1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Add missing SNAME macro optimization in some function calls

This commit is contained in:
jmb462
2022-02-06 15:53:53 +01:00
parent fd0d2dcabf
commit 1ce81dc5f2
27 changed files with 217 additions and 217 deletions

View File

@@ -365,9 +365,9 @@ bool SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent, bool p_scroll
} else if (p_node->is_class("CanvasLayer")) {
bool v = p_node->call("is_visible");
if (v) {
item->add_button(0, get_theme_icon("GuiVisibilityVisible", "EditorIcons"), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));
item->add_button(0, get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));
} else {
item->add_button(0, get_theme_icon("GuiVisibilityHidden", "EditorIcons"), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));
item->add_button(0, get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));
}
if (!p_node->is_connected("visibility_changed", callable_mp(this, &SceneTreeEditor::_node_visibility_changed))) {