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path: root/editor/animation_track_editor.cpp
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2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Enforce use of bool literals instead of integersRémi Verschelde
Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-23Fix crash when changing time value of multiple animation keys at once via ↵Michael Alexsander
inspector
2020-04-10Merge pull request #37602 from Janglee123/reversed-zoom-scale-animtion-playerRémi Verschelde
Reversed timeline zoom slider of AnimationPlayer
2020-04-07Reversed timeline zoom sliderjanglee
Fixes #37409
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-26Popups have also been converted to windowsJuan Linietsky
Controls using the old modal API have been replaced to use popups.
2020-03-26Open sub-windows as embedded if the OS does not support themJuan Linietsky
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-03-26Refactored input, goes all via windows now.Juan Linietsky
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26Added a Window node, and made it the scene root.Juan Linietsky
Still a lot of work to do.
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-26Fixed editor crash when the animation player has no root assigned.Andrea Catania
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-23Signals: Make callbacks non-const, callable_mp can't handle itRémi Verschelde
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-10Merge pull request #33903 from gururise/anim_length_editRémi Verschelde
change step size of anim length EditSpinSlider to match min anim length
2020-01-24Fixes leak in Animation Track editorHaoyu Qiu
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-10Fix inserting bezier curve in Animation editorvolzhs
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-30Makes more editor strings translatableHaoyu Qiu
* Title of Sprite Editor convert preview dialogs * Title of UV Channel Debug dialog * Various editor warnings * GridMap popup menu item "Paste Selects" * Tileset editor shape button texts * MeshLibrary update confirmation text
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-11-25change step size of animation length EditSpinSlider to match minimum ↵gururise
animation length
2019-11-17Fix animation key snapping at high zoomsTomasz Chabora
2019-11-04Fixed cases where labels with autowrap can overflow the editor uiPouleyKetchoupp
Fixes #33155
2019-10-21Enhancements and fixes for the animation editor's copy track dialogMichael Alexsander
2019-09-25Fixed missing argument for clear_selection signal in Bezier Curve editorPouleyKetchoupp
Also removed unused clear_selection signal in Animation Track editor (never emitted) Fixes #32348
2019-09-23Fixes in AnimationTrackEditor around bezier curvesPouleyKetchoupp
- Undo add bezier track (#31695) - Undo insert keys for several properties - Insert keys for several properties using bezier curves (#31698) - Insert keys for 2d rotation using bezier curve (#28429) - Insert keys for existing bezier track (#31697) - Auto-insert keys for bezier track (#31696) - Number of tracks in insert keys confirmation message
2019-09-20Merge pull request #32146 from YeldhamDev/key_bezier_int_realRémi Verschelde
Fix keying integer and float values from inspector not being able to use bezier curves
2019-09-20Merge pull request #32129 from YeldhamDev/fix_track_removal_errorsRémi Verschelde
Fix errors in the animation editor when removing tracks via undo/redo
2019-09-15Fix keying integer and float values from inspector not being able to use ↵Michael Alexsander Silva Dias
bezier curves
2019-09-13Fix errors in the animation editor when removing tracks via undo/redoMichael Alexsander Silva Dias
2019-09-04Add informational messages to various editorsMichael Alexsander Silva Dias
2019-08-23Change mouse cursor when hovering a resize area in the animation editorHugo Locurcio
This also scales the default width of the track name column on hiDPI displays.
2019-08-17Merge pull request #31424 from Calinou/improve-animation-editor-timelineRémi Verschelde
Improve timeline drawing in the animation editor
2019-08-17Improve timeline drawing in the animation editorHugo Locurcio
A small arrow-like icon is now drawn at the top of the timeline. The timeline is now also wider as to be more visible.
2019-08-15Add an outline to box selection rectangles for better visibilityHugo Locurcio
This also refactors selection box color definitions to avoid repetition.
2019-08-06Tweak range steps in the animation editorHugo Locurcio
This makes the step of the "frame" SpinBox larger, so that clicking on the SpinBox arrows will make the number increase in a visible manner. Previously, the full number was being cut off due to the SpinBox being narrow. This also makes the "step" SpinBox allow for more precise input.