Use switch instead of if statement
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584ca0f156
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7a1b399df2
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@ -238,14 +238,8 @@ void EditorNode::_unhandled_input(const Ref<InputEvent> &p_event) {
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void EditorNode::_notification(int p_what) {
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if (p_what == NOTIFICATION_EXIT_TREE) {
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editor_data.save_editor_external_data();
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FileAccess::set_file_close_fail_notify_callback(NULL);
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log->deinit(); // do not get messages anymore
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}
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if (p_what == NOTIFICATION_PROCESS) {
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switch (p_what) {
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case NOTIFICATION_PROCESS: {
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if (opening_prev && !confirmation->is_visible())
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opening_prev = false;
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@ -284,9 +278,9 @@ void EditorNode::_notification(int p_what) {
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scene_root->set_size_override(true, Size2(ProjectSettings::get_singleton()->get("display/window/size/width"), ProjectSettings::get_singleton()->get("display/window/size/height")));
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ResourceImporterTexture::get_singleton()->update_imports();
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}
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if (p_what == NOTIFICATION_ENTER_TREE) {
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} break;
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case NOTIFICATION_ENTER_TREE: {
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Engine::get_singleton()->set_editor_hint(true);
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OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(int(EDITOR_GET("interface/editor/low_processor_mode_sleep_usec")));
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@ -298,13 +292,16 @@ void EditorNode::_notification(int p_what) {
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get_tree()->connect("files_dropped", this, "_dropped_files");
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/* DO NOT LOAD SCENES HERE, WAIT FOR FILE SCANNING AND REIMPORT TO COMPLETE */
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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} break;
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case NOTIFICATION_EXIT_TREE: {
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editor_data.save_editor_external_data();
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FileAccess::set_file_close_fail_notify_callback(NULL);
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log->deinit(); // do not get messages anymore
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editor_data.clear_edited_scenes();
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}
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if (p_what == NOTIFICATION_READY) {
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} break;
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case NOTIFICATION_READY: {
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VisualServer::get_singleton()->viewport_set_hide_scenario(get_scene_root()->get_viewport_rid(), true);
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VisualServer::get_singleton()->viewport_set_hide_canvas(get_scene_root()->get_viewport_rid(), true);
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@ -321,28 +318,28 @@ void EditorNode::_notification(int p_what) {
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_update_debug_options();
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/* DO NOT LOAD SCENES HERE, WAIT FOR FILE SCANNING AND REIMPORT TO COMPLETE */
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}
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} break;
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if (p_what == MainLoop::NOTIFICATION_WM_FOCUS_IN) {
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case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
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// Restore the original FPS cap after focusing back on the editor
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OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(int(EDITOR_GET("interface/editor/low_processor_mode_sleep_usec")));
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EditorFileSystem::get_singleton()->scan_changes();
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}
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} break;
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if (p_what == MainLoop::NOTIFICATION_WM_FOCUS_OUT) {
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case MainLoop::NOTIFICATION_WM_FOCUS_OUT: {
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// Set a low FPS cap to decrease CPU/GPU usage while the editor is unfocused
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OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(int(EDITOR_GET("interface/editor/unfocused_low_processor_mode_sleep_usec")));
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}
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} break;
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if (p_what == MainLoop::NOTIFICATION_WM_QUIT_REQUEST) {
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case MainLoop::NOTIFICATION_WM_QUIT_REQUEST: {
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_menu_option_confirm(FILE_QUIT, false);
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}
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} break;
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if (p_what == EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED) {
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case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
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scene_tabs->set_tab_close_display_policy((bool(EDITOR_GET("interface/scene_tabs/always_show_close_button")) ? Tabs::CLOSE_BUTTON_SHOW_ALWAYS : Tabs::CLOSE_BUTTON_SHOW_ACTIVE_ONLY));
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Ref<Theme> theme = create_editor_theme(theme_base->get_theme());
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@ -413,10 +410,11 @@ void EditorNode::_notification(int p_what) {
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p->set_item_icon(p->get_item_index(HELP_ABOUT), gui_base->get_icon("Godot", "EditorIcons"));
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_update_update_spinner();
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}
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} break;
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if (p_what == Control::NOTIFICATION_RESIZED) {
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case Control::NOTIFICATION_RESIZED: {
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_update_scene_tabs();
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} break;
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}
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}
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