Commit Graph

207 Commits

Author SHA1 Message Date
reduz 360dea5348 Add GDExtension support to Script
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core

This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
2022-03-27 16:13:00 +02:00
Haoyu Qiu 0ac6e6acbe More icon updates on theme change 2022-03-15 23:05:41 +08:00
kobewi 42078dec9f Allow negative indexes in ItemList and PopupMenu 2022-03-12 01:14:03 +01:00
kobewi 2057ea2883 Remove duplicate editor settings definitions 2022-03-06 22:05:49 +01:00
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
trollodel 05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
Rémi Verschelde 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
jmb462 a988fad9a0 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +01:00
Yuri Roubinsky 050f746e19 Fix theming update of shader editor 2022-01-25 12:10:07 +03:00
Yuri Roubinsky 422f7b280f Optimize include files to improve `shader_language.h` compilation speed 2022-01-12 14:19:12 +03:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky fd9c92d4ab Add a shader warning when the uniform buffer limit is exceeded 2022-01-03 16:24:56 +03:00
Yuri Roubinsky e8a457ba89 Refactor render_mode in shaders, forbid declaring duplicates 2021-12-21 22:20:09 +03:00
Yuri Roubinsky 76f6c0849c Make `compile` shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
jmb462 81efebb3a1
Fix bad popups offset in editor with single window off
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2021-12-06 14:29:48 +01:00
Yuri Roubinsky eabf8f5edf Added `reset_size` method to `Control` and `Window` classes 2021-11-22 16:55:21 +03:00
Hugo Locurcio 14d8ea767d
Tweak the built-ins color highlighting in the shader editor (take 2)
The new color is more distinguishable from other variables and
symbols.
2021-11-15 23:40:57 +01:00
Rémi Verschelde 5341e6010e
Allow dehardcoding documentation branch and URL in docs links
This makes it possible to change the branch of the documentation that
URLs are pointing to without having to modify all class reference
files.

In the XML class reference, the `$DOCS_URL` placeholder should be used,
and will be replaced automatically in the editor and when generating
the RST class reference.

The documentation branch string is set in `version.py`.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-11-15 13:02:21 +01:00
Aaron Franke 3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
kobewi e393c2a734 Add is_built_in() method to Resource 2021-11-04 12:45:58 +01:00
clayjohn 1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Paulb23 bcfc591f86 Reorganise text editor settings 2021-08-16 17:18:49 +01:00
Paulb23 ae4dcb8918 Cleanup and bind remaing methods in TextEdit 2021-08-12 11:43:35 +01:00
Paulb23 9ec3e7f3d7 Cleanup TextEdit selection methods 2021-08-12 09:29:56 +01:00
Paulb23 d5dcaee4c5 Cleanup and rename caret operations 2021-08-12 09:29:13 +01:00
Paulb23 dd5a37f556 Move symbol lookup into CodeEdit 2021-08-01 12:06:33 +01:00
Paulb23 12f0053555 Move auto brace completion to CodeEdit 2021-08-01 12:06:33 +01:00
Rémi Verschelde ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
luz paz 3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
reduz 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
Rémi Verschelde d41f4aca77
Script editor: Rename 'Clone Down' to 'Duplicate Selection'
Fixes #36670.
2021-06-29 12:14:24 +02:00
Paulb23 1a0cfc219b Move indent management to CodeEdit 2021-06-20 20:00:54 +01:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Eric M d0e78c86d7 Added support for scripts reporting multiple errors to ScriptTextEditor
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
2021-06-19 22:20:30 +10:00
kobewi da6aebeb4c Move FindReplaceBar out of CodeTextEditor 2021-06-08 23:23:07 +02:00
Paulb23 c1b9971ad8 Move and expose Code Hint in CodeEdit 2021-06-01 15:38:45 +01:00
Paulb23 1c16673798 Move and expose AutoComplete in CodeEdit 2021-06-01 15:38:45 +01:00
Paulb23 680dc9e81a Add comment and string tracking to CodeEdit 2021-06-01 15:38:45 +01:00
kobewi 0ac5be1e67 Reset Shader Editor scroll when changing shader 2021-05-23 13:54:45 +02:00
Yuri Roubinsky 084648bd18 Basic warning support implementation for the Godot Shading Language. 2021-05-22 19:24:31 +03:00
Paulb23 00e10a842f Add custom background line colour to TextEdit and remove marked lines 2021-05-22 14:41:55 +01:00
Hugo Locurcio e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Aaron Franke 10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Eric M 49714b0963 Removed hardcoded shortcuts from /scene and converted to input actions
This removes hardcoded actions from things like LineEdit and TextEdit.

Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18 16:22:51 +01:00
reduz f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Marcel Admiraal 8eb39f4e8b Change themes *_color_* to *_*_color
Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color

Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
2021-01-24 06:28:49 +00:00
Yuri Roubinsky 88924bbbc6 Fix shader editor documentation link 2021-01-05 13:46:33 +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
Marcel Admiraal 4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Marcel Admiraal 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
Rafał Mikrut e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
Eric M efe5c250d5 Implement new shortcuts system.
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23 21:14:26 +10:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Paulb23 c0da97d29c Remove breakpoints from editor settings 2020-09-10 20:35:28 +01:00
Paulb23 4d7df24d46 Add main_gutter (breakpoints, bookmarks, execution lines) to code_edit 2020-09-10 20:35:28 +01:00
Paulb23 1353ed5e44 Added Line numbers to CodeEdit 2020-09-10 20:35:28 +01:00
Paulb23 a0b409cb14 Add and convert editor to use CodeEdit 2020-09-10 20:35:27 +01:00
Brian Semrau 69d1c48b73 Fixed shader editor comment highlighting 2020-07-28 15:16:24 -04:00
Hugo Locurcio bfc644a9aa
Tweak the built-ins color highlighting in the shader editor
This makes built-ins easier to distinguish from keywords at a
quick glance.
2020-07-15 23:03:26 +02:00
Rémi Verschelde c8523038cc
Merge pull request #40268 from DanielZTing/master
Fix cancel/OK button order on macOS
2020-07-15 09:21:04 +02:00
Paulb23 bc4cee4458 Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Daniel Ting 9605fc54c7 Fix cancel/OK button order on macOS
The macOS platform convention regarding button order is cancel on left,
OK on right.
2020-07-10 15:10:11 -05:00
Juan Linietsky 438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
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 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +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
Juan Linietsky 0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky 441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky 8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Rémi Verschelde e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Rémi Verschelde 01afc442c7 Signals: Port connect calls to use callable_mp
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.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde 2d904d2f80
Merge pull request #36232 from Calinou/add-soft-line-length-guideline
Add a soft line length guideline to the script editor
2020-02-27 21:10:42 +01:00
bruvzg 1af06d3d46
Rename `scancode` to `keycode`.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Hugo Locurcio 3e4b508c3b
Add a soft line length guideline to the script editor
The default value is 80. The hard line length guideline's
default column has been moved to 100 to account for the new
soft line length guideline.

It can be disabled by setting its value to the same column as the
hard line length guideline.

This closes https://github.com/godotengine/godot-proposals/issues/347.
2020-02-15 03:02:40 +01:00
Yuri Roubinsky 24368206ca Few enchancements for shader editor 2020-02-06 17:50:12 +03:00
Yuri Roubinsky 41acb1f6ba Fix minimap updating in shader tab 2020-01-18 12:31:33 +03:00
Haoyu Qiu 65e2230f6e Fixes min size of various editor plugins on HiDPI
* AnimationTree
* AudioStream
* ResourcePreloader
* ShaderEditor
* VisualShaderEditor
2020-01-12 15:24:15 +08:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Rémi Verschelde 96b46a5c00
Merge pull request #32484 from Chaosus/shader_fix
Removed unnecessary shader error log messages
2019-10-02 21:03:50 +02:00
Yuri Roubinsky 1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
Alexander Holland 35452e1ab4 Update ScriptEditor and ShaderEditor Tooltip
fix #32417
2019-10-02 11:21:59 +02:00
Paul Trojahn ba24bc1e04 Support menu key in TextEdit and LineEdit controls
Related to #15542
2019-09-22 12:06:24 +02:00
Cykyrios ed00313a0b Reorganize & rename text editor settings categories
Add Navigation category for scroll and minimap settings.
Rename Line Numbers category to Appearance.
Rename Open Scripts category to Script List.
Rename "Draw Minimap" setting to "Show Minimap" (this is more consistent with other settings).

Reorder settings by category in code_editor.cpp to match settings list
2019-09-01 13:33:37 +02:00
Tomasz Chabora 766b27662a Clear undo history on shader load 2019-08-26 15:15:29 +02:00
Michael Alexsander Silva Dias 31584dd511 Move "Go to Function/Line" to "Go To" menu 2019-08-08 22:36:51 -03:00
Yuri Roubinski 770ce20ea3 Added link to docs for shader editor 2019-08-02 17:09:04 +03:00
geequlim 253cd73f1d Fix code completion for shader editor 2019-07-06 12:03:17 +08:00
Rémi Verschelde f5d9454a4b
Merge pull request #29071 from YeldhamDev/improve_bookmarks
Improve bookmarks
2019-07-01 16:34:17 +02:00
Gwyneth Lowe 7142064110 Correct typo that broke custom selected font color
Change several font_selected_color to font_color_selected; the actual name of the override
2019-06-24 04:55:29 -05:00
Paulb23 eed3753357 Reload text shaders when externaly edited, issue 19852 2019-06-01 14:05:44 +01:00
Michael Alexsander Silva Dias e12b482022 Improve bookmarks 2019-05-24 13:17:09 -03:00
Tomasz Chabora 0bfcf8bc2f Add bookmarks for easier code navigation 2019-05-05 18:57:53 +02:00