Commit Graph

117 Commits

Author SHA1 Message Date
ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
468157bfe0 Capitalize the SpriteFrames search bar placeholder
Follow-up to https://github.com/godotengine/godot/pull/49488
2022-07-18 20:15:50 -05:00
a4d8c78e48 SpriteFramesEditor Add animation searchbox 2022-07-18 15:47:12 +02:00
e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
180e5d3028 Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
fa3d53ab4e Fixed issue where panels in sprite frames editor couldn't be resized 2022-04-26 02:34:18 +02:00
90782a18b7 Improve Select Frames dialog of SpriteFrames editor 2022-04-09 17:30:00 +08:00
7cabf49e67 Improves SpriteFrames editor 2022-03-15 14:39:40 +08:00
42078dec9f Allow negative indexes in ItemList and PopupMenu 2022-03-12 01:14:03 +01:00
05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
fc076ece3d Revert "Add missing SNAME macro optimization to all theme methods call"
This reverts commit a988fad9a0.

As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
2022-02-08 10:17:25 +01:00
b024602660 Merge pull request #57725 from jmb462/missing-sname-theme-setters 2022-02-07 11:46:25 +01:00
803ac608a6 SpriteFramesEditor Fix crash when selecting non-Texture2D file for splitting 2022-02-06 23:39:04 +01:00
a988fad9a0 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +01:00
93a95ae84a SpriteFramesEditor Incorrect texture type fix 2022-01-25 18:39:26 +01:00
c635ab914d SpriteFramesEditor Show AtlasTexture's source texture path in the frame's tooltip 2022-01-22 17:03:37 +01:00
3f9e50505a Fix AtlasTexture nesting 2022-01-15 00:14:56 +01:00
562fc4cc0d Rename TextureRect.expand to ignore_texture_size 2022-01-07 20:21:17 +01:00
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
841a9ef820 ScrollContainer's scrollbar visibility is now enum 2021-12-07 18:27:12 +01:00
3c0fdcc8ac Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
ad7a6102ae SpriteFramesEditor Fix preview grid in "Select Frames" dialog 2021-09-07 15:27:19 +02:00
5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
8a48cb466e SpriteFramesEditor: preserve source texture margins when creating frames from AtlasTexture 2021-07-29 20:18:39 +02:00
92299989bd Use Ref<T> references as iterators where relevant
And const when possible.
2021-07-26 19:27:11 +02:00
ac3322b0af Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
4e6efd1b07 Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
429382b7e5 Fix hidden seperators when horizontal frames is 1 2021-07-20 19:01:08 -04:00
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
5e8eb20ad6 Allow selecting frames by holding down the mouse in SpriteFrames editor
This complements the existing (Ctrl +) Shift + Left mouse button
multiple frame (de)selection.
2021-06-17 20:11:50 +02:00
7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +02:00
07d346dfa5 SpriteFramesEditor Minor fixes 2021-05-23 10:59:21 +02:00
b5b6d3a8ec Make is_equal_approx have explicit float and double versions 2021-05-20 06:18:11 -04:00
97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
10d7fccb54 Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
e5c5b9570f Scale zoom values in the SpriteFrames editor for hiDPI displays
This closes #46836.
2021-03-12 19:05:45 +01:00
390ff22a8c Create spritesheet for SpriteFrames by drag and dropping.
Close godotengine/godot-proposals#378
2021-01-12 00:51:59 +01:00
b5334d14f7 Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
8509c8c8fc Rename AcceptDialog get_ok() to get_ok_button()
Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-14 18:43:52 +00:00
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
2da7d2c172 Merge pull request #41050 from Calinou/spriteframes-editor-compact
Make the SpriteFrames animation speed SpinBox take less vertical space
2020-09-03 14:40:45 +02:00
f2ef5253f0 Added zoom functionality to sprite frames editor plugin
Zoom buttons and mouse control added to spritesheet preview and animation frames pane.
2020-08-14 11:48:44 +01:00
2427a9cafc Make the SpriteFrames animation speed SpinBox take less vertical space
This makes it possible to display one more animation with the same
vertical space.
2020-08-05 17:25:41 +02:00
56e2c6c704 Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00