Commit Graph

152 Commits

Author SHA1 Message Date
Rémi Verschelde 5371009d8e Object: Remove unused category boilerplate
We might want to re-add something like this if/when we find a good use case
for it and do the effort to categorize all objects in the API properly.

Until then, it's better to remove that boilerplate since it's not needed.

Closes #18711.
2022-03-26 15:46:01 +01:00
reduz 09b951b99b Refactor Object metadata
* API kept the same (Although functions could be renamed to set_metadata/get_metadata in a later PR), so not much should change.
* Metadata now exposed as individual properties.
* Properties are editable in inspector (unless metadata name begins with _) under the metadata/ namespace.
* Added the ability to Add/Remove metadata properties to the inspector.

This is a functionality that was requested very often, that makes metadata work a bit more similar to custom properties in Blender.
2022-03-24 14:21:52 +01:00
kobewi 3eb7fc4bfd Add optional 'default' argument to get_meta() 2022-03-22 15:50:47 +01:00
Rémi Verschelde 952b71a425
Merge pull request #58751 from bruvzg/loc_str_props 2022-03-11 10:45:02 +01:00
reduz 6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00
reduz 21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
bruvzg 12cb6386f6
Improve app name and system permission message localization.
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
2022-03-04 18:11:31 +02:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Yuri Sizov 107b6f299c Reorganize inspector layout workflow for Control nodes 2022-02-10 20:29:34 +03:00
Nathan Franke 8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
bruvzg 40c56ed410
Improve locale detection.
Use separate language, script and country lists.
Add locale selection dialog and property hint.
2022-01-18 14:30:00 +02:00
Rémi Verschelde 585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings 2022-01-12 15:24:17 +01:00
Rémi Verschelde ba2bdc478b
Style: Remove inconsistently used `@author` docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde 5ae0f0f199
Merge pull request #56469 from Zylann/remove_gdclass_inherits_static 2022-01-04 14:28:41 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Marc Gilleron a88e1ce362 Remove unused `inherits_static` from GDCLASS 2022-01-03 20:24:16 +00:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Gilles Roudière 4fc0fb826a Change gdnative interface so that Godot object initialization should be triggered from the extension side 2021-11-30 16:55:48 +01:00
Hugo Locurcio c012fbc8b2
Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Rémi Verschelde f42ef8d5f9
CI: Update to clang-format 13 using LLVM repo 2021-10-28 17:11:00 +02:00
Gilles Roudière 4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
Silc 'Tokage' Renew facf8f1883 Apply set_read_only() to child classes of EditorProperty elements 2021-09-05 18:22:17 +09:00
Haoyu Qiu eba7265a1c Fix misspelled "overriden"
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-26 01:44:01 +08:00
reduz 44d62a9f4b Implement NativeExtension pointer arguments
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23 19:58:40 -03:00
reduz 3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
PouleyKetchoupp 645bc94bfc Fix capsule height/radius setters with linked properties
Capsule height and radius setters can modify each other, rather than
using clamping, to avoid cases where values are not set correctly when
loading a scene (depending on the order of properties).

Inspector undo/redo:
Added the possibility to link properties together in the editor, so
they can be undone together, for cases where a property can modify
another one.

Gizmo undo/redo:
Capsule handles pass both radius and height values so they can be undone
together.
2021-08-19 10:31:19 -07:00
Max Hilbrunner 81f7d1890b Namespaces instead of underscore prefix for binds
Thanks to neikeq for the initial work.

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:09 +02:00
Ignacio Roldán Etcheverry 5ea500e599 Fix C# native instance bindings after recent re-write
This was needed after: 4469144891
2021-08-16 17:16:36 +02:00
George Marques 626c0b6905
Add a instance callback for extensions
This sends the Godot object instance back to the extension so they can
keep a pointer for function calls.

Incidentally fix argument order on instance bindings callback for free()
2021-08-05 14:56:13 -03:00
Fabio Alessandrelli 1147fa5c19 Make Object "meta" functions take StringName.
The various get_meta, set_meta, has_meta, get_meta_list, remove_meta
functions now uses StringName, allowing further optimizations via the
SNAME macro when used from C++ (this PR does not change the various
usage though).
2021-07-22 22:52:30 +02:00
Rémi Verschelde b4baec08cf
Merge pull request #50206 from groud/undoredo_increase_args_count
Increase the number of arguments accepted by UndoRedo methods
2021-07-20 09:50:01 +02:00
reduz b5d5d13f56 Add ability to set object instance binding on creation
* Required by binding generators
* Makes it easier to create the bindings on construction.
2021-07-15 11:41:57 -03:00
Yuri Sizov 4ee0e6ddf5 Add type variations to Theme 2021-07-13 02:26:28 +03:00
reduz 4469144891 Redo how instance bindings work
* The harcoded 8 slots are no more and impose limits in the new extension system.
* New system is limitless, although it will impose small performance hit with a mutex.
* Use a token to request the instance binding.

**Warning**: Mono will most likely break as a result of this, will need to be modified to use the new system.
2021-07-08 17:08:12 -03:00
Gilles Roudière 2f9a0268dd Increase the number of arguments accepted by UndoRedo methods 2021-07-06 18:52:28 +02:00
Aaron Franke 2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
reduz 75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
reduz b1d15c51bc Implement native extension system
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
2021-06-25 17:32:45 -03:00
Aaron Franke 8b692e8872
Add PROPERTY_USAGE_NONE and use it 2021-06-17 19:10:26 -04:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
reduz 98a81fe8aa Add API for registering native extensions
* First step for GDNative to behave more like modules
* Only Object and ClassDB, the rest needs to happen on the GDNative side.
2021-06-04 14:56:46 -03:00
Gilles Roudière ba1344408f Implement Navigation layers 2021-03-10 11:23:06 +01:00
Rémi Verschelde 310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
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
Andrii Doroshenko (Xrayez) 9aa06c3e65 Make `property_list_changed_notify` protected in `Object`
Alternative to `_change_notify()` to be called from within C++ classes.

Achieves low-level consistency with scripting, where this method is
exposed for updating the editor (inspector) with new values.
2020-12-10 14:27:41 +02:00
Tomasz Chabora 2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
Aaron Franke 1b348b3c17
Remove connect *_compat methods 2020-12-05 17:56:47 -05:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
reduz 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