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Texture refactor
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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@@ -122,7 +122,7 @@ struct _TECategory {
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Set<RefItem<StyleBox> > stylebox_items;
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Set<RefItem<Font> > font_items;
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Set<RefItem<Texture> > icon_items;
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Set<RefItem<Texture2D> > icon_items;
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Set<Item<Color> > color_items;
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Set<Item<int> > constant_items;
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@@ -167,7 +167,7 @@ void ThemeEditor::_save_template_cbk(String fname) {
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List<StringName> icon_list;
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Theme::get_default()->get_icon_list(E->key(), &icon_list);
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for (List<StringName>::Element *F = icon_list.front(); F; F = F->next()) {
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_TECategory::RefItem<Texture> it;
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_TECategory::RefItem<Texture2D> it;
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it.name = F->get();
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it.item = Theme::get_default()->get_icon(F->get(), E->key());
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tc.icon_items.insert(it);
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@@ -291,7 +291,7 @@ void ThemeEditor::_save_template_cbk(String fname) {
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if (tc.icon_items.size())
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file->store_line("\n; Icon Items:\n");
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for (Set<_TECategory::RefItem<Texture> >::Element *F = tc.icon_items.front(); F; F = F->next()) {
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for (Set<_TECategory::RefItem<Texture2D> >::Element *F = tc.icon_items.front(); F; F = F->next()) {
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file->store_line(E->key() + "." + F->get().name + " = default");
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}
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@@ -324,7 +324,7 @@ void ThemeEditor::_dialog_cbk() {
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switch (type_select->get_selected()) {
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case 0: theme->set_icon(name_edit->get_text(), type_edit->get_text(), Ref<Texture>()); break;
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case 0: theme->set_icon(name_edit->get_text(), type_edit->get_text(), Ref<Texture2D>()); break;
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case 1: theme->set_stylebox(name_edit->get_text(), type_edit->get_text(), Ref<StyleBox>()); break;
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case 2: theme->set_font(name_edit->get_text(), type_edit->get_text(), Ref<Font>()); break;
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case 3: theme->set_color(name_edit->get_text(), type_edit->get_text(), Color()); break;
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@@ -341,7 +341,7 @@ void ThemeEditor::_dialog_cbk() {
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names.clear();
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Theme::get_default()->get_icon_list(fromtype, &names);
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for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
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theme->set_icon(E->get(), fromtype, Ref<Texture>());
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theme->set_icon(E->get(), fromtype, Ref<Texture2D>());
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}
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}
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{
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@@ -454,7 +454,7 @@ void ThemeEditor::_theme_menu_cbk(int p_option) {
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base_theme->get_icon_list(type, &icons);
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for (List<StringName>::Element *E = icons.front(); E; E = E->next()) {
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theme->set_icon(E->get(), type, import ? base_theme->get_icon(E->get(), type) : Ref<Texture>());
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theme->set_icon(E->get(), type, import ? base_theme->get_icon(E->get(), type) : Ref<Texture2D>());
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}
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List<StringName> shaders;
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