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path: root/modules/visual_script/visual_script_property_selector.cpp
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-3/+3
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-20/+20
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* Fix visual script iconsNick Huelin2021-07-201-3/+9
| | | | This pull request fixes an issue where the visual script icons weren't representative of their data.
* Optimize StringName usagereduz2021-07-181-33/+33
| | | | | | | | | | | * 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.
* Merge pull request #49043 from ↵Rémi Verschelde2021-06-171-2/+3
|\ | | | | | | | | theoway/missing_description_vs_search_window_fixed Fixes missing descriptions in Visual Script search window when adding nodes
| * Fixes missing descriptions in search window of visualscriptUmang Kalra2021-06-151-2/+3
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* | Adding some more missing renames for Transform3D and QuaternionBastiaan Olij2021-06-151-1/+1
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* update property selector's icon list and rename Quat.svg to Quaternion.svgSilc 'Tokage' Renew2021-06-091-1/+1
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* Improve TreeItem API and allow to move nodestrollodel2021-05-171-3/+3
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-3/+3
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Refactor DocData into core and editor (DocTools) partsThakee Nathees2020-12-021-1/+2
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* Refactored variant constructor logicreduz2020-11-091-1/+1
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* Use translated docs in PropertySelectorRémi Verschelde2020-05-281-5/+5
| | | | | | And do the dedent and stripping for both translated and non-translated strings for consistency, and so that we don't need to do it at the call site.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-24/+41
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-17/+0
| | | | | | | | | | | | | | 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.
* Enforce use of bool literals instead of integersRémi Verschelde2020-05-141-3/+3
| | | | | Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
* Replace NULL with nullptrlupoDharkael2020-04-021-12/+12
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-32/+32
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* Working multiple window support, including editorJuan Linietsky2020-03-261-41/+37
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* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.
* Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-1/+1
|\ | | | | Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-1/+1
| | | | | | | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* | Signals: Port more uses of connect_compatRémi Verschelde2020-02-281-1/+5
| | | | | | | | | | | | | | | | | | Those were problematic as they call a method of their parent class, but callable_mp does not allow that unless it's public. To solve it, we declare a local class that calls the parent class' method, which now needs to be protected to be accessible in the derived class.
* | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-10/+5
| | | | | | | | | | | | | | | | | | 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.)
* | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-3/+5
|/ | | | | | | | | | | | | | | | | | | | | - 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.
* Fix suspicious | and + operatorsRafał Mikrut2020-02-231-1/+1
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* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-7/+7
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-7/+7
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-6/+0
| | | | 32 bits.
* Texture refactorJuan Linietsky2020-02-111-2/+2
| | | | | | | | -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
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Remove dependency on the editor directory being in the build's include path.Marcel Admiraal2019-10-101-1/+1
| | | | | | | - Add or remove the necessary subdirectorires to the includes to remove dependency on the editor directory being in the build's include path. - Ensure includes in modified files conform to style guideline. - Remove editor from the build include path.
* Deconstruct node for VisualscriptSwarnim Arun2019-09-291-13/+25
| | | | Adds deconstruct nodes for the built-in types and adds default text to function rename_input_box for the visualscript.
* Visualscript editor graph unification & refactoringSwarnim Arun2019-09-261-28/+57
| | | | Removes the need to have separate graphs per function for the VisualScript Nodes, and refactoring UI and other improvements such as fuzzy search, right click search boxes and in-graph editable nodes
* Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin2019-08-071-6/+8
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* Changed some code showed in LGTM and Coverageqarmin2019-07-201-1/+1
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* Fix always true/false valuesqarmin2019-06-201-2/+1
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* VS: Better uxK. S. Ernest (iFire) Lee2019-05-011-190/+134
| | | | | * In VS functions' put the current node type first. * Cleanup and merge property and method sections.
* Change order of Visual Script Search.K. S. Ernest (iFire) Lee2019-05-011-32/+35
| | | | | | | | | | | | | | Previously: * vs nodes * properties * methods Now: * properties * methods * vs nodes
* Fix -Wsign-compare warnings.marxin2019-02-271-1/+1
| | | | | I decided to modify code in a defensive way. Ideally functions like size() or length() should return an unsigned type.
* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-10/+10
| | | | Fixes #25316.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make visualscript search better.K. S. Ernest (iFire) Lee2018-10-111-23/+33
| | | | | | | | | * There were spaces unequally inside the function definitions. * camelcase_to_underscore() should also work for numbers inside of the camel case. * Removed the builtin concept * Capitalize descriptions from methods too. * Match the visual script functions by removing the empty arguments "( )" * Add some test cases
* Remove redundant "== false" codeAaron Franke2018-10-061-2/+2
| | | | | | Some of this code has been re-organized. f
* Remove redundant "== true" codeAaron Franke2018-10-061-2/+2
| | | If it can be compared to a boolean, it can be evaluated as one in-place.
* After using the generic visual script search, reset the generic search mode ↵K. S. Ernest (iFire) Lee2018-09-301-0/+5
| | | | variable to false.
* Fix various warnings: [-Waddress], [-Wpointer-arith], [-Wwrite-strings], ↵Rémi Verschelde2018-09-271-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | [-Wreturn-local-addr] and more Fixes the following GCC 5 warnings: ``` core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress] servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress] drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith] modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings] platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings] modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr] editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed ```
* Fix warnings for operator precedence disambiguation [-Wparentheses]Rémi Verschelde2018-09-271-7/+4
| | | | | | | | | | | | | | | | | | | | | | Fixes the following GCC 5 warnings: ``` core/io/resource_format_binary.cpp:1721:29: warning: suggest parentheses around arithmetic in operand of '|' [-Wparentheses] core/typedefs.h:108:24: warning: suggest parentheses around comparison in operand of '!=' [-Wparentheses] editor/plugins/spatial_editor_plugin.cpp:2202:58: warning: suggest parentheses around comparison in operand of '!=' [-Wparentheses] editor/plugins/spatial_editor_plugin.cpp:5002:12: warning: suggest explicit braces to avoid ambiguous 'else' [-Wparentheses] main/input_default.cpp:346:59: warning: suggest parentheses around '-' inside '<<' [-Wparentheses] main/input_default.cpp:348:60: warning: suggest parentheses around '-' inside '<<' [-Wparentheses] main/input_default.cpp:579:57: warning: suggest parentheses around '-' inside '<<' [-Wparentheses] modules/gridmap/grid_map_editor_plugin.cpp:613:14: warning: suggest explicit braces to avoid ambiguous 'else' [-Wparentheses] modules/theora/video_stream_theora.cpp:335:34: warning: suggest parentheses around '+' in operand of '&' [-Wparentheses] modules/theora/video_stream_theora.cpp:336:35: warning: suggest parentheses around '+' in operand of '&' [-Wparentheses] modules/visual_script/visual_script_property_selector.cpp:215:38: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/rich_text_label.cpp:424:84: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/rich_text_label.cpp:512:80: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/scroll_container.cpp:173:36: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/scroll_container.cpp:173:86: warning: suggest parentheses around '&&' within '||' [-Wparentheses] scene/gui/tree.cpp:1419:98: warning: suggest parentheses around '&&' within '||' [-Wparentheses] ```