Commit Graph

168 Commits

Author SHA1 Message Date
kobewi ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
SnailRhymer 0ac971c0d3 Fix default values for rotation snapping in canvas_item_editor_plugin.cpp
Default values for snap_rotation_step and snap_rotation_offset were transposed. Swap them back.
2022-07-30 20:05:24 +01:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Yuri Sizov dcd64799ef Use FlowContainer to handle toolbar overflow more gracefully 2022-07-20 20:43:45 +03:00
kobewi 87fb95f1ff Clear drag_selection when drag ends 2022-07-14 14:51:47 +02:00
kobewi 072e2ff659 Show the transform operation numbers in 2D 2022-07-05 13:19:32 +02:00
FireForge 42d1a96904 Add rounded corners to the contextual toolbar
- Move contextual toolbar stylebox to the editor theme because it's the same in the 2D and 3D editors
2022-05-25 15:43:40 -05:00
reduz 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
Rémi Verschelde c273ddc3ee Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
bruvzg d1207a0504
[Input] Add extra `shortcut_input` input processing step to process Unicode character input with Alt / Ctrl modifiers, after processing of shortcuts. 2022-04-05 13:46:45 +03:00
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Haoyu Qiu d07fd739ca Separate 2D grid visibility and grid snap 2022-03-15 08:54:07 +08:00
Haoyu Qiu 33ad21d2ed Utilize mouse position when zooming with shortcuts in 2D editor 2022-02-23 20:45:44 +08:00
megalobyte 8824b6c5e9 Update if == NOTIFICATION_* to switch statements to match coding style 2022-02-16 08:44:37 -05:00
Rémi Verschelde 11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
trollodel 05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
Hendrik Brucker b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Yuri Sizov 107b6f299c Reorganize inspector layout workflow for Control nodes 2022-02-10 20:29:34 +03:00
kobewi 2cd0c3f8be Improve 2D editor's right-click menu 2022-01-27 03:02:45 +01:00
kobewi 98692d68c3 Minor tweaks and fixes to panning 2022-01-23 13:49:53 +01:00
kobewi 74bfe88267 Add ViewPanner to 2D editor 2022-01-21 18:35:06 +01:00
Haoyu Qiu 8fc73539e9 Allow showing both left and right side panels 2022-01-08 20:31:22 +08:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
kobewi 030697e06c Move container warning to the toaster 2021-11-23 16:17:19 +01:00
Marcel Admiraal 87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
reduz 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
Rémi Verschelde 62c6347a27
Merge pull request #51035 from foxydevloper/drag-drop-more-support
Improve drag and dropping files into viewport by supporting more types
2021-08-13 14:57:10 +02:00
Aaron Franke eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
foxydevloper e62ad6ad80 Improve drag and drop by supporting more file types & node types
Adds support for dragging in all files of type Texture2D for 2D.
Adds support for dragging in all files of type Mesh for 3D.
Replaces adding texture as Light2D with PointLight2D.
Add more node types that textures can be added as
- TextureButton
- CPUParticles2D
2021-08-10 13:05:17 -04:00
Aaron Franke 430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Aaron Franke 84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Aaron Franke dbad475fc7
Use real_t in editor plugins
Also use const more often and delete dead code in CanvasItemEditor
2021-08-01 21:48:34 -05:00
Hugo Locurcio 81d2d2b41a
Highlight context menu items at the top of the 2D/3D viewports
This makes it easier to notice that some menu items only appear when
specific nodes are selected.

This change applies to both 2D and 3D editors, including both plugin-based
menus and the hardcoded 2D layout/animation contextual menus.
2021-07-27 16:45:02 +02:00
Rémi Verschelde 9f8d892e4e
Merge pull request #49310 from foxydevloper/add-drag-threshold-select-mode
Prevent accidental drags by adding drag distance threshold
2021-06-15 15:34:28 +02:00
TwistedTwigleg 8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
fox 00a4ee5cf3 Add threshold to dragging nodes with select to prevent accidental drags 2021-06-04 11:39:46 -04:00
Gilles Roudière a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
Tomasz Chabora 8df22a03c4 Allow to create a node at specific position 2021-02-26 14:40:28 +01:00
Rémi Verschelde 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
Marcel Admiraal 4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Rafał Mikrut e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
Hugo Locurcio 3e0226515e
Rename ShortCut to Shortcut which is more grammatically correct
See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
2020-09-09 21:54:54 +02:00
Rémi Verschelde 5671469724
Merge pull request #37336 from dreamsComeTrue/canvas-editor-change-cursor
Request immediate refresh of cursor in 2D editor while using shortcuts
2020-07-23 09:49:48 +02:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Hugo Locurcio 31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
johan fea6ca20c9 2D Editor: modified zoom increment to the twelveth root of two
- properly visit power of 2 factors (50%, 100%, 200%...)
- index based zoom values to prevent floating point issues
- Fix 2d editor not able to reach min and max zoom values
2020-06-04 21:48:55 -04:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00