorizontalAlignment TreeItem::get_text_alignment(int p_column) const { + ERR_FAIL_INDEX_V(p_column, cells.size(), HORIZONTAL_ALIGNMENT_LEFT); + return cells[p_column].text_alignment; } void TreeItem::set_expand_right(int p_column, bool p_enable) { @@ -1231,8 +1231,8 @@ void TreeItem::_bind_methods() { ClassDB::bind_method(D_METHOD("set_tooltip", "column", "tooltip"), &TreeItem::set_tooltip); ClassDB::bind_method(D_METHOD("get_tooltip", "column"), &TreeItem::get_tooltip); - ClassDB::bind_method(D_METHOD("set_text_align", "column", "text_align"), &TreeItem::set_text_align); - ClassDB::bind_method(D_METHOD("get_text_align", "column"), &TreeItem::get_text_align); + ClassDB::bind_method(D_METHOD("set_text_alignment", "column", "text_alignment"), &TreeItem::set_text_alignment); + ClassDB::bind_method(D_METHOD("get_text_alignment", "column"), &TreeItem::get_text_alignment); ClassDB::bind_method(D_METHOD("set_expand_right", "column", "enable"), &TreeItem::set_expand_right); ClassDB::bind_method(D_METHOD("get_expand_right", "column"), &TreeItem::get_expand_right); @@ -1278,10 +1278,6 @@ void TreeItem::_bind_methods() { BIND_ENUM_CONSTANT(CELL_MODE_RANGE); BIND_ENUM_CONSTANT(CELL_MODE_ICON); BIND_ENUM_CONSTANT(CELL_MODE_CUSTOM); - - BIND_ENUM_CONSTANT(ALIGN_LEFT); - BIND_ENUM_CONSTANT(ALIGN_CENTER); - BIND_ENUM_CONSTANT(ALIGN_RIGHT); } void TreeItem::clear_children() { @@ -1477,16 +1473,17 @@ void Tree::draw_item_rect(TreeItem::Cell &p_cell, const Rect2i &p_rect, const Co } w += ts.width; - switch (p_cell.text_align) { - case TreeItem::ALIGN_LEFT: + switch (p_cell.text_alignment) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: { if (rtl) { rect.position.x += MAX(0, (rect.size.width - w)); } - break; - case TreeItem::ALIGN_CENTER: + } break; + case HORIZONTAL_ALIGNMENT_CENTER: rect.position.x += MAX(0, (rect.size.width - w) / 2); break; - case TreeItem::ALIGN_RIGHT: + case HORIZONTAL_ALIGNMENT_RIGHT: if (!rtl) { rect.position.x += MAX(0, (rect.size.width - w)); } @@ -1539,7 +1536,7 @@ void Tree::update_column(int p_col) { columns.write[p_col].text_buf->set_direction((TextServer::Direction)columns[p_col].text_direction); } - columns.write[p_col].text_buf->add_string(columns[p_col].title, cache.font, cache.font_size, columns[p_col].opentype_features, (columns[p_col].language != "") ? columns[p_col].language : TranslationServer::get_singleton()->get_tool_locale()); + columns.write[p_col].text_buf->add_string(columns[p_col].title, cache.font, cache.font_size, columns[p_col].opentype_features, !columns[p_col].language.is_empty() ? columns[p_col].language : TranslationServer::get_singleton()->get_tool_locale()); } void Tree::update_item_cell(TreeItem *p_item, int p_col) { @@ -1547,7 +1544,7 @@ void Tree::update_item_cell(TreeItem *p_item, int p_col) { p_item->cells.write[p_col].text_buf->clear(); if (p_item->cells[p_col].mode == TreeItem::CELL_MODE_RANGE) { - if (p_item->cells[p_col].text != "") { + if (!p_item->cells[p_col].text.is_empty()) { if (!p_item->cells[p_col].editable) { return; } @@ -1574,7 +1571,7 @@ void Tree::update_item_cell(TreeItem *p_item, int p_col) { valtext = p_item->cells[p_col].text; } - if (p_item->cells[p_col].suffix != String()) { + if (!p_item->cells[p_col].suffix.is_empty()) { valtext += " " + p_item->cells[p_col].suffix; } @@ -1597,7 +1594,7 @@ void Tree::update_item_cell(TreeItem *p_item, int p_col) { } else { font_size = cache.font_size; } - p_item->cells.write[p_col].text_buf->add_string(valtext, font, font_size, p_item->cells[p_col].opentype_features, (p_item->cells[p_col].language != "") ? p_item->cells[p_col].language : TranslationServer::get_singleton()->get_tool_locale()); + p_item->cells.write[p_col].text_buf->add_string(valtext, font, font_size, p_item->cells[p_col].opentype_features, !p_item->cells[p_col].language.is_empty() ? p_item->cells[p_col].language : TranslationServer::get_singleton()->get_tool_locale()); TS->shaped_text_set_bidi_override(p_item->cells[p_col].text_buf->get_rid(), structured_text_parser(p_item->cells[p_col].st_parser, p_item->cells[p_col].st_args, valtext)); p_item->cells.write[p_col].dirty = false; } @@ -1663,7 +1660,7 @@ int Tree::draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2 if (p_item->cells[i].expand_right) { int plus = 1; - while (i + plus < columns.size() && !p_item->cells[i + plus].editable && p_item->cells[i + plus].mode == TreeItem::CELL_MODE_STRING && p_item->cells[i + plus].text == "" && p_item->cells[i + plus].icon.is_null()) { + while (i + plus < columns.size() && !p_item->cells[i + plus].editable && p_item->cells[i + plus].mode == TreeItem::CELL_MODE_STRING && p_item->cells[i + plus].text.is_empty() && p_item->cells[i + plus].icon.is_null()) { w += get_column_width(i + plus); plus++; skip2++; @@ -1860,7 +1857,7 @@ int Tree::draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2 } break; case TreeItem::CELL_MODE_RANGE: { - if (p_item->cells[i].text != "") { + if (!p_item->cells[i].text.is_empty()) { if (!p_item->cells[i].editable) { break; } @@ -2340,7 +2337,7 @@ int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, int if (p_item->cells[i].expand_right) { int plus = 1; - while (i + plus < columns.size() && !p_item->cells[i + plus].editable && p_item->cells[i + plus].mode == TreeItem::CELL_MODE_STRING && p_item->cells[i + plus].text == "" && p_item->cells[i + plus].icon.is_null()) { + while (i + plus < columns.size() && !p_item->cells[i + plus].editable && p_item->cells[i + plus].mode == TreeItem::CELL_MODE_STRING && p_item->cells[i + plus].text.is_empty() && p_item->cells[i + plus].icon.is_null()) { col_width += cache.hseparation; col_width += get_column_width(i + plus); plus++; @@ -2523,7 +2520,7 @@ int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, int } break; case TreeItem::CELL_MODE_RANGE: { - if (c.text != "") { + if (!c.text.is_empty()) { //if (x >= (get_column_width(col)-item_h/2)) { popup_menu->clear(); for (int i = 0; i < c.text.get_slice_count(","); i++) { @@ -3433,7 +3430,7 @@ bool Tree::edit_selected() { item_edited(col, s); return true; - } else if (c.mode == TreeItem::CELL_MODE_RANGE && c.text != "") { + } else if (c.mode == TreeItem::CELL_MODE_RANGE && !c.text.is_empty()) { popup_menu->clear(); for (int i = 0; i < c.text.get_slice_count(","); i++) { String s2 = c.text.get_slicec(',', i); @@ -4682,7 +4679,7 @@ String Tree::get_tooltip(const Point2 &p_pos) const { Size2 size = b->get_size() + cache.button_pressed->get_minimum_size(); if (pos.x > col_width - size.width) { String tooltip = c.buttons[j].tooltip; - if (tooltip != "") { + if (!tooltip.is_empty()) { return tooltip; } } diff --git a/scene/gui/tree.h b/scene/gui/tree.h index d4caec614a..c60c87564e 100644 --- a/scene/gui/tree.h +++ b/scene/gui/tree.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -52,12 +52,6 @@ public: CELL_MODE_CUSTOM, ///< Contains a custom value, show a string, and an edit button }; - enum TextAlign { - ALIGN_LEFT, - ALIGN_CENTER, - ALIGN_RIGHT - }; - private: friend class Tree; @@ -98,7 +92,7 @@ private: Size2i cached_minimum_size; bool cached_minimum_size_dirty = true; - TextAlign text_align = ALIGN_LEFT; + HorizontalAlignment text_alignment = HORIZONTAL_ALIGNMENT_LEFT; Variant meta; String tooltip; @@ -316,8 +310,8 @@ public: void set_tooltip(int p_column, const String &p_tooltip); String get_tooltip(int p_column) const; - void set_text_align(int p_column, TextAlign p_align); - TextAlign get_text_align(int p_column) const; + void set_text_alignment(int p_column, HorizontalAlignment p_alignment); + HorizontalAlignment get_text_alignment(int p_column) const; void set_expand_right(int p_column, bool p_enable); bool get_expand_right(int p_column) const; @@ -359,7 +353,6 @@ public: }; VARIANT_ENUM_CAST(TreeItem::TreeCellMode); -VARIANT_ENUM_CAST(TreeItem::TextAlign); class VBoxContainer; diff --git a/scene/gui/video_stream_player.cpp b/scene/gui/video_stream_player.cpp index a11d56a2ed..1f2a8c8aa1 100644 --- a/scene/gui/video_stream_player.cpp +++ b/scene/gui/video_stream_player.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_stream_player.h b/scene/gui/video_stream_player.h index ad4a3dd9e9..130b2901f1 100644 --- a/scene/gui/video_stream_player.h +++ b/scene/gui/video_stream_player.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_item.cpp b/scene/main/canvas_item.cpp index 0fd3a963ae..c80665cf2e 100644 --- a/scene/main/canvas_item.cpp +++ b/scene/main/canvas_item.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -649,16 +649,16 @@ void CanvasItem::draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Tex RenderingServer::get_singleton()->canvas_item_add_multimesh(canvas_item, p_multimesh->get_rid(), texture_rid); } -void CanvasItem::draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HAlign p_align, real_t p_width, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const { +void CanvasItem::draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment, real_t p_width, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); ERR_FAIL_COND(p_font.is_null()); - p_font->draw_string(canvas_item, p_pos, p_text, p_align, p_width, p_size, p_modulate, p_outline_size, p_outline_modulate, p_flags); + p_font->draw_string(canvas_item, p_pos, p_text, p_alignment, p_width, p_size, p_modulate, p_outline_size, p_outline_modulate, p_flags); } -void CanvasItem::draw_multiline_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HAlign p_align, real_t p_width, int p_max_lines, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const { +void CanvasItem::draw_multiline_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment, real_t p_width, int p_max_lines, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); ERR_FAIL_COND(p_font.is_null()); - p_font->draw_multiline_string(canvas_item, p_pos, p_text, p_align, p_width, p_max_lines, p_size, p_modulate, p_outline_size, p_outline_modulate, p_flags); + p_font->draw_multiline_string(canvas_item, p_pos, p_text, p_alignment, p_width, p_max_lines, p_size, p_modulate, p_outline_size, p_outline_modulate, p_flags); } real_t CanvasItem::draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate) const { @@ -894,8 +894,8 @@ void CanvasItem::_bind_methods() { ClassDB::bind_method(D_METHOD("draw_primitive", "points", "colors", "uvs", "texture", "width"), &CanvasItem::draw_primitive, DEFVAL(Ref<Texture2D>()), DEFVAL(1.0)); ClassDB::bind_method(D_METHOD("draw_polygon", "points", "colors", "uvs", "texture"), &CanvasItem::draw_polygon, DEFVAL(PackedVector2Array()), DEFVAL(Ref<Texture2D>())); ClassDB::bind_method(D_METHOD("draw_colored_polygon", "points", "color", "uvs", "texture"), &CanvasItem::draw_colored_polygon, DEFVAL(PackedVector2Array()), DEFVAL(Ref<Texture2D>())); - ClassDB::bind_method(D_METHOD("draw_string", "font", "pos", "text", "align", "width", "size", "modulate", "outline_size", "outline_modulate", "flags"), &CanvasItem::draw_string, DEFVAL(HALIGN_LEFT), DEFVAL(-1), DEFVAL(Font::DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); - ClassDB::bind_method(D_METHOD("draw_multiline_string", "font", "pos", "text", "align", "width", "max_lines", "size", "modulate", "outline_size", "outline_modulate", "flags"), &CanvasItem::draw_multiline_string, DEFVAL(HALIGN_LEFT), DEFVAL(-1), DEFVAL(-1), DEFVAL(Font::DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); + ClassDB::bind_method(D_METHOD("draw_string", "font", "pos", "text", "alignment", "width", "size", "modulate", "outline_size", "outline_modulate", "flags"), &CanvasItem::draw_string, DEFVAL(HORIZONTAL_ALIGNMENT_LEFT), DEFVAL(-1), DEFVAL(Font::DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); + ClassDB::bind_method(D_METHOD("draw_multiline_string", "font", "pos", "text", "alignment", "width", "max_lines", "size", "modulate", "outline_size", "outline_modulate", "flags"), &CanvasItem::draw_multiline_string, DEFVAL(HORIZONTAL_ALIGNMENT_LEFT), DEFVAL(-1), DEFVAL(-1), DEFVAL(Font::DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); ClassDB::bind_method(D_METHOD("draw_char", "font", "pos", "char", "next", "size", "modulate", "outline_size", "outline_modulate"), &CanvasItem::draw_char, DEFVAL(""), DEFVAL(Font::DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0))); ClassDB::bind_method(D_METHOD("draw_mesh", "mesh", "texture", "transform", "modulate"), &CanvasItem::draw_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1, 1))); ClassDB::bind_method(D_METHOD("draw_multimesh", "multimesh", "texture"), &CanvasItem::draw_multimesh); diff --git a/scene/main/canvas_item.h b/scene/main/canvas_item.h index 04376ad809..3d49d89746 100644 --- a/scene/main/canvas_item.h +++ b/scene/main/canvas_item.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -235,8 +235,8 @@ public: void draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1)); void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture); - void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; - void draw_multiline_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, int p_max_lines = -1, int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; + void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, real_t p_width = -1, int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; + void draw_multiline_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, real_t p_width = -1, int p_max_lines = -1, int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; real_t draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next = "", int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0)) const; void draw_set_transform(const Point2 &p_offset, real_t p_rot = 0.0, const Size2 &p_scale = Size2(1.0, 1.0)); diff --git a/scene/main/canvas_layer.cpp b/scene/main/canvas_layer.cpp index cd7534f73c..282ab6b497 100644 --- a/scene/main/canvas_layer.cpp +++ b/scene/main/canvas_layer.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 9d8e0c203d..93a0152787 100644 --- a/scene/main/canvas_layer.h +++ b/scene/main/canvas_layer.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 a4fcc04e20..34cc4aceb8 100644 --- a/scene/main/http_request.cpp +++ b/scene/main/http_request.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -243,7 +243,7 @@ bool HTTPRequest::_handle_response(bool *ret_value) { } } - if (new_request != "") { + if (!new_request.is_empty()) { // Process redirect client->close(); int new_redirs = redirections + 1; // Because _request() will clear it @@ -363,7 +363,7 @@ bool HTTPRequest::_update_connection() { return true; } - if (download_to_file != String()) { + if (!download_to_file.is_empty()) { file = FileAccess::open(download_to_file, FileAccess::WRITE); if (!file) { call_deferred(SNAME("_request_done"), RESULT_DOWNLOAD_FILE_CANT_OPEN, response_code, response_headers, PackedByteArray()); @@ -554,6 +554,14 @@ int HTTPRequest::get_body_size() const { return body_len; } +void HTTPRequest::set_http_proxy(const String &p_host, int p_port) { + client->set_http_proxy(p_host, p_port); +} + +void HTTPRequest::set_https_proxy(const String &p_host, int p_port) { + client->set_https_proxy(p_host, p_port); +} + void HTTPRequest::set_timeout(int p_timeout) { ERR_FAIL_COND(p_timeout < 0); timeout = p_timeout; @@ -602,6 +610,9 @@ void HTTPRequest::_bind_methods() { ClassDB::bind_method(D_METHOD("set_download_chunk_size", "chunk_size"), &HTTPRequest::set_download_chunk_size); ClassDB::bind_method(D_METHOD("get_download_chunk_size"), &HTTPRequest::get_download_chunk_size); + ClassDB::bind_method(D_METHOD("set_http_proxy", "host", "port"), &HTTPRequest::set_http_proxy); + ClassDB::bind_method(D_METHOD("set_https_proxy", "host", "port"), &HTTPRequest::set_https_proxy); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "download_file", PROPERTY_HINT_FILE), "set_download_file", "get_download_file"); ADD_PROPERTY(PropertyInfo(Variant::INT, "download_chunk_size", PROPERTY_HINT_RANGE, "256,16777216"), "set_download_chunk_size", "get_download_chunk_size"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_threads"), "set_use_threads", "is_using_threads"); diff --git a/scene/main/http_request.h b/scene/main/http_request.h index 673cf3a740..62880fa282 100644 --- a/scene/main/http_request.h +++ b/scene/main/http_request.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -154,6 +154,9 @@ public: int get_downloaded_bytes() const; int get_body_size() const; + void set_http_proxy(const String &p_host, int p_port); + void set_https_proxy(const String &p_host, int p_port); + HTTPRequest(); ~HTTPRequest(); }; diff --git a/scene/main/instance_placeholder.cpp b/scene/main/instance_placeholder.cpp index b5ba1899ec..6dd83e4636 100644 --- a/scene/main/instance_placeholder.cpp +++ b/scene/main/instance_placeholder.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 fe20fc4760..8f2eb01773 100644 --- a/scene/main/instance_placeholder.h +++ b/scene/main/instance_placeholder.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 0d646ff2a9..442d7ae6e6 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -892,11 +892,11 @@ void Node::_set_name_nocheck(const StringName &p_name) { void Node::set_name(const String &p_name) { String name = p_name.validate_node_name(); - ERR_FAIL_COND(name == ""); + ERR_FAIL_COND(name.is_empty()); data.name = name; if (data.parent) { - data.parent->_validate_child_name(this); + data.parent->_validate_child_name(this, true); } propagate_notification(NOTIFICATION_PATH_RENAMED); @@ -1990,7 +1990,7 @@ Node *Node::_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap) const nip->set_instance_path(ip->get_instance_path()); node = nip; - } else if ((p_flags & DUPLICATE_USE_INSTANCING) && get_scene_file_path() != String()) { + } else if ((p_flags & DUPLICATE_USE_INSTANCING) && !get_scene_file_path().is_empty()) { Ref<PackedScene> res = ResourceLoader::load(get_scene_file_path()); ERR_FAIL_COND_V(res.is_null(), nullptr); PackedScene::GenEditState ges = PackedScene::GEN_EDIT_STATE_DISABLED; @@ -2014,7 +2014,7 @@ Node *Node::_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap) const ERR_FAIL_COND_V(!node, nullptr); } - if (get_scene_file_path() != "") { //an instance + if (!get_scene_file_path().is_empty()) { //an instance node->set_scene_file_path(get_scene_file_path()); node->data.editable_instance = data.editable_instance; } @@ -2046,7 +2046,7 @@ Node *Node::_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap) const node_tree.push_back(descendant); - if (descendant->get_scene_file_path() != "" && instance_roots.has(descendant->get_owner())) { + if (!descendant->get_scene_file_path().is_empty() && instance_roots.has(descendant->get_owner())) { instance_roots.push_back(descendant); } } diff --git a/scene/main/node.h b/scene/main/node.h index dc74a33580..8613c4736c 100644 --- a/scene/main/node.h +++ b/scene/main/node.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/main/resource_preloader.cpp index c44b55284d..49010095ff 100644 --- a/scene/main/resource_preloader.cpp +++ b/scene/main/resource_preloader.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 1b7ea3fb9f..aabb109d56 100644 --- a/scene/main/resource_preloader.h +++ b/scene/main/resource_preloader.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 a122241cd0..9e4908a23d 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -510,7 +510,7 @@ bool SceneTree::process(double p_time) { cpath = fallback->get_path(); } if (cpath != env_path) { - if (env_path != String()) { + if (!env_path.is_empty()) { fallback = ResourceLoader::load(env_path); if (fallback.is_null()) { //could not load fallback, set as empty @@ -1290,7 +1290,7 @@ void SceneTree::get_argument_options(const StringName &p_function, int p_idx, Li dir_access->list_dir_begin(); String filename = dir_access->get_next(); - while (filename != "") { + while (!filename.is_empty()) { if (filename == "." || filename == "..") { filename = dir_access->get_next(); continue; @@ -1355,9 +1355,9 @@ SceneTree::SceneTree() { const bool use_occlusion_culling = GLOBAL_DEF("rendering/occlusion_culling/use_occlusion_culling", false); root->set_use_occlusion_culling(use_occlusion_culling); - float lod_threshold = GLOBAL_DEF("rendering/mesh_lod/lod_change/threshold_pixels", 1.0); + float mesh_lod_threshold = GLOBAL_DEF("rendering/mesh_lod/lod_change/threshold_pixels", 1.0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/mesh_lod/lod_change/threshold_pixels", PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1")); - root->set_lod_threshold(lod_threshold); + root->set_mesh_lod_threshold(mesh_lod_threshold); bool snap_2d_transforms = GLOBAL_DEF("rendering/2d/snap/snap_2d_transforms_to_pixel", false); root->set_snap_2d_transforms_to_pixel(snap_2d_transforms); @@ -1400,7 +1400,7 @@ SceneTree::SceneTree() { ResourceLoader::get_recognized_extensions_for_type("Environment", &exts); String ext_hint; for (const String &E : exts) { - if (ext_hint != String()) { + if (!ext_hint.is_empty()) { ext_hint += ","; } ext_hint += "*." + E; @@ -1410,7 +1410,7 @@ SceneTree::SceneTree() { // Setup property. ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/defaults/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint)); env_path = env_path.strip_edges(); - if (env_path != String()) { + if (!env_path.is_empty()) { Ref<Environment> env = ResourceLoader::load(env_path); if (env.is_valid()) { root->get_world_3d()->set_fallback_environment(env); diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h index 7a4f9f9c52..1dff1dab4f 100644 --- a/scene/main/scene_tree.h +++ b/scene/main/scene_tree.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/shader_globals_override.cpp b/scene/main/shader_globals_override.cpp index 9477e300d1..240e662efb 100644 --- a/scene/main/shader_globals_override.cpp +++ b/scene/main/shader_globals_override.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/shader_globals_override.h b/scene/main/shader_globals_override.h index ab4b9de727..af99bf9aa7 100644 --- a/scene/main/shader_globals_override.h +++ b/scene/main/shader_globals_override.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 154e4cf683..babe62f453 100644 --- a/scene/main/timer.cpp +++ b/scene/main/timer.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 e2f34042dd..8785d31a8a 100644 --- a/scene/main/timer.h +++ b/scene/main/timer.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 af4032a77d..0a9f98bb2f 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -462,6 +462,10 @@ void Viewport::_notification(int p_what) { RenderingServer::get_singleton()->viewport_set_parent_viewport(viewport, RID()); } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + if (!get_tree()) { + return; + } + if (get_tree()->is_debugging_collisions_hint() && contact_2d_debug.is_valid()) { RenderingServer::get_singleton()->canvas_item_clear(contact_2d_debug); RenderingServer::get_singleton()->canvas_item_set_draw_index(contact_2d_debug, 0xFFFFF); //very high index @@ -1183,7 +1187,7 @@ void Viewport::_gui_show_tooltip() { Control *tooltip_owner = nullptr; String tooltip_text = _gui_get_tooltip( gui.tooltip_control, - gui.tooltip_control->get_screen_transform().xform_inv(gui.last_mouse_pos), + gui.tooltip_control->get_global_transform().xform_inv(gui.last_mouse_pos), &tooltip_owner); tooltip_text = tooltip_text.strip_edges(); if (tooltip_text.is_empty()) { @@ -1712,7 +1716,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { if (gui.tooltip_popup) { if (gui.tooltip_control) { - String tooltip = _gui_get_tooltip(over, gui.tooltip_control->get_screen_transform().xform_inv(mpos)); + String tooltip = _gui_get_tooltip(over, gui.tooltip_control->get_global_transform().xform_inv(mpos)); if (tooltip.length() == 0) { _gui_cancel_tooltip(); @@ -2829,13 +2833,13 @@ bool Viewport::is_using_debanding() const { return use_debanding; } -void Viewport::set_lod_threshold(float p_pixels) { - lod_threshold = p_pixels; - RS::get_singleton()->viewport_set_lod_threshold(viewport, lod_threshold); +void Viewport::set_mesh_lod_threshold(float p_pixels) { + mesh_lod_threshold = p_pixels; + RS::get_singleton()->viewport_set_mesh_lod_threshold(viewport, mesh_lod_threshold); } -float Viewport::get_lod_threshold() const { - return lod_threshold; +float Viewport::get_mesh_lod_threshold() const { + return mesh_lod_threshold; } void Viewport::set_use_occlusion_culling(bool p_use_occlusion_culling) { @@ -3630,8 +3634,8 @@ void Viewport::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sdf_scale", "scale"), &Viewport::set_sdf_scale); ClassDB::bind_method(D_METHOD("get_sdf_scale"), &Viewport::get_sdf_scale); - ClassDB::bind_method(D_METHOD("set_lod_threshold", "pixels"), &Viewport::set_lod_threshold); - ClassDB::bind_method(D_METHOD("get_lod_threshold"), &Viewport::get_lod_threshold); + ClassDB::bind_method(D_METHOD("set_mesh_lod_threshold", "pixels"), &Viewport::set_mesh_lod_threshold); + ClassDB::bind_method(D_METHOD("get_mesh_lod_threshold"), &Viewport::get_mesh_lod_threshold); ClassDB::bind_method(D_METHOD("_process_picking"), &Viewport::_process_picking); @@ -3681,7 +3685,7 @@ void Viewport::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"), "set_screen_space_aa", "get_screen_space_aa"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "is_using_debanding"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_occlusion_culling"), "set_use_occlusion_culling", "is_using_occlusion_culling"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_threshold", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_lod_threshold", "get_lod_threshold"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mesh_lod_threshold", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_mesh_lod_threshold", "get_mesh_lod_threshold"); ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_draw", PROPERTY_HINT_ENUM, "Disabled,Unshaded,Overdraw,Wireframe"), "set_debug_draw", "get_debug_draw"); #ifndef _3D_DISABLED ADD_GROUP("Scaling 3D", ""); @@ -3762,6 +3766,7 @@ void Viewport::_bind_methods() { BIND_ENUM_CONSTANT(DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS); BIND_ENUM_CONSTANT(DEBUG_DRAW_SCENE_LUMINANCE); BIND_ENUM_CONSTANT(DEBUG_DRAW_SSAO); + BIND_ENUM_CONSTANT(DEBUG_DRAW_SSIL); BIND_ENUM_CONSTANT(DEBUG_DRAW_PSSM_SPLITS); BIND_ENUM_CONSTANT(DEBUG_DRAW_DECAL_ATLAS); BIND_ENUM_CONSTANT(DEBUG_DRAW_SDFGI); @@ -3820,7 +3825,7 @@ Viewport::Viewport() { set_shadow_atlas_quadrant_subdiv(2, SHADOW_ATLAS_QUADRANT_SUBDIV_16); set_shadow_atlas_quadrant_subdiv(3, SHADOW_ATLAS_QUADRANT_SUBDIV_64); - set_lod_threshold(lod_threshold); + set_mesh_lod_threshold(mesh_lod_threshold); String id = itos(get_instance_id()); input_group = "_vp_input" + id; diff --git a/scene/main/viewport.h b/scene/main/viewport.h index 38d43e1e59..57e1100521 100644 --- a/scene/main/viewport.h +++ b/scene/main/viewport.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -148,6 +148,7 @@ public: DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS, DEBUG_DRAW_SCENE_LUMINANCE, DEBUG_DRAW_SSAO, + DEBUG_DRAW_SSIL, DEBUG_DRAW_PSSM_SPLITS, DEBUG_DRAW_DECAL_ATLAS, DEBUG_DRAW_SDFGI, @@ -296,7 +297,7 @@ private: float fsr_sharpness = 0.2f; float fsr_mipmap_bias = 0.0f; bool use_debanding = false; - float lod_threshold = 1.0; + float mesh_lod_threshold = 1.0; bool use_occlusion_culling = false; Ref<ViewportTexture> default_texture; @@ -530,8 +531,8 @@ public: void set_use_debanding(bool p_use_debanding); bool is_using_debanding() const; - void set_lod_threshold(float p_pixels); - float get_lod_threshold() const; + void set_mesh_lod_threshold(float p_pixels); + float get_mesh_lod_threshold() const; void set_use_occlusion_culling(bool p_us_occlusion_culling); bool is_using_occlusion_culling() const; diff --git a/scene/main/window.cpp b/scene/main/window.cpp index 20f8b30dc6..43de4187d4 100644 --- a/scene/main/window.cpp +++ b/scene/main/window.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -560,9 +560,12 @@ void Window::_update_viewport_size() { float font_oversampling = 1.0; if (content_scale_mode == CONTENT_SCALE_MODE_DISABLED || content_scale_size.x == 0 || content_scale_size.y == 0) { - stretch_transform = Transform2D(); + font_oversampling = content_scale_factor; final_size = size; + final_size_override = Size2(size) / content_scale_factor; + stretch_transform = Transform2D(); + stretch_transform.scale(Size2(content_scale_factor, content_scale_factor)); } else { //actual screen video mode Size2 video_mode = size; @@ -634,9 +637,9 @@ void Window::_update_viewport_size() { } break; case CONTENT_SCALE_MODE_CANVAS_ITEMS: { final_size = screen_size; - final_size_override = viewport_size; + final_size_override = viewport_size / content_scale_factor; attach_to_screen_rect = Rect2(margin, screen_size); - font_oversampling = screen_size.x / viewport_size.x; + font_oversampling = (screen_size.x / viewport_size.x) * content_scale_factor; Size2 scale = Vector2(screen_size) / Vector2(final_size_override); stretch_transform.scale(scale); @@ -825,6 +828,16 @@ Window::ContentScaleAspect Window::get_content_scale_aspect() const { return content_scale_aspect; } +void Window::set_content_scale_factor(real_t p_factor) { + ERR_FAIL_COND(p_factor <= 0); + content_scale_factor = p_factor; + _update_viewport_size(); +} + +real_t Window::get_content_scale_factor() const { + return content_scale_factor; +} + void Window::set_use_font_oversampling(bool p_oversampling) { if (is_inside_tree() && window_id != DisplayServer::MAIN_WINDOW_ID) { ERR_FAIL_MSG("Only the root window can set and use font oversampling."); @@ -1468,6 +1481,9 @@ void Window::_bind_methods() { ClassDB::bind_method(D_METHOD("set_content_scale_aspect", "aspect"), &Window::set_content_scale_aspect); ClassDB::bind_method(D_METHOD("get_content_scale_aspect"), &Window::get_content_scale_aspect); + ClassDB::bind_method(D_METHOD("set_content_scale_factor", "factor"), &Window::set_content_scale_factor); + ClassDB::bind_method(D_METHOD("get_content_scale_factor"), &Window::get_content_scale_factor); + ClassDB::bind_method(D_METHOD("set_use_font_oversampling", "enable"), &Window::set_use_font_oversampling); ClassDB::bind_method(D_METHOD("is_using_font_oversampling"), &Window::is_using_font_oversampling); @@ -1539,6 +1555,7 @@ void Window::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "content_scale_size"), "set_content_scale_size", "get_content_scale_size"); ADD_PROPERTY(PropertyInfo(Variant::INT, "content_scale_mode", PROPERTY_HINT_ENUM, "Disabled,Canvas Items,Viewport"), "set_content_scale_mode", "get_content_scale_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "content_scale_aspect", PROPERTY_HINT_ENUM, "Ignore,Keep,Keep Width,Keep Height,Expand"), "set_content_scale_aspect", "get_content_scale_aspect"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "content_scale_factor"), "set_content_scale_factor", "get_content_scale_factor"); ADD_GROUP("Theme", "theme_"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "theme", PROPERTY_HINT_RESOURCE_TYPE, "Theme"), "set_theme", "get_theme"); diff --git a/scene/main/window.h b/scene/main/window.h index 0b1075ff76..2dd1dd6601 100644 --- a/scene/main/window.h +++ b/scene/main/window.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -112,6 +112,7 @@ private: Size2i content_scale_size; ContentScaleMode content_scale_mode = CONTENT_SCALE_MODE_DISABLED; ContentScaleAspect content_scale_aspect = CONTENT_SCALE_ASPECT_IGNORE; + real_t content_scale_factor = 1.0; void _make_window(); void _clear_window(); @@ -230,6 +231,9 @@ public: void set_content_scale_aspect(ContentScaleAspect p_aspect); ContentScaleAspect get_content_scale_aspect() const; + void set_content_scale_factor(real_t p_factor); + real_t get_content_scale_factor() const; + void set_use_font_oversampling(bool p_oversampling); bool is_using_font_oversampling() const; diff --git a/scene/property_utils.cpp b/scene/property_utils.cpp index 7df601492b..e2f1ac8224 100644 --- a/scene/property_utils.cpp +++ b/scene/property_utils.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -50,7 +50,7 @@ bool PropertyUtils::is_property_value_different(const Variant &p_a, const Varian } } -Variant PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) { +Variant PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, bool *r_is_valid, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) { // This function obeys the way property values are set when an object is instantiated, // which is the following (the latter wins): // 1. Default value from builtin class @@ -60,6 +60,9 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const if (r_is_class_default) { *r_is_class_default = false; } + if (r_is_valid) { + *r_is_valid = false; + } Ref<Script> topmost_script; @@ -71,6 +74,9 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const bool found = false; Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found); if (found) { + if (r_is_valid) { + *r_is_valid = true; + } return value_in_ancestor; } // Save script for later @@ -97,6 +103,9 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const } Variant default_value; if (topmost_script->get_property_default_value(p_property, default_value)) { + if (r_is_valid) { + *r_is_valid = true; + } return default_value; } } @@ -105,7 +114,7 @@ Variant PropertyUtils::get_property_default_value(const Object *p_object, const if (r_is_class_default) { *r_is_class_default = true; } - return ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property); + return ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property, r_is_valid); } // Like SceneState::PackState, but using a raw pointer to avoid the cost of @@ -164,7 +173,7 @@ Vector<SceneState::PackState> PropertyUtils::get_node_states_stack(const Node *p } } break; - } else if (n->get_scene_file_path() != String()) { + } else if (!n->get_scene_file_path().is_empty()) { const Ref<SceneState> &state = n->get_scene_instance_state(); _collect_inheritance_chain(state, n->get_path_to(p_node), states_stack); } diff --git a/scene/property_utils.h b/scene/property_utils.h index fde9163548..5ada35fdd7 100644 --- a/scene/property_utils.h +++ b/scene/property_utils.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -38,7 +38,7 @@ class PropertyUtils { public: static bool is_property_value_different(const Variant &p_a, const Variant &p_b); // Gets the most pure default value, the one that would be set when the node has just been instantiated - static Variant get_property_default_value(const Object *p_object, const StringName &p_property, const Vector<SceneState::PackState> *p_states_stack_cache = nullptr, bool p_update_exports = false, const Node *p_owner = nullptr, bool *r_is_class_default = nullptr); + static Variant get_property_default_value(const Object *p_object, const StringName &p_property, bool *r_is_valid = nullptr, const Vector<SceneState::PackState> *p_states_stack_cache = nullptr, bool p_update_exports = false, const Node *p_owner = nullptr, bool *r_is_class_default = nullptr); // Gets the instance/inheritance states of this node, in order of precedence, // that is, from the topmost (the most able to override values) to the lowermost diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index b8442e7f70..933021db75 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -476,14 +476,14 @@ void register_scene_types() { GDREGISTER_VIRTUAL_CLASS(Lightmapper); GDREGISTER_CLASS(GPUParticles3D); GDREGISTER_VIRTUAL_CLASS(GPUParticlesCollision3D); - GDREGISTER_CLASS(GPUParticlesCollisionBox); - GDREGISTER_CLASS(GPUParticlesCollisionSphere); - GDREGISTER_CLASS(GPUParticlesCollisionSDF); - GDREGISTER_CLASS(GPUParticlesCollisionHeightField); + GDREGISTER_CLASS(GPUParticlesCollisionBox3D); + GDREGISTER_CLASS(GPUParticlesCollisionSphere3D); + GDREGISTER_CLASS(GPUParticlesCollisionSDF3D); + GDREGISTER_CLASS(GPUParticlesCollisionHeightField3D); GDREGISTER_VIRTUAL_CLASS(GPUParticlesAttractor3D); - GDREGISTER_CLASS(GPUParticlesAttractorBox); - GDREGISTER_CLASS(GPUParticlesAttractorSphere); - GDREGISTER_CLASS(GPUParticlesAttractorVectorField); + GDREGISTER_CLASS(GPUParticlesAttractorBox3D); + GDREGISTER_CLASS(GPUParticlesAttractorSphere3D); + GDREGISTER_CLASS(GPUParticlesAttractorVectorField3D); GDREGISTER_CLASS(CPUParticles3D); GDREGISTER_CLASS(Position3D); @@ -882,6 +882,14 @@ void register_scene_types() { ClassDB::add_compatibility_class("GIProbeData", "VoxelGIData"); ClassDB::add_compatibility_class("BakedLightmap", "LightmapGI"); ClassDB::add_compatibility_class("BakedLightmapData", "LightmapGIData"); + // Portal and room occlusion was replaced by raster occlusion (OccluderInstance3D node). + ClassDB::add_compatibility_class("Portal", "Node3D"); + ClassDB::add_compatibility_class("Room", "Node3D"); + ClassDB::add_compatibility_class("RoomManager", "Node3D"); + ClassDB::add_compatibility_class("RoomGroup", "Node3D"); + ClassDB::add_compatibility_class("Occluder", "Node3D"); + // The OccluderShapeSphere resource (used in the old Occluder node) is not present anymore. + ClassDB::add_compatibility_class("OccluderShapeSphere", "Resource"); // Renamed in 4.0. // Keep alphabetical ordering to easily locate classes and avoid duplicates. @@ -1046,7 +1054,7 @@ void initialize_theme() { ProjectSettings::get_singleton()->set_custom_property_info("gui/theme/custom_font", PropertyInfo(Variant::STRING, "gui/theme/custom_font", PROPERTY_HINT_FILE, "*.tres,*.res,*.font", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)); Ref<Font> font; - if (font_path != String()) { + if (!font_path.is_empty()) { font = ResourceLoader::load(font_path); if (!font.is_valid()) { ERR_PRINT("Error loading custom font '" + font_path + "'"); @@ -1058,7 +1066,7 @@ void initialize_theme() { make_default_theme(default_theme_hidpi, font); } - if (theme_path != String()) { + if (!theme_path.is_empty()) { Ref<Theme> theme = ResourceLoader::load(theme_path); if (theme.is_valid()) { Theme::set_project_default(theme); diff --git a/scene/register_scene_types.h b/scene/register_scene_types.h index 32ab165fb3..f0a14387c1 100644 --- a/scene/register_scene_types.h +++ b/scene/register_scene_types.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 e3cf9183a0..ed956d1ab0 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -3998,13 +3998,12 @@ bool Animation::_blend_shape_track_optimize_key(const TKey<float> &t0, const TKe float v1 = t1.value; float v2 = t2.value; - if (Math::is_equal_approx(v1, v2, p_allowed_unit_error)) { + if (Math::is_equal_approx(v1, v2, (float)p_allowed_unit_error)) { //0 and 2 are close, let's see if 1 is close - if (!Math::is_equal_approx(v0, v1, p_allowed_unit_error)) { + if (!Math::is_equal_approx(v0, v1, (float)p_allowed_unit_error)) { //not close, not optimizable return false; } - } else { /* TODO eventually discuss a way to optimize these better. @@ -4198,7 +4197,7 @@ struct AnimationCompressionDataState { }; uint32_t components = 3; - LocalVector<uint8_t> data; //commited packets + LocalVector<uint8_t> data; // Committed packets. struct PacketData { int32_t data[3] = { 0, 0, 0 }; uint32_t frame = 0; @@ -4577,7 +4576,7 @@ void Animation::compress(uint32_t p_page_size, uint32_t p_fps, float p_split_tol } } for (int j = 0; j < 3; j++) { - //cant have zero + // Can't have zero. if (aabb.size[j] < CMP_EPSILON) { aabb.size[j] = CMP_EPSILON; } @@ -4597,7 +4596,7 @@ void Animation::compress(uint32_t p_page_size, uint32_t p_fps, float p_split_tol } } for (int j = 0; j < 3; j++) { - //cant have zero + // Can't have zero. if (aabb.size[j] < CMP_EPSILON) { aabb.size[j] = CMP_EPSILON; } diff --git a/scene/resources/animation.h b/scene/resources/animation.h index 8e4287e4fb..f9a33da428 100644 --- a/scene/resources/animation.h +++ b/scene/resources/animation.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 d3fab802c5..56786ac4b1 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/resources/audio_stream_sample.h index 0eb34be9bf..043a62ff70 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/bit_map.cpp b/scene/resources/bit_map.cpp index 16f1507c34..25f169b6a2 100644 --- a/scene/resources/bit_map.cpp +++ b/scene/resources/bit_map.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/bit_map.h b/scene/resources/bit_map.h index 68fd0b999a..0d0d779c32 100644 --- a/scene/resources/bit_map.h +++ b/scene/resources/bit_map.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/resources/box_shape_3d.cpp index 008914c5ee..b97d378e02 100644 --- a/scene/resources/box_shape_3d.cpp +++ b/scene/resources/box_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/resources/box_shape_3d.h index 91978a0e6a..4e6db893af 100644 --- a/scene/resources/box_shape_3d.h +++ b/scene/resources/box_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/camera_effects.cpp b/scene/resources/camera_effects.cpp index 0df372ea1b..ebe2aa4dba 100644 --- a/scene/resources/camera_effects.cpp +++ b/scene/resources/camera_effects.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/camera_effects.h b/scene/resources/camera_effects.h index b9338f4806..85ae64cdf5 100644 --- a/scene/resources/camera_effects.h +++ b/scene/resources/camera_effects.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_item_material.cpp b/scene/resources/canvas_item_material.cpp index b291724c4c..2d668cdf7f 100644 --- a/scene/resources/canvas_item_material.cpp +++ b/scene/resources/canvas_item_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_item_material.h b/scene/resources/canvas_item_material.h index 37cd4de136..e40e4392cb 100644 --- a/scene/resources/canvas_item_material.h +++ b/scene/resources/canvas_item_material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 0818e4fd99..cb8a189116 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 37b6c52c0e..ec8b540947 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/resources/capsule_shape_3d.cpp index afec7b1877..c16ddad984 100644 --- a/scene/resources/capsule_shape_3d.cpp +++ b/scene/resources/capsule_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/resources/capsule_shape_3d.h index f09b4fb77d..967a413da4 100644 --- a/scene/resources/capsule_shape_3d.h +++ b/scene/resources/capsule_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f06bc4248d..68ee1be9f9 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 333f299236..62a907387f 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 0c767c8a52..b188a6164d 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 98ae341e97..0f49a0d80f 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/resources/concave_polygon_shape_3d.cpp index 03854683bd..3e178108c4 100644 --- a/scene/resources/concave_polygon_shape_3d.cpp +++ b/scene/resources/concave_polygon_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/resources/concave_polygon_shape_3d.h index bb28359dcc..5337deb5fb 100644 --- a/scene/resources/concave_polygon_shape_3d.h +++ b/scene/resources/concave_polygon_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 ac31315858..667399ee75 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 1813b608bd..4896d3ec66 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/resources/convex_polygon_shape_3d.cpp index 6b895da606..e7960f1ba4 100644 --- a/scene/resources/convex_polygon_shape_3d.cpp +++ b/scene/resources/convex_polygon_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/resources/convex_polygon_shape_3d.h index edd127c8f4..930edb015d 100644 --- a/scene/resources/convex_polygon_shape_3d.h +++ b/scene/resources/convex_polygon_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 bf3efd7599..d2cd76b796 100644 --- a/scene/resources/curve.cpp +++ b/scene/resources/curve.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/resources/curve.h index 16facda85a..767900b843 100644 --- a/scene/resources/curve.h +++ b/scene/resources/curve.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/resources/cylinder_shape_3d.cpp index 63bdc8d26d..5eeb62d17b 100644 --- a/scene/resources/cylinder_shape_3d.cpp +++ b/scene/resources/cylinder_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/resources/cylinder_shape_3d.h index d1b8364672..0211f2b08f 100644 --- a/scene/resources/cylinder_shape_3d.h +++ b/scene/resources/cylinder_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 a1d76ef352..48d36ff2f7 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/resources/default_theme/default_theme.h index 4cd781e814..e6d7b31b3e 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/environment.cpp b/scene/resources/environment.cpp index 4c25ed589b..7e71ad8986 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -426,6 +426,64 @@ void Environment::_update_ssao() { ssao_ao_channel_affect); } +// SSIL + +void Environment::set_ssil_enabled(bool p_enabled) { + ssil_enabled = p_enabled; + _update_ssil(); + notify_property_list_changed(); +} + +bool Environment::is_ssil_enabled() const { + return ssil_enabled; +} + +void Environment::set_ssil_radius(float p_radius) { + ssil_radius = p_radius; + _update_ssil(); +} + +float Environment::get_ssil_radius() const { + return ssil_radius; +} + +void Environment::set_ssil_intensity(float p_intensity) { + ssil_intensity = p_intensity; + _update_ssil(); +} + +float Environment::get_ssil_intensity() const { + return ssil_intensity; +} + +void Environment::set_ssil_sharpness(float p_sharpness) { + ssil_sharpness = p_sharpness; + _update_ssil(); +} + +float Environment::get_ssil_sharpness() const { + return ssil_sharpness; +} + +void Environment::set_ssil_normal_rejection(float p_normal_rejection) { + ssil_normal_rejection = p_normal_rejection; + _update_ssil(); +} + +float Environment::get_ssil_normal_rejection() const { + return ssil_normal_rejection; +} + +void Environment::_update_ssil() { + RS::get_singleton()->environment_set_ssil( + environment, + ssil_enabled, + ssil_radius, + ssil_intensity, + ssil_sharpness, + ssil_normal_rejection); +} + // SDFGI void Environment::set_sdfgi_enabled(bool p_enabled) { @@ -1164,7 +1222,6 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.01,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance"); // SSAO - ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled); ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled); ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius); @@ -1195,6 +1252,25 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_light_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_direct_light_affect", "get_ssao_direct_light_affect"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect"); + // SSIL + ClassDB::bind_method(D_METHOD("set_ssil_enabled", "enabled"), &Environment::set_ssil_enabled); + ClassDB::bind_method(D_METHOD("is_ssil_enabled"), &Environment::is_ssil_enabled); + ClassDB::bind_method(D_METHOD("set_ssil_radius", "radius"), &Environment::set_ssil_radius); + ClassDB::bind_method(D_METHOD("get_ssil_radius"), &Environment::get_ssil_radius); + ClassDB::bind_method(D_METHOD("set_ssil_intensity", "intensity"), &Environment::set_ssil_intensity); + ClassDB::bind_method(D_METHOD("get_ssil_intensity"), &Environment::get_ssil_intensity); + ClassDB::bind_method(D_METHOD("set_ssil_sharpness", "sharpness"), &Environment::set_ssil_sharpness); + ClassDB::bind_method(D_METHOD("get_ssil_sharpness"), &Environment::get_ssil_sharpness); + ClassDB::bind_method(D_METHOD("set_ssil_normal_rejection", "normal_rejection"), &Environment::set_ssil_normal_rejection); + ClassDB::bind_method(D_METHOD("get_ssil_normal_rejection"), &Environment::get_ssil_normal_rejection); + + ADD_GROUP("SSIL", "ssil_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssil_enabled"), "set_ssil_enabled", "is_ssil_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_radius", PROPERTY_HINT_RANGE, "0.01,16,0.01,or_greater"), "set_ssil_radius", "get_ssil_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_intensity", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_ssil_intensity", "get_ssil_intensity"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_sharpness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssil_sharpness", "get_ssil_sharpness"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_normal_rejection", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssil_normal_rejection", "get_ssil_normal_rejection"); + // SDFGI ClassDB::bind_method(D_METHOD("set_sdfgi_enabled", "enabled"), &Environment::set_sdfgi_enabled); @@ -1431,6 +1507,7 @@ Environment::Environment() { _update_tonemap(); _update_ssr(); _update_ssao(); + _update_ssil(); _update_sdfgi(); _update_glow(); _update_fog(); diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 024bef34de..98e755c336 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -142,6 +142,15 @@ private: float ssao_ao_channel_affect = 0.0; void _update_ssao(); + // SSIL + bool ssil_enabled = false; + float ssil_radius = 5.0; + float ssil_intensity = 1.0; + float ssil_sharpness = 0.98; + float ssil_normal_rejection = 1.0; + + void _update_ssil(); + // SDFGI bool sdfgi_enabled = false; SDFGICascades sdfgi_cascades = SDFGI_CASCADES_6; @@ -296,6 +305,18 @@ public: void set_ssao_ao_channel_affect(float p_ao_channel_affect); float get_ssao_ao_channel_affect() const; + // SSIL + void set_ssil_enabled(bool p_enabled); + bool is_ssil_enabled() const; + void set_ssil_radius(float p_radius); + float get_ssil_radius() const; + void set_ssil_intensity(float p_intensity); + float get_ssil_intensity() const; + void set_ssil_sharpness(float p_sharpness); + float get_ssil_sharpness() const; + void set_ssil_normal_rejection(float p_normal_rejection); + float get_ssil_normal_rejection() const; + // SDFGI void set_sdfgi_enabled(bool p_enabled); bool is_sdfgi_enabled() const; diff --git a/scene/resources/fog_material.cpp b/scene/resources/fog_material.cpp index 978aaca33d..a05ef0c779 100644 --- a/scene/resources/fog_material.cpp +++ b/scene/resources/fog_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/fog_material.h b/scene/resources/fog_material.h index e256bd4719..1f7cd7bfe6 100644 --- a/scene/resources/fog_material.h +++ b/scene/resources/fog_material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/resources/font.cpp index d88a2c557b..9bd98237ff 100644 --- a/scene/resources/font.cpp +++ b/scene/resources/font.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1152,11 +1152,11 @@ void Font::_bind_methods() { ClassDB::bind_method(D_METHOD("get_underline_position", "size"), &Font::get_underline_position, DEFVAL(DEFAULT_FONT_SIZE)); ClassDB::bind_method(D_METHOD("get_underline_thickness", "size"), &Font::get_underline_thickness, DEFVAL(DEFAULT_FONT_SIZE)); - ClassDB::bind_method(D_METHOD("get_string_size", "text", "size", "align", "width", "flags"), &Font::get_string_size, DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(HALIGN_LEFT), DEFVAL(-1), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); + ClassDB::bind_method(D_METHOD("get_string_size", "text", "size", "alignment", "width", "flags"), &Font::get_string_size, DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(HORIZONTAL_ALIGNMENT_LEFT), DEFVAL(-1), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); ClassDB::bind_method(D_METHOD("get_multiline_string_size", "text", "width", "size", "flags"), &Font::get_multiline_string_size, DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND)); - ClassDB::bind_method(D_METHOD("draw_string", "canvas_item", "pos", "text", "align", "width", "size", "modulate", "outline_size", "outline_modulate", "flags"), &Font::draw_string, DEFVAL(HALIGN_LEFT), DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); - ClassDB::bind_method(D_METHOD("draw_multiline_string", "canvas_item", "pos", "text", "align", "width", "max_lines", "size", "modulate", "outline_size", "outline_modulate", "flags"), &Font::draw_multiline_string, DEFVAL(HALIGN_LEFT), DEFVAL(-1), DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); + ClassDB::bind_method(D_METHOD("draw_string", "canvas_item", "pos", "text", "alignment", "width", "size", "modulate", "outline_size", "outline_modulate", "flags"), &Font::draw_string, DEFVAL(HORIZONTAL_ALIGNMENT_LEFT), DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); + ClassDB::bind_method(D_METHOD("draw_multiline_string", "canvas_item", "pos", "text", "alignment", "width", "max_lines", "size", "modulate", "outline_size", "outline_modulate", "flags"), &Font::draw_multiline_string, DEFVAL(HORIZONTAL_ALIGNMENT_LEFT), DEFVAL(-1), DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND)); ClassDB::bind_method(D_METHOD("get_char_size", "char", "next", "size"), &Font::get_char_size, DEFVAL(0), DEFVAL(DEFAULT_FONT_SIZE)); ClassDB::bind_method(D_METHOD("draw_char", "canvas_item", "pos", "char", "next", "size", "modulate", "outline_size", "outline_modulate"), &Font::draw_char, DEFVAL(0), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0))); @@ -1449,7 +1449,7 @@ real_t Font::get_underline_thickness(int p_size) const { return ret; } -Size2 Font::get_string_size(const String &p_text, int p_size, HAlign p_align, real_t p_width, uint16_t p_flags) const { +Size2 Font::get_string_size(const String &p_text, int p_size, HorizontalAlignment p_alignment, float p_width, uint16_t p_flags) const { ERR_FAIL_COND_V(data.is_empty(), Size2()); for (int i = 0; i < data.size(); i++) { @@ -1457,7 +1457,7 @@ Size2 Font::get_string_size(const String &p_text, int p_size, HAlign p_align, re } uint64_t hash = p_text.hash64(); - if (p_align == HALIGN_FILL) { + if (p_alignment == HORIZONTAL_ALIGNMENT_FILL) { hash = hash_djb2_one_64(hash_djb2_one_float(p_width), hash); hash = hash_djb2_one_64(p_flags, hash); } @@ -1474,7 +1474,7 @@ Size2 Font::get_string_size(const String &p_text, int p_size, HAlign p_align, re return buffer->get_size(); } -Size2 Font::get_multiline_string_size(const String &p_text, real_t p_width, int p_size, uint16_t p_flags) const { +Size2 Font::get_multiline_string_size(const String &p_text, float p_width, int p_size, uint16_t p_flags) const { ERR_FAIL_COND_V(data.is_empty(), Size2()); for (int i = 0; i < data.size(); i++) { @@ -1511,7 +1511,7 @@ Size2 Font::get_multiline_string_size(const String &p_text, real_t p_width, int return ret; } -void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HAlign p_align, real_t p_width, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const { +void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment, float p_width, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const { ERR_FAIL_COND(data.is_empty()); for (int i = 0; i < data.size(); i++) { @@ -1519,7 +1519,7 @@ void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_t } uint64_t hash = p_text.hash64(); - if (p_align == HALIGN_FILL) { + if (p_alignment == HORIZONTAL_ALIGNMENT_FILL) { hash = hash_djb2_one_64(hash_djb2_one_float(p_width), hash); hash = hash_djb2_one_64(p_flags, hash); } @@ -1542,7 +1542,7 @@ void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_t } buffer->set_width(p_width); - buffer->set_align(p_align); + buffer->set_horizontal_alignment(p_alignment); buffer->set_flags(p_flags); if (p_outline_size > 0 && p_outline_modulate.a != 0.0f) { @@ -1551,7 +1551,7 @@ void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_t buffer->draw(p_canvas_item, ofs, p_modulate); } -void Font::draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HAlign p_align, float p_width, int p_max_lines, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const { +void Font::draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment, float p_width, int p_max_lines, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const { ERR_FAIL_COND(data.is_empty()); for (int i = 0; i < data.size(); i++) { @@ -1574,7 +1574,7 @@ void Font::draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const S cache_wrap.insert(wrp_hash, lines_buffer); } - lines_buffer->set_align(p_align); + lines_buffer->set_alignment(p_alignment); Vector2 lofs = p_pos; for (int i = 0; i < lines_buffer->get_line_count(); i++) { @@ -1588,7 +1588,7 @@ void Font::draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const S } } if (p_width > 0) { - lines_buffer->set_align(p_align); + lines_buffer->set_alignment(p_alignment); } if (p_outline_size > 0 && p_outline_modulate.a != 0.0f) { diff --git a/scene/resources/font.h b/scene/resources/font.h index 4d9ee72c84..9c3672bd69 100644 --- a/scene/resources/font.h +++ b/scene/resources/font.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -273,11 +273,11 @@ public: virtual real_t get_underline_thickness(int p_size = DEFAULT_FONT_SIZE) const; // Drawing string. - virtual Size2 get_string_size(const String &p_text, int p_size = DEFAULT_FONT_SIZE, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; - virtual Size2 get_multiline_string_size(const String &p_text, real_t p_width = -1, int p_size = DEFAULT_FONT_SIZE, uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND) const; + virtual Size2 get_string_size(const String &p_text, int p_size = DEFAULT_FONT_SIZE, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; + virtual Size2 get_multiline_string_size(const String &p_text, float p_width = -1, int p_size = DEFAULT_FONT_SIZE, uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND) const; - virtual void draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, int p_size = DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; - virtual void draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, int p_max_lines = -1, int p_size = DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; + virtual void draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_size = DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; + virtual void draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_max_lines = -1, int p_size = DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; // Helper functions. virtual bool has_char(char32_t p_char) const; diff --git a/scene/resources/gradient.cpp b/scene/resources/gradient.cpp index 95ec141df6..79ac1b57c3 100644 --- a/scene/resources/gradient.cpp +++ b/scene/resources/gradient.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/gradient.h b/scene/resources/gradient.h index eb438d0bba..c2085b3a13 100644 --- a/scene/resources/gradient.h +++ b/scene/resources/gradient.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/height_map_shape_3d.cpp b/scene/resources/height_map_shape_3d.cpp index d1a958ad38..121930d86f 100644 --- a/scene/resources/height_map_shape_3d.cpp +++ b/scene/resources/height_map_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/height_map_shape_3d.h b/scene/resources/height_map_shape_3d.h index 1273aee040..79d1b15674 100644 --- a/scene/resources/height_map_shape_3d.h +++ b/scene/resources/height_map_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/immediate_mesh.cpp b/scene/resources/immediate_mesh.cpp index 4f9a055bfb..b9469803a0 100644 --- a/scene/resources/immediate_mesh.cpp +++ b/scene/resources/immediate_mesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/immediate_mesh.h b/scene/resources/immediate_mesh.h index 92bf91441d..e5f627ae8e 100644 --- a/scene/resources/immediate_mesh.h +++ b/scene/resources/immediate_mesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/importer_mesh.cpp b/scene/resources/importer_mesh.cpp index 7afa4c91f0..92ab091b86 100644 --- a/scene/resources/importer_mesh.cpp +++ b/scene/resources/importer_mesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -485,7 +485,7 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli raycaster->intersect(rays); LocalVector<Vector3> ray_normals; - LocalVector<float> ray_normal_weights; + LocalVector<real_t> ray_normal_weights; ray_normals.resize(new_index_count); ray_normal_weights.resize(new_index_count); @@ -517,10 +517,10 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli Vector3 normal = n0 * w + n1 * u + n2 * v; Vector2 orig_uv = ray_uvs[j]; - float orig_bary[3] = { 1.0f - orig_uv.x - orig_uv.y, orig_uv.x, orig_uv.y }; + real_t orig_bary[3] = { 1.0f - orig_uv.x - orig_uv.y, orig_uv.x, orig_uv.y }; for (int k = 0; k < 3; k++) { int idx = orig_tri_id * 3 + k; - float weight = orig_bary[k]; + real_t weight = orig_bary[k]; ray_normals[idx] += normal * weight; ray_normal_weights[idx] += weight; } @@ -653,7 +653,7 @@ Ref<ArrayMesh> ImporterMesh::get_mesh(const Ref<ArrayMesh> &p_base) { if (surfaces[i].material.is_valid()) { mesh->surface_set_material(mesh->get_surface_count() - 1, surfaces[i].material); } - if (surfaces[i].name != String()) { + if (!surfaces[i].name.is_empty()) { mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name); } } @@ -839,7 +839,7 @@ Dictionary ImporterMesh::_get_data() const { d["material"] = surfaces[i].material; } - if (surfaces[i].name != String()) { + if (!surfaces[i].name.is_empty()) { d["name"] = surfaces[i].name; } diff --git a/scene/resources/importer_mesh.h b/scene/resources/importer_mesh.h index 8576312a8a..8f77597a58 100644 --- a/scene/resources/importer_mesh.h +++ b/scene/resources/importer_mesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/material.cpp b/scene/resources/material.cpp index 98bda4ad1b..b36204241a 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -449,10 +449,10 @@ void BaseMaterial3D::_update_shader() { texfilter_str = "filter_linear_mipmap"; break; case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: - texfilter_str = "filter_nearest_mipmap_aniso"; + texfilter_str = "filter_nearest_mipmap_anisotropic"; break; case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: - texfilter_str = "filter_linear_mipmap_aniso"; + texfilter_str = "filter_linear_mipmap_anisotropic"; break; case TEXTURE_FILTER_MAX: break; // Internal value, skip. @@ -695,7 +695,7 @@ void BaseMaterial3D::_update_shader() { } if (features[FEATURE_ANISOTROPY]) { code += "uniform float anisotropy_ratio : hint_range(0,256);\n"; - code += "uniform sampler2D texture_flowmap : hint_aniso," + texfilter_str + ";\n"; + code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n"; } if (features[FEATURE_AMBIENT_OCCLUSION]) { code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n"; @@ -2569,7 +2569,7 @@ void BaseMaterial3D::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR); ADD_GROUP("Sampling", "texture_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Aniso.,Linear Mipmap Aniso."), "set_texture_filter", "get_texture_filter"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT); ADD_GROUP("Shadows", ""); diff --git a/scene/resources/material.h b/scene/resources/material.h index 798f7568df..7250544d10 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/resources/mesh.cpp index e14d6be235..1df40fc08e 100644 --- a/scene/resources/mesh.cpp +++ b/scene/resources/mesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -898,7 +898,9 @@ bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) { return false; } - WARN_DEPRECATED_MSG("Mesh uses old surface format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene."); + WARN_DEPRECATED_MSG(vformat( + "Mesh uses old surface format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene. Path: \"%s\"", + get_path())); int idx = sname.get_slicec('/', 1).to_int(); String what = sname.get_slicec('/', 2); @@ -1104,7 +1106,7 @@ Array ArrayMesh::_get_surfaces() const { data["material"] = surfaces[i].material; } - if (surfaces[i].name != String()) { + if (!surfaces[i].name.is_empty()) { data["name"] = surfaces[i].name; } diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h index a95b4d4a5e..08d834bdb9 100644 --- a/scene/resources/mesh.h +++ b/scene/resources/mesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 9ecd8ec2f3..594f723a1d 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 b0ebfba7ee..ff27d78c29 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 309670e0b1..3db839a1d0 100644 --- a/scene/resources/mesh_library.cpp +++ b/scene/resources/mesh_library.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 c25df757e9..e0f2ab2114 100644 --- a/scene/resources/mesh_library.h +++ b/scene/resources/mesh_library.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 8894f0bb11..c30e748f66 100644 --- a/scene/resources/multimesh.cpp +++ b/scene/resources/multimesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 2fe0927e6f..30ada5365f 100644 --- a/scene/resources/multimesh.h +++ b/scene/resources/multimesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/navigation_mesh.cpp b/scene/resources/navigation_mesh.cpp index db091ec37b..47a87bdea5 100644 --- a/scene/resources/navigation_mesh.cpp +++ b/scene/resources/navigation_mesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/navigation_mesh.h b/scene/resources/navigation_mesh.h index 009239838f..e43e8627e4 100644 --- a/scene/resources/navigation_mesh.h +++ b/scene/resources/navigation_mesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 c39f59d535..402e67a0f1 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -353,15 +353,23 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const { continue; } - Vector<Variant> binds; - if (c.binds.size()) { - binds.resize(c.binds.size()); - for (int j = 0; j < c.binds.size(); j++) { - binds.write[j] = props[c.binds[j]]; + Callable callable(cto, snames[c.method]); + if (c.unbinds > 0) { + callable = callable.unbind(c.unbinds); + } else if (!c.binds.is_empty()) { + Vector<Variant> binds; + if (c.binds.size()) { + binds.resize(c.binds.size()); + for (int j = 0; j < c.binds.size(); j++) { + binds.write[j] = props[c.binds[j]]; + } } + + const Variant *args = binds.ptr(); + callable = callable.bind(&args, binds.size()); } - cfrom->connect(snames[c.signal], Callable(cto, snames[c.method]), binds, CONNECT_PERSIST | c.flags); + cfrom->connect(snames[c.signal], callable, varray(), CONNECT_PERSIST | c.flags); } //Node *s = ret_nodes[0]; @@ -417,7 +425,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map // save the child instantiated scenes that are chosen as editable, so they can be restored // upon load back - if (p_node != p_owner && p_node->get_scene_file_path() != String() && p_owner->is_editable_instance(p_node)) { + if (p_node != p_owner && !p_node->get_scene_file_path().is_empty() && p_owner->is_editable_instance(p_node)) { editable_instances.push_back(p_owner->get_path_to(p_node)); // Node is the root of an editable instance. is_editable_instance = true; @@ -451,7 +459,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map bool instantiated_by_owner = false; Vector<SceneState::PackState> states_stack = PropertyUtils::get_node_states_stack(p_node, p_owner, &instantiated_by_owner); - if (p_node->get_scene_file_path() != String() && p_node->get_owner() == p_owner && instantiated_by_owner) { + if (!p_node->get_scene_file_path().is_empty() && p_node->get_owner() == p_owner && instantiated_by_owner) { if (p_node->get_scene_instance_load_placeholder()) { //it's a placeholder, use the placeholder path nd.instance = _vm_get_variant(p_node->get_scene_file_path(), variant_map); @@ -501,8 +509,9 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map Variant value = forced_value.get_type() == Variant::NIL ? p_node->get(name) : forced_value; if (!pinned_props.has(name) && forced_value.get_type() == Variant::NIL) { - Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &states_stack, true); - if (!PropertyUtils::is_property_value_different(value, default_value)) { + bool is_valid_default = false; + Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &is_valid_default, &states_stack, true); + if (is_valid_default && !PropertyUtils::is_property_value_different(value, default_value)) { continue; } } @@ -651,12 +660,32 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName continue; } + Vector<Variant> binds; + int unbinds = 0; + Callable base_callable; + + if (c.callable.is_custom()) { + CallableCustomBind *ccb = dynamic_cast<CallableCustomBind *>(c.callable.get_custom()); + if (ccb) { + binds = ccb->get_binds(); + base_callable = ccb->get_callable(); + } + + CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(c.callable.get_custom()); + if (ccu) { + unbinds = ccu->get_unbinds(); + base_callable = ccu->get_callable(); + } + } else { + base_callable = c.callable; + } + //find if this connection already exists Node *common_parent = target->find_common_parent_with(p_node); ERR_CONTINUE(!common_parent); - if (common_parent != p_owner && common_parent->get_scene_file_path() == String()) { + if (common_parent != p_owner && common_parent->get_scene_file_path().is_empty()) { common_parent = common_parent->get_owner(); } @@ -676,7 +705,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName NodePath signal_from = common_parent->get_path_to(p_node); NodePath signal_to = common_parent->get_path_to(target); - if (ps->has_connection(signal_from, c.signal.get_name(), signal_to, c.callable.get_method())) { + if (ps->has_connection(signal_from, c.signal.get_name(), signal_to, base_callable.get_method())) { exists = true; break; } @@ -707,7 +736,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName if (from_node >= 0 && to_node >= 0) { //this one has state for this node, save - if (state->is_connection(from_node, c.signal.get_name(), to_node, c.callable.get_method())) { + if (state->is_connection(from_node, c.signal.get_name(), to_node, base_callable.get_method())) { exists2 = true; break; } @@ -716,7 +745,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName nl = nullptr; } else { - if (nl->get_scene_file_path() != String()) { + if (!nl->get_scene_file_path().is_empty()) { //is an instance Ref<SceneState> state = nl->get_scene_instance_state(); if (state.is_valid()) { @@ -725,7 +754,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName if (from_node >= 0 && to_node >= 0) { //this one has state for this node, save - if (state->is_connection(from_node, c.signal.get_name(), to_node, c.callable.get_method())) { + if (state->is_connection(from_node, c.signal.get_name(), to_node, base_callable.get_method())) { exists2 = true; break; } @@ -772,12 +801,16 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName ConnectionData cd; cd.from = src_id; cd.to = target_id; - cd.method = _nm_get_string(c.callable.get_method(), name_map); + cd.method = _nm_get_string(base_callable.get_method(), name_map); cd.signal = _nm_get_string(c.signal.get_name(), name_map); cd.flags = c.flags; - for (int i = 0; i < c.binds.size(); i++) { + cd.unbinds = unbinds; + for (int i = 0; i < c.binds.size(); i++) { // TODO: This could be removed now. cd.binds.push_back(_vm_get_variant(c.binds[i], variant_map)); } + for (int i = 0; i < binds.size(); i++) { + cd.binds.push_back(_vm_get_variant(binds[i], variant_map)); + } connections.push_back(cd); } } @@ -1389,6 +1422,11 @@ int SceneState::get_connection_flags(int p_idx) const { return connections[p_idx].flags; } +int SceneState::get_connection_unbinds(int p_idx) const { + ERR_FAIL_INDEX_V(p_idx, connections.size(), -1); + return connections[p_idx].unbinds; +} + Array SceneState::get_connection_binds(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, connections.size(), Array()); Array binds; @@ -1493,7 +1531,7 @@ void SceneState::set_base_scene(int p_idx) { base_scene_idx = p_idx; } -void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds) { +void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, int p_unbinds, const Vector<int> &p_binds) { ERR_FAIL_INDEX(p_signal, names.size()); ERR_FAIL_INDEX(p_method, names.size()); @@ -1506,6 +1544,7 @@ void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method c.signal = p_signal; c.method = p_method; c.flags = p_flags; + c.unbinds = p_unbinds; c.binds = p_binds; connections.push_back(c); } @@ -1548,6 +1587,7 @@ void SceneState::_bind_methods() { ClassDB::bind_method(D_METHOD("get_connection_method", "idx"), &SceneState::get_connection_method); ClassDB::bind_method(D_METHOD("get_connection_flags", "idx"), &SceneState::get_connection_flags); ClassDB::bind_method(D_METHOD("get_connection_binds", "idx"), &SceneState::get_connection_binds); + ClassDB::bind_method(D_METHOD("get_connection_unbinds", "idx"), &SceneState::get_connection_unbinds); BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED); BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE); diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h index a03da558e4..81b38840d9 100644 --- a/scene/resources/packed_scene.h +++ b/scene/resources/packed_scene.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -77,6 +77,7 @@ class SceneState : public RefCounted { int signal = 0; int method = 0; int flags = 0; + int unbinds = 0; Vector<int> binds; }; @@ -163,6 +164,7 @@ public: NodePath get_connection_target(int p_idx) const; StringName get_connection_method(int p_idx) const; int get_connection_flags(int p_idx) const; + int get_connection_unbinds(int p_idx) const; Array get_connection_binds(int p_idx) const; bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method); @@ -178,7 +180,7 @@ public: void add_node_property(int p_node, int p_name, int p_value); void add_node_group(int p_node, int p_group); void set_base_scene(int p_idx); - void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds); + void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, int p_unbinds, const Vector<int> &p_binds); void add_editable_instance(const NodePath &p_path); virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; } diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index 5ceb90d511..1ef2b3496f 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -85,6 +85,7 @@ void ParticlesMaterial::init_shaders() { shader_names->color = "color_value"; shader_names->color_ramp = "color_ramp"; + shader_names->color_initial_ramp = "color_initial_ramp"; shader_names->emission_sphere_radius = "emission_sphere_radius"; shader_names->emission_box_extents = "emission_box_extents"; @@ -232,6 +233,10 @@ void ParticlesMaterial::_update_shader() { code += "uniform sampler2D color_ramp;\n"; } + if (color_initial_ramp.is_valid()) { + code += "uniform sampler2D color_initial_ramp;\n"; + } + if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) { code += "uniform sampler2D linear_velocity_texture;\n"; } @@ -311,6 +316,9 @@ void ParticlesMaterial::_update_shader() { code += " float scale_rand = rand_from_seed(alt_seed);\n"; code += " float hue_rot_rand = rand_from_seed(alt_seed);\n"; code += " float anim_offset_rand = rand_from_seed(alt_seed);\n"; + if (color_initial_ramp.is_valid()) { + code += " float color_initial_rand = rand_from_seed(alt_seed);\n"; + } code += " float pi = 3.14159;\n"; code += " float degree_to_rad = pi / 180.0;\n"; code += "\n"; @@ -462,6 +470,10 @@ void ParticlesMaterial::_update_shader() { code += " float scale_rand = rand_from_seed(alt_seed);\n"; code += " float hue_rot_rand = rand_from_seed(alt_seed);\n"; code += " float anim_offset_rand = rand_from_seed(alt_seed);\n"; + if (color_initial_ramp.is_valid()) { + code += " float color_initial_rand = rand_from_seed(alt_seed);\n"; + } + code += " float pi = 3.14159;\n"; code += " float degree_to_rad = pi / 180.0;\n"; code += "\n"; @@ -620,6 +632,12 @@ void ParticlesMaterial::_update_shader() { } else { code += " COLOR = hue_rot_mat * color_value;\n"; } + + if (color_initial_ramp.is_valid()) { + code += " vec4 start_color = textureLod(color_initial_ramp, vec2(color_initial_rand, 0.0), 0.0);\n"; + code += " COLOR *= start_color;\n"; + } + if (emission_color_texture.is_valid() && (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS)) { code += " COLOR *= texelFetch(emission_texture_color, emission_tex_ofs, 0);\n"; } @@ -988,6 +1006,18 @@ Ref<Texture2D> ParticlesMaterial::get_color_ramp() const { return color_ramp; } +void ParticlesMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) { + color_initial_ramp = p_texture; + RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID(); + RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_initial_ramp, tex_rid); + _queue_shader_change(); + notify_property_list_changed(); +} + +Ref<Texture2D> ParticlesMaterial::get_color_initial_ramp() const { + return color_initial_ramp; +} + void ParticlesMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) { ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX); particle_flags[p_particle_flag] = p_enable; @@ -1282,6 +1312,9 @@ void ParticlesMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticlesMaterial::set_color_ramp); ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticlesMaterial::get_color_ramp); + ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &ParticlesMaterial::set_color_initial_ramp); + ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &ParticlesMaterial::get_color_initial_ramp); + ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticlesMaterial::set_particle_flag); ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticlesMaterial::get_particle_flag); @@ -1414,6 +1447,7 @@ void ParticlesMaterial::_bind_methods() { ADD_GROUP("Color", ""); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture1D"), "set_color_ramp", "get_color_ramp"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_initial_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture1D"), "set_color_initial_ramp", "get_color_initial_ramp"); ADD_GROUP("Hue Variation", "hue_"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_min", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_min", "get_param_min", PARAM_HUE_VARIATION); diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h index 36bc456978..fd00c58468 100644 --- a/scene/resources/particles_material.h +++ b/scene/resources/particles_material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -194,6 +194,7 @@ private: StringName color; StringName color_ramp; + StringName color_initial_ramp; StringName emission_sphere_radius; StringName emission_box_extents; @@ -237,6 +238,7 @@ private: Ref<Texture2D> tex_parameters[PARAM_MAX]; Color color; Ref<Texture2D> color_ramp; + Ref<Texture2D> color_initial_ramp; bool particle_flags[PARTICLE_FLAG_MAX]; @@ -299,6 +301,9 @@ public: void set_color_ramp(const Ref<Texture2D> &p_texture); Ref<Texture2D> get_color_ramp() const; + void set_color_initial_ramp(const Ref<Texture2D> &p_texture); + Ref<Texture2D> get_color_initial_ramp() const; + void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable); bool get_particle_flag(ParticleFlags p_particle_flag) const; diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp index 31df35aa51..c1b868cb97 100644 --- a/scene/resources/physics_material.cpp +++ b/scene/resources/physics_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 d302800823..f352e66189 100644 --- a/scene/resources/physics_material.h +++ b/scene/resources/physics_material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 ec2022ed2f..882afdb43d 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 2f3cb634fb..db96192917 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f8be00f5fb..38acd0af0a 100644 --- a/scene/resources/primitive_meshes.cpp +++ b/scene/resources/primitive_meshes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/resources/primitive_meshes.h index d447dad97a..75ea6a0f12 100644 --- a/scene/resources/primitive_meshes.h +++ b/scene/resources/primitive_meshes.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 17ce0b34ac..27659f724e 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f1e8be4c5b..fa85aef428 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/resource_format_text.cpp b/scene/resources/resource_format_text.cpp index cead42b4e2..1b81455d4c 100644 --- a/scene/resources/resource_format_text.cpp +++ b/scene/resources/resource_format_text.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -274,12 +274,12 @@ Ref<PackedScene> ResourceLoaderText::_parse_node_tag(VariantParser::ResourcePars } } - if (assign != String()) { + if (!assign.is_empty()) { int nameidx = packed_scene->get_state()->add_name(assign); int valueidx = packed_scene->get_state()->add_value(value); packed_scene->get_state()->add_node_property(node_id, nameidx, valueidx); //it's assignment - } else if (next_tag.name != String()) { + } else if (!next_tag.name.is_empty()) { break; } } @@ -313,6 +313,7 @@ Ref<PackedScene> ResourceLoaderText::_parse_node_tag(VariantParser::ResourcePars StringName method = next_tag.fields["method"]; StringName signal = next_tag.fields["signal"]; int flags = Object::CONNECT_PERSIST; + int unbinds = 0; Array binds; if (next_tag.fields.has("flags")) { @@ -323,6 +324,10 @@ Ref<PackedScene> ResourceLoaderText::_parse_node_tag(VariantParser::ResourcePars binds = next_tag.fields["binds"]; } + if (next_tag.fields.has("unbinds")) { + unbinds = next_tag.fields["unbinds"]; + } + Vector<int> bind_ints; for (int i = 0; i < binds.size(); i++) { bind_ints.push_back(packed_scene->get_state()->add_value(binds[i])); @@ -334,6 +339,7 @@ Ref<PackedScene> ResourceLoaderText::_parse_node_tag(VariantParser::ResourcePars packed_scene->get_state()->add_name(signal), packed_scene->get_state()->add_name(method), flags, + unbinds, bind_ints); error = VariantParser::parse_tag(&stream, lines, error_text, next_tag, &parser); @@ -575,12 +581,12 @@ Error ResourceLoaderText::load() { return error; } - if (assign != String()) { + if (!assign.is_empty()) { if (do_assign) { res->set(assign, value); } //it's assignment - } else if (next_tag.name != String()) { + } else if (!next_tag.name.is_empty()) { error = OK; break; } else { @@ -659,10 +665,10 @@ Error ResourceLoaderText::load() { return error; } - if (assign != String()) { + if (!assign.is_empty()) { resource->set(assign, value); //it's assignment - } else if (next_tag.name != String()) { + } else if (!next_tag.name.is_empty()) { error = ERR_FILE_CORRUPT; error_text = "Extra tag found when parsing main resource file"; _printerr(); @@ -1166,13 +1172,13 @@ Error ResourceLoaderText::save_as_binary(FileAccess *p_f, const String &p_path) return error; } - if (assign != String()) { + if (!assign.is_empty()) { Map<StringName, int> empty_string_map; //unused bs_save_unicode_string(wf2, assign, true); ResourceFormatSaverBinaryInstance::write_variant(wf2, value, dummy_read.resource_index_map, dummy_read.external_resources, empty_string_map); prop_count++; - } else if (next_tag.name != String()) { + } else if (!next_tag.name.is_empty()) { error = OK; break; } else { @@ -1350,7 +1356,7 @@ RES ResourceFormatLoaderText::load(const String &p_path, const String &p_origina ERR_FAIL_COND_V_MSG(err != OK, RES(), "Cannot open file '" + p_path + "'."); ResourceLoaderText loader; - String path = p_original_path != "" ? p_original_path : p_path; + String path = !p_original_path.is_empty() ? p_original_path : p_path; loader.cache_mode = p_cache_mode; loader.use_sub_threads = p_use_sub_threads; loader.local_path = ProjectSettings::get_singleton()->localize_path(path); @@ -1369,7 +1375,7 @@ RES ResourceFormatLoaderText::load(const String &p_path, const String &p_origina } void ResourceFormatLoaderText::get_recognized_extensions_for_type(const String &p_type, List<String> *p_extensions) const { - if (p_type == "") { + if (p_type.is_empty()) { get_recognized_extensions(p_extensions); return; } @@ -1655,7 +1661,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r Set<String> cached_ids_found; for (KeyValue<RES, String> &E : external_resources) { String cached_id = E.key->get_id_for_path(local_path); - if (cached_id == "" || cached_ids_found.has(cached_id)) { + if (cached_id.is_empty() || cached_ids_found.has(cached_id)) { int sep_pos = E.value.find("_"); if (sep_pos != -1) { E.value = E.value.substr(0, sep_pos + 1); // Keep the order found, for improved thread loading performance. @@ -1729,7 +1735,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r for (List<RES>::Element *E = saved_resources.front(); E; E = E->next()) { RES res = E->get(); if (E->next() && res->is_built_in()) { - if (res->get_scene_unique_id() != "") { + if (!res->get_scene_unique_id().is_empty()) { if (used_unique_ids.has(res->get_scene_unique_id())) { res->set_scene_unique_id(""); // Repeated. } else { @@ -1752,7 +1758,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r f->store_line("[resource]"); } else { String line = "[sub_resource "; - if (res->get_scene_unique_id() == "") { + if (res->get_scene_unique_id().is_empty()) { String new_id; while (true) { new_id = res->get_class() + "_" + Resource::generate_scene_unique_id(); @@ -1866,7 +1872,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r f->store_string(header); - if (instance_placeholder != String()) { + if (!instance_placeholder.is_empty()) { String vars; f->store_string(" instance_placeholder="); VariantWriter::write_to_string(instance_placeholder, vars, _write_resources, this); @@ -1909,6 +1915,11 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r connstr += " flags=" + itos(flags); } + int unbinds = state->get_connection_unbinds(i); + if (unbinds > 0) { + connstr += " unbinds=" + itos(unbinds); + } + Array binds = state->get_connection_binds(i); f->store_string(connstr); if (binds.size()) { diff --git a/scene/resources/resource_format_text.h b/scene/resources/resource_format_text.h index 373e71b2c4..9585b9040f 100644 --- a/scene/resources/resource_format_text.h +++ b/scene/resources/resource_format_text.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/resources/segment_shape_2d.cpp index 35439634f8..cea8ca1b29 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f218955061..6ade0618e3 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/separation_ray_shape_2d.cpp b/scene/resources/separation_ray_shape_2d.cpp index 0acd6d268d..5ac8d0a475 100644 --- a/scene/resources/separation_ray_shape_2d.cpp +++ b/scene/resources/separation_ray_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/separation_ray_shape_2d.h b/scene/resources/separation_ray_shape_2d.h index 5b74e6c727..7c35d53133 100644 --- a/scene/resources/separation_ray_shape_2d.h +++ b/scene/resources/separation_ray_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/separation_ray_shape_3d.cpp b/scene/resources/separation_ray_shape_3d.cpp index 376e04c844..a059d55bbe 100644 --- a/scene/resources/separation_ray_shape_3d.cpp +++ b/scene/resources/separation_ray_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/separation_ray_shape_3d.h b/scene/resources/separation_ray_shape_3d.h index 54058b6095..0e750a48e6 100644 --- a/scene/resources/separation_ray_shape_3d.h +++ b/scene/resources/separation_ray_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 84fa07e4f4..ce7fcb199d 100644 --- a/scene/resources/shader.cpp +++ b/scene/resources/shader.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 c688dc1bab..d05ec06819 100644 --- a/scene/resources/shader.h +++ b/scene/resources/shader.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 013b1ef1a9..16ef45829f 100644 --- a/scene/resources/shape_2d.cpp +++ b/scene/resources/shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/resources/shape_2d.h index 7c5d1344e8..e9dc10eeae 100644 --- a/scene/resources/shape_2d.h +++ b/scene/resources/shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/resources/shape_3d.cpp index a02a0e5488..ffb2b27644 100644 --- a/scene/resources/shape_3d.cpp +++ b/scene/resources/shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -48,6 +48,15 @@ void Shape3D::add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p } } +void Shape3D::set_custom_solver_bias(real_t p_bias) { + custom_bias = p_bias; + PhysicsServer3D::get_singleton()->shape_set_custom_solver_bias(shape, custom_bias); +} + +real_t Shape3D::get_custom_solver_bias() const { + return custom_bias; +} + real_t Shape3D::get_margin() const { return margin; } @@ -99,11 +108,15 @@ void Shape3D::_update_shape() { } void Shape3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_custom_solver_bias", "bias"), &Shape3D::set_custom_solver_bias); + ClassDB::bind_method(D_METHOD("get_custom_solver_bias"), &Shape3D::get_custom_solver_bias); + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape3D::set_margin); ClassDB::bind_method(D_METHOD("get_margin"), &Shape3D::get_margin); ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape3D::get_debug_mesh); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "custom_solver_bias", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_custom_solver_bias", "get_custom_solver_bias"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin"); } diff --git a/scene/resources/shape_3d.h b/scene/resources/shape_3d.h index b8e529cd3c..77e79a269d 100644 --- a/scene/resources/shape_3d.h +++ b/scene/resources/shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -40,6 +40,7 @@ class Shape3D : public Resource { OBJ_SAVE_TYPE(Shape3D); RES_BASE_EXTENSION("shape"); RID shape; + real_t custom_bias = 0.0; real_t margin = 0.04; Ref<ArrayMesh> debug_mesh_cache; @@ -62,6 +63,9 @@ public: void add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p_xform); + void set_custom_solver_bias(real_t p_bias); + real_t get_custom_solver_bias() const; + real_t get_margin() const; void set_margin(real_t p_margin); diff --git a/scene/resources/skeleton_modification_2d.cpp b/scene/resources/skeleton_modification_2d.cpp index 7ac40b497d..885cf0f1b8 100644 --- a/scene/resources/skeleton_modification_2d.cpp +++ b/scene/resources/skeleton_modification_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d.h b/scene/resources/skeleton_modification_2d.h index aaddb9136e..d49f9e7f51 100644 --- a/scene/resources/skeleton_modification_2d.h +++ b/scene/resources/skeleton_modification_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_ccdik.cpp b/scene/resources/skeleton_modification_2d_ccdik.cpp index bea42109cb..7adaf1452c 100644 --- a/scene/resources/skeleton_modification_2d_ccdik.cpp +++ b/scene/resources/skeleton_modification_2d_ccdik.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_ccdik.h b/scene/resources/skeleton_modification_2d_ccdik.h index dc48291f62..31485fa31f 100644 --- a/scene/resources/skeleton_modification_2d_ccdik.h +++ b/scene/resources/skeleton_modification_2d_ccdik.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_fabrik.cpp b/scene/resources/skeleton_modification_2d_fabrik.cpp index 3b5c555f89..393d404e9b 100644 --- a/scene/resources/skeleton_modification_2d_fabrik.cpp +++ b/scene/resources/skeleton_modification_2d_fabrik.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_fabrik.h b/scene/resources/skeleton_modification_2d_fabrik.h index 79e0106e26..d5077084ef 100644 --- a/scene/resources/skeleton_modification_2d_fabrik.h +++ b/scene/resources/skeleton_modification_2d_fabrik.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_jiggle.cpp b/scene/resources/skeleton_modification_2d_jiggle.cpp index 31045455a3..eee6067dae 100644 --- a/scene/resources/skeleton_modification_2d_jiggle.cpp +++ b/scene/resources/skeleton_modification_2d_jiggle.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_jiggle.h b/scene/resources/skeleton_modification_2d_jiggle.h index e24038a1db..a1abca6564 100644 --- a/scene/resources/skeleton_modification_2d_jiggle.h +++ b/scene/resources/skeleton_modification_2d_jiggle.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_lookat.cpp b/scene/resources/skeleton_modification_2d_lookat.cpp index 740937fc44..23e1c579dc 100644 --- a/scene/resources/skeleton_modification_2d_lookat.cpp +++ b/scene/resources/skeleton_modification_2d_lookat.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_lookat.h b/scene/resources/skeleton_modification_2d_lookat.h index 6aff30b826..ff91b92e7d 100644 --- a/scene/resources/skeleton_modification_2d_lookat.h +++ b/scene/resources/skeleton_modification_2d_lookat.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_physicalbones.cpp b/scene/resources/skeleton_modification_2d_physicalbones.cpp index 9dedb93f36..ddfd1d06b3 100644 --- a/scene/resources/skeleton_modification_2d_physicalbones.cpp +++ b/scene/resources/skeleton_modification_2d_physicalbones.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_physicalbones.h b/scene/resources/skeleton_modification_2d_physicalbones.h index cdf6a5f570..d53102fa5e 100644 --- a/scene/resources/skeleton_modification_2d_physicalbones.h +++ b/scene/resources/skeleton_modification_2d_physicalbones.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_stackholder.cpp b/scene/resources/skeleton_modification_2d_stackholder.cpp index 9436092cd9..9ec3434704 100644 --- a/scene/resources/skeleton_modification_2d_stackholder.cpp +++ b/scene/resources/skeleton_modification_2d_stackholder.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_stackholder.h b/scene/resources/skeleton_modification_2d_stackholder.h index 9cc38e3942..99d9f6f381 100644 --- a/scene/resources/skeleton_modification_2d_stackholder.h +++ b/scene/resources/skeleton_modification_2d_stackholder.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_twoboneik.cpp b/scene/resources/skeleton_modification_2d_twoboneik.cpp index 4f752896a9..b08fd82381 100644 --- a/scene/resources/skeleton_modification_2d_twoboneik.cpp +++ b/scene/resources/skeleton_modification_2d_twoboneik.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_2d_twoboneik.h b/scene/resources/skeleton_modification_2d_twoboneik.h index c7e545a488..fc14d35f70 100644 --- a/scene/resources/skeleton_modification_2d_twoboneik.h +++ b/scene/resources/skeleton_modification_2d_twoboneik.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d.cpp b/scene/resources/skeleton_modification_3d.cpp index b476952d86..b5b3fd5e9f 100644 --- a/scene/resources/skeleton_modification_3d.cpp +++ b/scene/resources/skeleton_modification_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d.h b/scene/resources/skeleton_modification_3d.h index fb1f3d33d1..a81c0c38bd 100644 --- a/scene/resources/skeleton_modification_3d.h +++ b/scene/resources/skeleton_modification_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_ccdik.cpp b/scene/resources/skeleton_modification_3d_ccdik.cpp index 6409022563..f19be47db2 100644 --- a/scene/resources/skeleton_modification_3d_ccdik.cpp +++ b/scene/resources/skeleton_modification_3d_ccdik.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_ccdik.h b/scene/resources/skeleton_modification_3d_ccdik.h index e7537cc5b0..873ab8aa5a 100644 --- a/scene/resources/skeleton_modification_3d_ccdik.h +++ b/scene/resources/skeleton_modification_3d_ccdik.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_fabrik.cpp b/scene/resources/skeleton_modification_3d_fabrik.cpp index dedea3e282..b62dda3f4f 100644 --- a/scene/resources/skeleton_modification_3d_fabrik.cpp +++ b/scene/resources/skeleton_modification_3d_fabrik.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_fabrik.h b/scene/resources/skeleton_modification_3d_fabrik.h index 6c58b8a07a..cc4d3a5e20 100644 --- a/scene/resources/skeleton_modification_3d_fabrik.h +++ b/scene/resources/skeleton_modification_3d_fabrik.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_jiggle.cpp b/scene/resources/skeleton_modification_3d_jiggle.cpp index 2535f2b987..3e36c241f7 100644 --- a/scene/resources/skeleton_modification_3d_jiggle.cpp +++ b/scene/resources/skeleton_modification_3d_jiggle.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -168,7 +168,7 @@ void SkeletonModification3DJiggle::_execute_jiggle_joint(int p_joint_idx, Node3D } if (_print_execution_error( jiggle_data_chain[p_joint_idx].bone_idx < 0 || jiggle_data_chain[p_joint_idx].bone_idx > stack->skeleton->get_bone_count(), - "Jiggle joint " + itos(p_joint_idx) + " bone index is invald. Cannot execute modification!")) { + "Jiggle joint " + itos(p_joint_idx) + " bone index is invalid. Cannot execute modification!")) { return; } diff --git a/scene/resources/skeleton_modification_3d_jiggle.h b/scene/resources/skeleton_modification_3d_jiggle.h index c210c8fa73..7ec5ed4f11 100644 --- a/scene/resources/skeleton_modification_3d_jiggle.h +++ b/scene/resources/skeleton_modification_3d_jiggle.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_lookat.cpp b/scene/resources/skeleton_modification_3d_lookat.cpp index f3b0f41d60..3e8c1e3a77 100644 --- a/scene/resources/skeleton_modification_3d_lookat.cpp +++ b/scene/resources/skeleton_modification_3d_lookat.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_lookat.h b/scene/resources/skeleton_modification_3d_lookat.h index 5971e3f647..9f5120a0fd 100644 --- a/scene/resources/skeleton_modification_3d_lookat.h +++ b/scene/resources/skeleton_modification_3d_lookat.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_stackholder.cpp b/scene/resources/skeleton_modification_3d_stackholder.cpp index 56035a4def..fb2e80d217 100644 --- a/scene/resources/skeleton_modification_3d_stackholder.cpp +++ b/scene/resources/skeleton_modification_3d_stackholder.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_stackholder.h b/scene/resources/skeleton_modification_3d_stackholder.h index c765cd8de3..5780d7d43f 100644 --- a/scene/resources/skeleton_modification_3d_stackholder.h +++ b/scene/resources/skeleton_modification_3d_stackholder.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_twoboneik.cpp b/scene/resources/skeleton_modification_3d_twoboneik.cpp index 93ec155a88..acc5ff716c 100644 --- a/scene/resources/skeleton_modification_3d_twoboneik.cpp +++ b/scene/resources/skeleton_modification_3d_twoboneik.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_3d_twoboneik.h b/scene/resources/skeleton_modification_3d_twoboneik.h index e62d6cc497..a4ddc6cee7 100644 --- a/scene/resources/skeleton_modification_3d_twoboneik.h +++ b/scene/resources/skeleton_modification_3d_twoboneik.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_stack_2d.cpp b/scene/resources/skeleton_modification_stack_2d.cpp index e596390f78..b944c244b6 100644 --- a/scene/resources/skeleton_modification_stack_2d.cpp +++ b/scene/resources/skeleton_modification_stack_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_stack_2d.h b/scene/resources/skeleton_modification_stack_2d.h index 58855701a1..7b5f8e0322 100644 --- a/scene/resources/skeleton_modification_stack_2d.h +++ b/scene/resources/skeleton_modification_stack_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_stack_3d.cpp b/scene/resources/skeleton_modification_stack_3d.cpp index e5b7771251..7ccba1228c 100644 --- a/scene/resources/skeleton_modification_stack_3d.cpp +++ b/scene/resources/skeleton_modification_stack_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skeleton_modification_stack_3d.h b/scene/resources/skeleton_modification_stack_3d.h index cbc8d4e0b9..2c17fba2c5 100644 --- a/scene/resources/skeleton_modification_stack_3d.h +++ b/scene/resources/skeleton_modification_stack_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skin.cpp b/scene/resources/skin.cpp index 15cdb86bab..d371598cc0 100644 --- a/scene/resources/skin.cpp +++ b/scene/resources/skin.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/skin.h b/scene/resources/skin.h index 6857bf743a..906a2783b4 100644 --- a/scene/resources/skin.h +++ b/scene/resources/skin.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/resources/sky.cpp index 71424ba8ac..9cb6a16f5c 100644 --- a/scene/resources/sky.cpp +++ b/scene/resources/sky.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/resources/sky.h index f0226d321d..5e52239032 100644 --- a/scene/resources/sky.h +++ b/scene/resources/sky.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_material.cpp b/scene/resources/sky_material.cpp index ff388e288c..3918cc5ef8 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_material.h b/scene/resources/sky_material.h index daeda212d4..74b2965ce8 100644 --- a/scene/resources/sky_material.h +++ b/scene/resources/sky_material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/resources/sphere_shape_3d.cpp index e4b4398063..ee789362c9 100644 --- a/scene/resources/sphere_shape_3d.cpp +++ b/scene/resources/sphere_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/resources/sphere_shape_3d.h index eddd2a2132..ff6d883940 100644 --- a/scene/resources/sphere_shape_3d.h +++ b/scene/resources/sphere_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/sprite_frames.cpp b/scene/resources/sprite_frames.cpp index 71ed96cf15..ece126791e 100644 --- a/scene/resources/sprite_frames.cpp +++ b/scene/resources/sprite_frames.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/sprite_frames.h b/scene/resources/sprite_frames.h index fdfd6af5ab..12b69afde1 100644 --- a/scene/resources/sprite_frames.h +++ b/scene/resources/sprite_frames.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 b960944d99..c39902739f 100644 --- a/scene/resources/style_box.cpp +++ b/scene/resources/style_box.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 a6cd5b7fb7..4c41f42293 100644 --- a/scene/resources/style_box.h +++ b/scene/resources/style_box.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 455af8a40c..cc7322476f 100644 --- a/scene/resources/surface_tool.cpp +++ b/scene/resources/surface_tool.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.h b/scene/resources/surface_tool.h index bde6702759..9cb83e0e68 100644 --- a/scene/resources/surface_tool.h +++ b/scene/resources/surface_tool.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/syntax_highlighter.cpp b/scene/resources/syntax_highlighter.cpp index cfb5ac2ca6..2efda08e08 100644 --- a/scene/resources/syntax_highlighter.cpp +++ b/scene/resources/syntax_highlighter.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -493,7 +493,7 @@ void CodeHighlighter::add_color_region(const String &p_start_key, const String & color_region.color = p_color; color_region.start_key = p_start_key; color_region.end_key = p_end_key; - color_region.line_only = p_line_only || p_end_key == ""; + color_region.line_only = p_line_only || p_end_key.is_empty(); color_regions.insert(at, color_region); clear_highlighting_cache(); } @@ -529,7 +529,7 @@ void CodeHighlighter::set_color_regions(const Dictionary &p_color_regions) { String start_key = key.get_slice(" ", 0); String end_key = key.get_slice_count(" ") > 1 ? key.get_slice(" ", 1) : String(); - add_color_region(start_key, end_key, p_color_regions[key], end_key == ""); + add_color_region(start_key, end_key, p_color_regions[key], end_key.is_empty()); } clear_highlighting_cache(); } diff --git a/scene/resources/syntax_highlighter.h b/scene/resources/syntax_highlighter.h index 0fe39ccff6..143f1679c6 100644 --- a/scene/resources/syntax_highlighter.h +++ b/scene/resources/syntax_highlighter.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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.cpp b/scene/resources/text_file.cpp index 33bb0a83e9..cbfee754e2 100644 --- a/scene/resources/text_file.cpp +++ b/scene/resources/text_file.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -33,7 +33,7 @@ #include "core/io/file_access.h" bool TextFile::has_text() const { - return text != ""; + return !text.is_empty(); } String TextFile::get_text() const { diff --git a/scene/resources/text_file.h b/scene/resources/text_file.h index 005075a218..0c8cf855f0 100644 --- a/scene/resources/text_file.h +++ b/scene/resources/text_file.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_line.cpp b/scene/resources/text_line.cpp index 0094518967..f3752053c0 100644 --- a/scene/resources/text_line.cpp +++ b/scene/resources/text_line.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -56,18 +56,18 @@ void TextLine::_bind_methods() { ClassDB::bind_method(D_METHOD("set_bidi_override", "override"), &TextLine::set_bidi_override); ClassDB::bind_method(D_METHOD("add_string", "text", "fonts", "size", "opentype_features", "language"), &TextLine::add_string, DEFVAL(Dictionary()), DEFVAL("")); - ClassDB::bind_method(D_METHOD("add_object", "key", "size", "inline_align", "length"), &TextLine::add_object, DEFVAL(INLINE_ALIGN_CENTER), DEFVAL(1)); - ClassDB::bind_method(D_METHOD("resize_object", "key", "size", "inline_align"), &TextLine::resize_object, DEFVAL(INLINE_ALIGN_CENTER)); + ClassDB::bind_method(D_METHOD("add_object", "key", "size", "inline_align", "length"), &TextLine::add_object, DEFVAL(INLINE_ALIGNMENT_CENTER), DEFVAL(1)); + ClassDB::bind_method(D_METHOD("resize_object", "key", "size", "inline_align"), &TextLine::resize_object, DEFVAL(INLINE_ALIGNMENT_CENTER)); ClassDB::bind_method(D_METHOD("set_width", "width"), &TextLine::set_width); ClassDB::bind_method(D_METHOD("get_width"), &TextLine::get_width); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width"), "set_width", "get_width"); - ClassDB::bind_method(D_METHOD("set_align", "align"), &TextLine::set_align); - ClassDB::bind_method(D_METHOD("get_align"), &TextLine::get_align); + ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &TextLine::set_horizontal_alignment); + ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &TextLine::get_horizontal_alignment); - ADD_PROPERTY(PropertyInfo(Variant::INT, "align", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_align", "get_align"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment"); ClassDB::bind_method(D_METHOD("tab_align", "tab_stops"), &TextLine::tab_align); @@ -135,14 +135,14 @@ void TextLine::_shape() { break; } - if (align == HALIGN_FILL) { + if (alignment == HORIZONTAL_ALIGNMENT_FILL) { TS->shaped_text_fit_to_width(rid, width, flags); overrun_flags |= TextServer::OVERRUN_JUSTIFICATION_AWARE; TS->shaped_text_overrun_trim_to_width(rid, width, overrun_flags); } else { TS->shaped_text_overrun_trim_to_width(rid, width, overrun_flags); } - } else if (align == HALIGN_FILL) { + } else if (alignment == HORIZONTAL_ALIGNMENT_FILL) { TS->shaped_text_fit_to_width(rid, width, flags); } dirty = false; @@ -209,13 +209,13 @@ bool TextLine::add_string(const String &p_text, const Ref<Font> &p_fonts, int p_ return res; } -bool TextLine::add_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align, int p_length) { +bool TextLine::add_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align, int p_length) { bool res = TS->shaped_text_add_object(rid, p_key, p_size, p_inline_align, p_length); dirty = true; return res; } -bool TextLine::resize_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align) { +bool TextLine::resize_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align) { const_cast<TextLine *>(this)->_shape(); return TS->shaped_text_resize_object(rid, p_key, p_size, p_inline_align); } @@ -228,19 +228,19 @@ Rect2 TextLine::get_object_rect(Variant p_key) const { return TS->shaped_text_get_object_rect(rid, p_key); } -void TextLine::set_align(HAlign p_align) { - if (align != p_align) { - if (align == HALIGN_FILL || p_align == HALIGN_FILL) { - align = p_align; +void TextLine::set_horizontal_alignment(HorizontalAlignment p_alignment) { + if (alignment != p_alignment) { + if (alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) { + alignment = p_alignment; dirty = true; } else { - align = p_align; + alignment = p_alignment; } } } -HAlign TextLine::get_align() const { - return align; +HorizontalAlignment TextLine::get_horizontal_alignment() const { + return alignment; } void TextLine::tab_align(const Vector<float> &p_tab_stops) { @@ -272,7 +272,7 @@ TextLine::OverrunBehavior TextLine::get_text_overrun_behavior() const { void TextLine::set_width(float p_width) { width = p_width; - if (align == HALIGN_FILL || overrun_behavior != OVERRUN_NO_TRIMMING) { + if (alignment == HORIZONTAL_ALIGNMENT_FILL || overrun_behavior != OVERRUN_NO_TRIMMING) { dirty = true; } } @@ -322,18 +322,18 @@ void TextLine::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_color) co float length = TS->shaped_text_get_width(rid); if (width > 0) { - switch (align) { - case HALIGN_FILL: - case HALIGN_LEFT: + switch (alignment) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: break; - case HALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { if (TS->shaped_text_get_orientation(rid) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += Math::floor((width - length) / 2.0); } else { ofs.y += Math::floor((width - length) / 2.0); } } break; - case HALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (TS->shaped_text_get_orientation(rid) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += width - length; } else { @@ -361,18 +361,18 @@ void TextLine::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_si float length = TS->shaped_text_get_width(rid); if (width > 0) { - switch (align) { - case HALIGN_FILL: - case HALIGN_LEFT: + switch (alignment) { + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_LEFT: break; - case HALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { if (TS->shaped_text_get_orientation(rid) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += Math::floor((width - length) / 2.0); } else { ofs.y += Math::floor((width - length) / 2.0); } } break; - case HALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (TS->shaped_text_get_orientation(rid) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += width - length; } else { diff --git a/scene/resources/text_line.h b/scene/resources/text_line.h index 43739f27ec..e68049ee45 100644 --- a/scene/resources/text_line.h +++ b/scene/resources/text_line.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -57,7 +57,7 @@ private: float width = -1.0; uint16_t flags = TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA; - HAlign align = HALIGN_LEFT; + HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_LEFT; OverrunBehavior overrun_behavior = OVERRUN_TRIM_ELLIPSIS; Vector<float> tab_stops; @@ -87,11 +87,11 @@ public: bool get_preserve_control() const; bool add_string(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = ""); - bool add_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER, int p_length = 1); - bool resize_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER); + bool add_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER, int p_length = 1); + bool resize_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER); - void set_align(HAlign p_align); - HAlign get_align() const; + void set_horizontal_alignment(HorizontalAlignment p_alignment); + HorizontalAlignment get_horizontal_alignment() const; void tab_align(const Vector<float> &p_tab_stops); diff --git a/scene/resources/text_paragraph.cpp b/scene/resources/text_paragraph.cpp index 1b7fc64267..18e46e5476 100644 --- a/scene/resources/text_paragraph.cpp +++ b/scene/resources/text_paragraph.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -64,13 +64,13 @@ void TextParagraph::_bind_methods() { ClassDB::bind_method(D_METHOD("clear_dropcap"), &TextParagraph::clear_dropcap); ClassDB::bind_method(D_METHOD("add_string", "text", "fonts", "size", "opentype_features", "language"), &TextParagraph::add_string, DEFVAL(Dictionary()), DEFVAL("")); - ClassDB::bind_method(D_METHOD("add_object", "key", "size", "inline_align", "length"), &TextParagraph::add_object, DEFVAL(INLINE_ALIGN_CENTER), DEFVAL(1)); - ClassDB::bind_method(D_METHOD("resize_object", "key", "size", "inline_align"), &TextParagraph::resize_object, DEFVAL(INLINE_ALIGN_CENTER)); + ClassDB::bind_method(D_METHOD("add_object", "key", "size", "inline_align", "length"), &TextParagraph::add_object, DEFVAL(INLINE_ALIGNMENT_CENTER), DEFVAL(1)); + ClassDB::bind_method(D_METHOD("resize_object", "key", "size", "inline_align"), &TextParagraph::resize_object, DEFVAL(INLINE_ALIGNMENT_CENTER)); - ClassDB::bind_method(D_METHOD("set_align", "align"), &TextParagraph::set_align); - ClassDB::bind_method(D_METHOD("get_align"), &TextParagraph::get_align); + ClassDB::bind_method(D_METHOD("set_alignment", "alignment"), &TextParagraph::set_alignment); + ClassDB::bind_method(D_METHOD("get_alignment"), &TextParagraph::get_alignment); - ADD_PROPERTY(PropertyInfo(Variant::INT, "align", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_align", "get_align"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_alignment", "get_alignment"); ClassDB::bind_method(D_METHOD("tab_align", "tab_stops"), &TextParagraph::tab_align); @@ -223,7 +223,7 @@ void TextParagraph::_shape_lines() { if (lines_hidden) { overrun_flags |= TextServer::OVERRUN_ENFORCE_ELLIPSIS; } - if (align == HALIGN_FILL) { + if (alignment == HORIZONTAL_ALIGNMENT_FILL) { for (int i = 0; i < lines_rid.size(); i++) { if (i < visible_lines - 1 || lines_rid.size() == 1) { TS->shaped_text_fit_to_width(lines_rid[i], width, flags); @@ -239,7 +239,7 @@ void TextParagraph::_shape_lines() { } else { // Autowrap disabled. for (int i = 0; i < lines_rid.size(); i++) { - if (align == HALIGN_FILL) { + if (alignment == HORIZONTAL_ALIGNMENT_FILL) { TS->shaped_text_fit_to_width(lines_rid[i], width, flags); overrun_flags |= TextServer::OVERRUN_JUSTIFICATION_AWARE; TS->shaped_text_overrun_trim_to_width(lines_rid[i], width, overrun_flags); @@ -366,31 +366,31 @@ void TextParagraph::set_bidi_override(const Array &p_override) { lines_dirty = true; } -bool TextParagraph::add_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align, int p_length) { +bool TextParagraph::add_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align, int p_length) { bool res = TS->shaped_text_add_object(rid, p_key, p_size, p_inline_align, p_length); lines_dirty = true; return res; } -bool TextParagraph::resize_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align) { +bool TextParagraph::resize_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align) { bool res = TS->shaped_text_resize_object(rid, p_key, p_size, p_inline_align); lines_dirty = true; return res; } -void TextParagraph::set_align(HAlign p_align) { - if (align != p_align) { - if (align == HALIGN_FILL || p_align == HALIGN_FILL) { - align = p_align; +void TextParagraph::set_alignment(HorizontalAlignment p_alignment) { + if (alignment != p_alignment) { + if (alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) { + alignment = p_alignment; lines_dirty = true; } else { - align = p_align; + alignment = p_alignment; } } } -HAlign TextParagraph::get_align() const { - return align; +HorizontalAlignment TextParagraph::get_alignment() const { + return alignment; } void TextParagraph::tab_align(const Vector<float> &p_tab_stops) { @@ -596,8 +596,8 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo } float line_width = TS->shaped_text_get_width(lines_rid[i]); if (width > 0) { - switch (align) { - case HALIGN_FILL: + switch (alignment) { + case HORIZONTAL_ALIGNMENT_FILL: if (TS->shaped_text_get_direction(lines_rid[i]) == TextServer::DIRECTION_RTL) { if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += l_width - line_width; @@ -606,16 +606,16 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo } } break; - case HALIGN_LEFT: + case HORIZONTAL_ALIGNMENT_LEFT: break; - case HALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += Math::floor((l_width - line_width) / 2.0); } else { ofs.y += Math::floor((l_width - line_width) / 2.0); } } break; - case HALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += l_width - line_width; } else { @@ -688,8 +688,8 @@ void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outli } float length = TS->shaped_text_get_width(lines_rid[i]); if (width > 0) { - switch (align) { - case HALIGN_FILL: + switch (alignment) { + case HORIZONTAL_ALIGNMENT_FILL: if (TS->shaped_text_get_direction(lines_rid[i]) == TextServer::DIRECTION_RTL) { if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += l_width - length; @@ -698,16 +698,16 @@ void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outli } } break; - case HALIGN_LEFT: + case HORIZONTAL_ALIGNMENT_LEFT: break; - case HALIGN_CENTER: { + case HORIZONTAL_ALIGNMENT_CENTER: { if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += Math::floor((l_width - length) / 2.0); } else { ofs.y += Math::floor((l_width - length) / 2.0); } } break; - case HALIGN_RIGHT: { + case HORIZONTAL_ALIGNMENT_RIGHT: { if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) { ofs.x += l_width - length; } else { diff --git a/scene/resources/text_paragraph.h b/scene/resources/text_paragraph.h index 4c4af43d14..773cc1a858 100644 --- a/scene/resources/text_paragraph.h +++ b/scene/resources/text_paragraph.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -66,7 +66,7 @@ private: uint16_t flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA; OverrunBehavior overrun_behavior = OVERRUN_NO_TRIMMING; - HAlign align = HALIGN_LEFT; + HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_LEFT; Vector<float> tab_stops; @@ -103,11 +103,11 @@ public: void clear_dropcap(); bool add_string(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = ""); - bool add_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER, int p_length = 1); - bool resize_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER); + bool add_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER, int p_length = 1); + bool resize_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER); - void set_align(HAlign p_align); - HAlign get_align() const; + void set_alignment(HorizontalAlignment p_alignment); + HorizontalAlignment get_alignment() const; void tab_align(const Vector<float> &p_tab_stops); diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp index 311bd9524b..28dc869c4f 100644 --- a/scene/resources/texture.cpp +++ b/scene/resources/texture.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -553,7 +553,7 @@ Error StreamTexture2D::load(const String &p_path) { path_to_file = p_path; format = image->get_format(); - if (get_path() == String()) { + if (get_path().is_empty()) { //temporarily set path if no path set for resource, helps find errors RenderingServer::get_singleton()->texture_set_path(texture, p_path); } @@ -927,7 +927,7 @@ Error StreamTexture3D::load(const String &p_path) { path_to_file = p_path; - if (get_path() == String()) { + if (get_path().is_empty()) { //temporarily set path if no path set for resource, helps find errors RenderingServer::get_singleton()->texture_set_path(texture, p_path); } @@ -2680,7 +2680,7 @@ Error StreamTextureLayered::load(const String &p_path) { path_to_file = p_path; - if (get_path() == String()) { + if (get_path().is_empty()) { //temporarily set path if no path set for resource, helps find errors RenderingServer::get_singleton()->texture_set_path(texture, p_path); } diff --git a/scene/resources/texture.h b/scene/resources/texture.h index 5b69711de6..c3f29ad417 100644 --- a/scene/resources/texture.h +++ b/scene/resources/texture.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/theme.cpp b/scene/resources/theme.cpp index 99977a20f2..186bbab689 100644 --- a/scene/resources/theme.cpp +++ b/scene/resources/theme.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/theme.h b/scene/resources/theme.h index d170d53ae3..2e0a645005 100644 --- a/scene/resources/theme.h +++ b/scene/resources/theme.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/tile_set.cpp b/scene/resources/tile_set.cpp index 34fe7c0b87..44a7af75b9 100644 --- a/scene/resources/tile_set.cpp +++ b/scene/resources/tile_set.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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/tile_set.h b/scene/resources/tile_set.h index d2238c26d2..2673ca1cb6 100644 --- a/scene/resources/tile_set.h +++ b/scene/resources/tile_set.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 f960f85521..3e154d539b 100644 --- a/scene/resources/video_stream.h +++ b/scene/resources/video_stream.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 41e78e0bc8..ed34c906a1 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -979,7 +979,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const { String name = p_port_name; - if (name == String()) { + if (name.is_empty()) { return String(); } @@ -987,7 +987,7 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN name = name.substr(1, name.length() - 1); } - if (name != String()) { + if (!name.is_empty()) { String valid_name; for (int i = 0; i < name.length(); i++) { @@ -1031,7 +1031,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua while (name.length() && !IS_INITIAL_CHAR(name[0])) { name = name.substr(1, name.length() - 1); } - if (name != String()) { + if (!name.is_empty()) { String valid_name; for (int i = 0; i < name.length(); i++) { @@ -1045,7 +1045,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua name = valid_name; } - if (name == String()) { + if (name.is_empty()) { name = p_uniform->get_caption(); } @@ -1075,7 +1075,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') { name = name.substr(0, name.length() - 1); } - ERR_FAIL_COND_V(name == String(), String()); + ERR_FAIL_COND_V(name.is_empty(), String()); name += itos(attempt); } else { break; @@ -1085,16 +1085,6 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua return name; } -VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = { - { Shader::MODE_SPATIAL, "blend" }, - { Shader::MODE_SPATIAL, "depth_draw" }, - { Shader::MODE_SPATIAL, "cull" }, - { Shader::MODE_SPATIAL, "diffuse" }, - { Shader::MODE_SPATIAL, "specular" }, - { Shader::MODE_CANVAS_ITEM, "blend" }, - { Shader::MODE_CANVAS_ITEM, nullptr } -}; - static const char *type_string[VisualShader::TYPE_MAX] = { "vertex", "fragment", @@ -1261,27 +1251,25 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { Map<String, String> blend_mode_enums; Set<String> toggles; - for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) { - String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i]; - int idx = 0; - bool in_enum = false; - while (render_mode_enums[idx].string) { - if (mode.begins_with(render_mode_enums[idx].string)) { - String begin = render_mode_enums[idx].string; - String option = mode.replace_first(begin + "_", ""); + const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)); + + for (int i = 0; i < rmodes.size(); i++) { + const ShaderLanguage::ModeInfo &info = rmodes[i]; + + if (!info.options.is_empty()) { + const String begin = String(info.name); + + for (int j = 0; j < info.options.size(); j++) { + const String option = String(info.options[j]); + if (!blend_mode_enums.has(begin)) { blend_mode_enums[begin] = option; } else { blend_mode_enums[begin] += "," + option; } - in_enum = true; - break; } - idx++; - } - - if (!in_enum) { - toggles.insert(mode); + } else { + toggles.insert(String(info.name)); } } @@ -1568,7 +1556,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui } node_code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview); - if (node_code != String()) { + if (!node_code.is_empty()) { code += node_name; code += node_code; code += "\n"; @@ -1653,44 +1641,36 @@ void VisualShader::_update_shader() const { String render_mode; { - //fill render mode enums - int idx = 0; - while (render_mode_enums[idx].string) { - if (shader_mode == render_mode_enums[idx].mode) { - if (modes.has(render_mode_enums[idx].string)) { - int which = modes[render_mode_enums[idx].string]; - int count = 0; - for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) { - String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i]; - if (mode.begins_with(render_mode_enums[idx].string)) { - if (count == which) { - if (render_mode != String()) { - render_mode += ", "; - } - render_mode += mode; - break; - } - count++; - } + const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)); + Vector<String> flag_names; + + // Add enum modes first. + for (int i = 0; i < rmodes.size(); i++) { + const ShaderLanguage::ModeInfo &info = rmodes[i]; + const String temp = String(info.name); + + if (!info.options.is_empty()) { + if (modes.has(temp) && modes[temp] < info.options.size()) { + if (!render_mode.is_empty()) { + render_mode += ", "; } + render_mode += temp + "_" + info.options[modes[temp]]; } + } else if (flags.has(temp)) { + flag_names.push_back(temp); } - idx++; } - //fill render mode flags - for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) { - String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i]; - if (flags.has(mode)) { - if (render_mode != String()) { - render_mode += ", "; - } - render_mode += mode; + // Add flags afterward. + for (int i = 0; i < flag_names.size(); i++) { + if (!render_mode.is_empty()) { + render_mode += ", "; } + render_mode += flag_names[i]; } } - if (render_mode != String()) { + if (!render_mode.is_empty()) { global_code += "render_mode " + render_mode + ";\n\n"; } @@ -2468,7 +2448,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T idx++; } - if (code == String()) { + if (code.is_empty()) { switch (get_output_port_type(0)) { case PORT_TYPE_SCALAR: { code = " " + p_output_vars[0] + " = 0.0;\n"; @@ -2502,7 +2482,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T idx++; } - if (code == String()) { + if (code.is_empty()) { code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar } @@ -2605,7 +2585,7 @@ void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const { while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { - if (port_list != String()) { + if (!port_list.is_empty()) { port_list += ","; } port_list += ports[idx].name; @@ -2613,7 +2593,7 @@ void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const { idx++; } - if (port_list == "") { + if (port_list.is_empty()) { port_list = TTR("None"); } property.hint_string = port_list; @@ -3063,7 +3043,7 @@ String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader:: String code; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { - if (p_input_vars[count] != String()) { + if (!p_input_vars[count].is_empty()) { String s = ports[idx].string; if (s.find(":") != -1) { code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n"; diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h index 5bb9d45f39..c8b577088d 100644 --- a/scene/resources/visual_shader.h +++ b/scene/resources/visual_shader.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -102,8 +102,6 @@ private: HashMap<String, int> modes; Set<StringName> flags; - static RenderModeEnums render_mode_enums[]; - mutable SafeFlag dirty; void _queue_update(); diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index e6870971d4..b61e3f5d14 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -535,15 +535,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (source == SOURCE_TEXTURE) { String id = make_unique_id(p_type, p_id, "tex"); String code; - if (p_input_vars[0] == String()) { // Use UV by default. + if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1] == String()) { + if (p_input_vars[1].is_empty()) { code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1] == String()) { + } else if (p_input_vars[1].is_empty()) { //no lod code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { @@ -560,18 +560,18 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: String code; code += " {\n"; - if (id == String()) { + if (id.is_empty()) { code += " vec4 " + id + "_tex_read = vec4(0.0);\n"; } else { - if (p_input_vars[0] == String()) { // Use UV by default. + if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1] == String()) { + if (p_input_vars[1].is_empty()) { code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1] == String()) { + } else if (p_input_vars[1].is_empty()) { //no lod code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { @@ -587,15 +587,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) { String code = " {\n"; - if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default. + if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default. - if (p_input_vars[1] == String()) { + if (p_input_vars[1].is_empty()) { code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n"; } else { code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1] == String()) { + } else if (p_input_vars[1].is_empty()) { //no lod code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n"; } else { @@ -610,15 +610,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { String code = " {\n"; - if (p_input_vars[0] == String()) { // Use UV by default. + if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1] == String()) { + if (p_input_vars[1].is_empty()) { code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n"; } else { code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1] == String()) { + } else if (p_input_vars[1].is_empty()) { //no lod code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n"; } else { @@ -633,15 +633,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { String code = " {\n"; - if (p_input_vars[0] == String()) { // Use UV by default. + if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1] == String()) { + if (p_input_vars[1].is_empty()) { code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n"; } else { code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1] == String()) { + } else if (p_input_vars[1].is_empty()) { //no lod code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n"; } else { @@ -666,15 +666,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) { String code = " {\n"; - if (p_input_vars[0] == String()) { // Use UV by default. + if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1] == String()) { + if (p_input_vars[1].is_empty()) { code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n"; } else { code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n"; } - } else if (p_input_vars[1] == String()) { + } else if (p_input_vars[1].is_empty()) { //no lod code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n"; } else { @@ -883,7 +883,7 @@ String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, Visual } String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - if (p_input_vars[0] == String()) { + if (p_input_vars[0].is_empty()) { return " " + p_output_vars[0] + " = 0.0;\n"; } String id = make_unique_id(p_type, p_id, "curve"); @@ -968,7 +968,7 @@ String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, Vis } String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - if (p_input_vars[0] == String()) { + if (p_input_vars[0].is_empty()) { return " " + p_output_vars[0] + " = vec3(0.0);\n"; } String id = make_unique_id(p_type, p_id, "curve3d"); @@ -1076,14 +1076,14 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader } else { id = p_input_vars[2]; } - if (id != String()) { - if (p_input_vars[0] == String()) { // Use UV by default. - if (p_input_vars[1] == String()) { + if (!id.is_empty()) { + if (p_input_vars[0].is_empty()) { // Use UV by default. + if (p_input_vars[1].is_empty()) { code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1] == String()) { + } else if (p_input_vars[1].is_empty()) { //no lod code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { @@ -1364,7 +1364,7 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader: code += " {\n"; - if (id == String()) { + if (id.is_empty()) { code += " vec4 " + id + "_read = vec4(0.0);\n"; code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; @@ -1372,15 +1372,15 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader: return code; } - if (p_input_vars[0] == String()) { // Use UV by default. + if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1] == String()) { + if (p_input_vars[1].is_empty()) { code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n"; } - } else if (p_input_vars[1] == String()) { + } else if (p_input_vars[1].is_empty()) { //no lod code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { @@ -4857,34 +4857,106 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const { } String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + bool has_colon = false; String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name(); - switch (texture_type) { - case TYPE_DATA: - if (color_default == COLOR_DEFAULT_BLACK) { - code += " : hint_black;\n"; + // type + { + String type_code; + + switch (texture_type) { + case TYPE_DATA: + if (color_default == COLOR_DEFAULT_BLACK) { + type_code = "hint_black"; + } + break; + case TYPE_COLOR: + if (color_default == COLOR_DEFAULT_BLACK) { + type_code = "hint_black_albedo"; + } else { + type_code = "hint_albedo"; + } + break; + case TYPE_NORMAL_MAP: + type_code = "hint_normal"; + break; + case TYPE_ANISOTROPY: + type_code = "hint_anisotropy"; + break; + default: + break; + } + + if (!type_code.is_empty()) { + code += " : " + type_code; + has_colon = true; + } + } + + // filter + { + String filter_code; + + switch (texture_filter) { + case FILTER_NEAREST: + filter_code = "filter_nearest"; + break; + case FILTER_LINEAR: + filter_code = "filter_linear"; + break; + case FILTER_NEAREST_MIPMAP: + filter_code = "filter_nearest_mipmap"; + break; + case FILTER_LINEAR_MIPMAP: + filter_code = "filter_linear_mipmap"; + break; + case FILTER_NEAREST_MIPMAP_ANISOTROPIC: + filter_code = "filter_nearest_mipmap_anisotropic"; + break; + case FILTER_LINEAR_MIPMAP_ANISOTROPIC: + filter_code = "filter_linear_mipmap_anisotropic"; + break; + default: + break; + } + + if (!filter_code.is_empty()) { + if (!has_colon) { + code += " : "; + has_colon = true; } else { - code += ";\n"; + code += ", "; } - break; - case TYPE_COLOR: - if (color_default == COLOR_DEFAULT_BLACK) { - code += " : hint_black_albedo;\n"; + code += filter_code; + } + } + + // repeat + { + String repeat_code; + + switch (texture_repeat) { + case REPEAT_ENABLED: + repeat_code = "repeat_enable"; + break; + case REPEAT_DISABLED: + repeat_code = "repeat_disable"; + break; + default: + break; + } + + if (!repeat_code.is_empty()) { + if (!has_colon) { + code += " : "; } else { - code += " : hint_albedo;\n"; + code += ", "; } - break; - case TYPE_NORMAL_MAP: - code += " : hint_normal;\n"; - break; - case TYPE_ANISO: - code += " : hint_aniso;\n"; - break; - default: - code += ";\n"; - break; + code += repeat_code; + } } + code += ";\n"; return code; } @@ -4902,13 +4974,13 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual String id = get_uniform_name(); String code = " {\n"; - if (p_input_vars[0] == String()) { // Use UV by default. - if (p_input_vars[1] == String()) { + if (p_input_vars[0].is_empty()) { // Use UV by default. + if (p_input_vars[1].is_empty()) { code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1] == String()) { + } else if (p_input_vars[1].is_empty()) { //no lod code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { @@ -4947,13 +5019,56 @@ VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get return color_default; } +void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) { + ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX)); + if (texture_filter == p_filter) { + return; + } + texture_filter = p_filter; + emit_changed(); +} + +VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const { + return texture_filter; +} + +void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) { + ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX)); + if (texture_repeat == p_repeat) { + return; + } + texture_repeat = p_repeat; + emit_changed(); +} + +VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const { + return texture_repeat; +} + Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const { Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("texture_type"); - props.push_back("color_default"); + if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) { + props.push_back("color_default"); + } + props.push_back("texture_filter"); + props.push_back("texture_repeat"); return props; } +bool VisualShaderNodeTextureUniform::is_show_prop_names() const { + return true; +} + +Map<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const { + Map<StringName, String> names; + names.insert("texture_type", TTR("Type")); + names.insert("color_default", TTR("Default Color")); + names.insert("texture_filter", TTR("Filter")); + names.insert("texture_repeat", TTR("Repeat")); + return names; +} + void VisualShaderNodeTextureUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type); ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type); @@ -4961,18 +5076,40 @@ void VisualShaderNodeTextureUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default); ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default); + ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter); + ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter); + + ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat); + ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat); + ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black"), "set_color_default", "get_color_default"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat"); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); - BIND_ENUM_CONSTANT(TYPE_ANISO); + BIND_ENUM_CONSTANT(TYPE_ANISOTROPY); BIND_ENUM_CONSTANT(TYPE_MAX); BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE); BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK); BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX); + + BIND_ENUM_CONSTANT(FILTER_DEFAULT); + BIND_ENUM_CONSTANT(FILTER_NEAREST); + BIND_ENUM_CONSTANT(FILTER_LINEAR); + BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP); + BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP); + BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC); + BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC); + BIND_ENUM_CONSTANT(FILTER_MAX); + + BIND_ENUM_CONSTANT(REPEAT_DEFAULT); + BIND_ENUM_CONSTANT(REPEAT_ENABLED); + BIND_ENUM_CONSTANT(REPEAT_DISABLED); + BIND_ENUM_CONSTANT(REPEAT_MAX); } String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const { @@ -5070,11 +5207,11 @@ String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mod String id = get_uniform_name(); String code = " {\n"; - if (p_input_vars[0] == String() && p_input_vars[1] == String()) { + if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) { code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n"; - } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) { + } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) { code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n"; - } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) { + } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) { code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n"; } else { code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; @@ -5154,8 +5291,8 @@ String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mod case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; - case TYPE_ANISO: - code += " : hint_aniso;\n"; + case TYPE_ANISOTROPY: + code += " : hint_anisotropy;\n"; break; default: code += ";\n"; @@ -5227,8 +5364,8 @@ String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, Vi case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; - case TYPE_ANISO: - code += " : hint_aniso;\n"; + case TYPE_ANISOTROPY: + code += " : hint_anisotropy;\n"; break; default: code += ";\n"; @@ -5300,8 +5437,8 @@ String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, Visu case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; - case TYPE_ANISO: - code += " : hint_aniso;\n"; + case TYPE_ANISOTROPY: + code += " : hint_anisotropy;\n"; break; default: code += ";\n"; @@ -5600,12 +5737,12 @@ bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const { String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String normal; String view; - if (p_input_vars[0] == String()) { + if (p_input_vars[0].is_empty()) { normal = "NORMAL"; } else { normal = p_input_vars[0]; } - if (p_input_vars[1] == String()) { + if (p_input_vars[1].is_empty()) { view = "VIEW"; } else { view = p_input_vars[1]; diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 2f3400404c..f1dda634f1 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) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1943,7 +1943,7 @@ public: TYPE_DATA, TYPE_COLOR, TYPE_NORMAL_MAP, - TYPE_ANISO, + TYPE_ANISOTROPY, TYPE_MAX, }; @@ -1953,9 +1953,29 @@ public: COLOR_DEFAULT_MAX, }; + enum TextureFilter { + FILTER_DEFAULT, + FILTER_NEAREST, + FILTER_LINEAR, + FILTER_NEAREST_MIPMAP, + FILTER_LINEAR_MIPMAP, + FILTER_NEAREST_MIPMAP_ANISOTROPIC, + FILTER_LINEAR_MIPMAP_ANISOTROPIC, + FILTER_MAX, + }; + + enum TextureRepeat { + REPEAT_DEFAULT, + REPEAT_ENABLED, + REPEAT_DISABLED, + REPEAT_MAX, + }; + protected: TextureType texture_type = TYPE_DATA; ColorDefault color_default = COLOR_DEFAULT_WHITE; + TextureFilter texture_filter = FILTER_DEFAULT; + TextureRepeat texture_repeat = REPEAT_DEFAULT; protected: static void _bind_methods(); @@ -1975,6 +1995,8 @@ public: virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; + virtual Map<StringName, String> get_editable_properties_names() const override; + virtual bool is_show_prop_names() const override; virtual bool is_code_generated() const override; Vector<StringName> get_editable_properties() const override; @@ -1985,6 +2007,12 @@ public: void set_color_default(ColorDefault p_default); ColorDefault get_color_default() const; + void set_texture_filter(TextureFilter p_filter); + TextureFilter get_texture_filter() const; + + void set_texture_repeat(TextureRepeat p_repeat); + TextureRepeat get_texture_repeat() const; + bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; @@ -1993,6 +2021,8 @@ public: VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType) VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault) +VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureFilter) +VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureRepeat) /////////////////////////////////////// diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp index a7c20b2cb9..c970b9c08b 100644 --- a/scene/resources/visual_shader_particle_nodes.cpp +++ b/scene/resources/visual_shader_particle_nodes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_particle_nodes.h b/scene/resources/visual_shader_particle_nodes.h index ae7ea69225..add6928841 100644 --- a/scene/resources/visual_shader_particle_nodes.h +++ b/scene/resources/visual_shader_particle_nodes.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp index 14c655b129..1b43fda4c5 100644 --- a/scene/resources/visual_shader_sdf_nodes.cpp +++ b/scene/resources/visual_shader_sdf_nodes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -61,7 +61,7 @@ String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const { } String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; + return " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; } VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() { @@ -105,7 +105,7 @@ String VisualShaderNodeScreenUVToSDF::get_input_port_default_hint(int p_port) co } String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; + return " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; } VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() { @@ -142,7 +142,7 @@ String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const { } String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n"; + return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n"; } VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() { @@ -179,7 +179,7 @@ String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const } String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; + return " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; } VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() { @@ -242,13 +242,13 @@ String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualSha code += " {\n"; - if (p_input_vars[0] == String()) { + if (p_input_vars[0].is_empty()) { code += " vec2 __from_pos = vec2(0.0f);\n"; } else { code += " vec2 __from_pos = " + p_input_vars[0] + ".xy;\n"; } - if (p_input_vars[1] == String()) { + if (p_input_vars[1].is_empty()) { code += " vec2 __to_pos = vec2(0.0f);\n"; } else { code += " vec2 __to_pos = " + p_input_vars[1] + ".xy;\n"; diff --git a/scene/resources/visual_shader_sdf_nodes.h b/scene/resources/visual_shader_sdf_nodes.h index 0fcf5ec0b5..d2d1dde4ea 100644 --- a/scene/resources/visual_shader_sdf_nodes.h +++ b/scene/resources/visual_shader_sdf_nodes.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 eceb42ee14..c937d988d2 100644 --- a/scene/resources/world_2d.cpp +++ b/scene/resources/world_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 65f89c8f64..91f9a026d3 100644 --- a/scene/resources/world_2d.h +++ b/scene/resources/world_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.cpp b/scene/resources/world_3d.cpp index 0e1b343eac..c012ab6177 100644 --- a/scene/resources/world_3d.cpp +++ b/scene/resources/world_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_3d.h b/scene/resources/world_3d.h index 2c5be35609..b34b7a2bfb 100644 --- a/scene/resources/world_3d.h +++ b/scene/resources/world_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_boundary_shape_2d.cpp b/scene/resources/world_boundary_shape_2d.cpp index 39af92793f..9789388c6a 100644 --- a/scene/resources/world_boundary_shape_2d.cpp +++ b/scene/resources/world_boundary_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_boundary_shape_2d.h b/scene/resources/world_boundary_shape_2d.h index 4cc60f5985..3275e8c916 100644 --- a/scene/resources/world_boundary_shape_2d.h +++ b/scene/resources/world_boundary_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_boundary_shape_3d.cpp b/scene/resources/world_boundary_shape_3d.cpp index 8cde537164..efa288511d 100644 --- a/scene/resources/world_boundary_shape_3d.cpp +++ b/scene/resources/world_boundary_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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_boundary_shape_3d.h b/scene/resources/world_boundary_shape_3d.h index 853f555ebc..5378bc52c7 100644 --- a/scene/resources/world_boundary_shape_3d.h +++ b/scene/resources/world_boundary_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 a5ed27cb7b..a15c03d675 100644 --- a/scene/scene_string_names.cpp +++ b/scene/scene_string_names.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission 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 b1ace1748c..5589ab327f 100644 --- a/scene/scene_string_names.h +++ b/scene/scene_string_names.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ |