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Use Core/Scene stringnames consistently
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@@ -1635,11 +1635,11 @@ void SpriteFramesEditor::_remove_sprite_node() {
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if (animated_sprite->is_connected("sprite_frames_changed", callable_mp(this, &SpriteFramesEditor::_edit))) {
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animated_sprite->disconnect("sprite_frames_changed", callable_mp(this, &SpriteFramesEditor::_edit));
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}
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if (animated_sprite->is_connected("animation_changed", callable_mp(this, &SpriteFramesEditor::_sync_animation))) {
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animated_sprite->disconnect("animation_changed", callable_mp(this, &SpriteFramesEditor::_sync_animation));
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if (animated_sprite->is_connected(SceneStringName(animation_changed), callable_mp(this, &SpriteFramesEditor::_sync_animation))) {
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animated_sprite->disconnect(SceneStringName(animation_changed), callable_mp(this, &SpriteFramesEditor::_sync_animation));
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}
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if (animated_sprite->is_connected("animation_finished", callable_mp(this, &SpriteFramesEditor::_update_stop_icon))) {
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animated_sprite->disconnect("animation_finished", callable_mp(this, &SpriteFramesEditor::_update_stop_icon));
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if (animated_sprite->is_connected(SceneStringName(animation_finished), callable_mp(this, &SpriteFramesEditor::_update_stop_icon))) {
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animated_sprite->disconnect(SceneStringName(animation_finished), callable_mp(this, &SpriteFramesEditor::_update_stop_icon));
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}
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animated_sprite = nullptr;
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}
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@@ -1662,11 +1662,11 @@ void SpriteFramesEditor::_fetch_sprite_node() {
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if (!animated_sprite->is_connected("sprite_frames_changed", callable_mp(this, &SpriteFramesEditor::_edit))) {
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animated_sprite->connect("sprite_frames_changed", callable_mp(this, &SpriteFramesEditor::_edit));
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}
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if (!animated_sprite->is_connected("animation_changed", callable_mp(this, &SpriteFramesEditor::_sync_animation))) {
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animated_sprite->connect("animation_changed", callable_mp(this, &SpriteFramesEditor::_sync_animation), CONNECT_DEFERRED);
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if (!animated_sprite->is_connected(SceneStringName(animation_changed), callable_mp(this, &SpriteFramesEditor::_sync_animation))) {
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animated_sprite->connect(SceneStringName(animation_changed), callable_mp(this, &SpriteFramesEditor::_sync_animation), CONNECT_DEFERRED);
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}
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if (!animated_sprite->is_connected("animation_finished", callable_mp(this, &SpriteFramesEditor::_update_stop_icon))) {
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animated_sprite->connect("animation_finished", callable_mp(this, &SpriteFramesEditor::_update_stop_icon));
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if (!animated_sprite->is_connected(SceneStringName(animation_finished), callable_mp(this, &SpriteFramesEditor::_update_stop_icon))) {
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animated_sprite->connect(SceneStringName(animation_finished), callable_mp(this, &SpriteFramesEditor::_update_stop_icon));
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}
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show_node_edit = true;
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}
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@@ -2005,7 +2005,7 @@ SpriteFramesEditor::SpriteFramesEditor() {
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frame_list->set_icon_mode(ItemList::ICON_MODE_TOP);
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frame_list->set_max_text_lines(2);
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SET_DRAG_FORWARDING_GCD(frame_list, SpriteFramesEditor);
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frame_list->connect("gui_input", callable_mp(this, &SpriteFramesEditor::_frame_list_gui_input));
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frame_list->connect(SceneStringName(gui_input), callable_mp(this, &SpriteFramesEditor::_frame_list_gui_input));
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// HACK: The item_selected signal is emitted before the Frame Duration spinbox loses focus and applies the change.
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frame_list->connect("multi_selected", callable_mp(this, &SpriteFramesEditor::_frame_list_item_selected), CONNECT_DEFERRED);
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@@ -2124,11 +2124,11 @@ SpriteFramesEditor::SpriteFramesEditor() {
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split_sheet_preview->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
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split_sheet_preview->set_texture_filter(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
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split_sheet_preview->set_mouse_filter(MOUSE_FILTER_PASS);
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split_sheet_preview->connect("draw", callable_mp(this, &SpriteFramesEditor::_sheet_preview_draw));
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split_sheet_preview->connect("gui_input", callable_mp(this, &SpriteFramesEditor::_sheet_preview_input));
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split_sheet_preview->connect(SceneStringName(draw), callable_mp(this, &SpriteFramesEditor::_sheet_preview_draw));
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split_sheet_preview->connect(SceneStringName(gui_input), callable_mp(this, &SpriteFramesEditor::_sheet_preview_input));
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split_sheet_scroll = memnew(ScrollContainer);
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split_sheet_scroll->connect("gui_input", callable_mp(this, &SpriteFramesEditor::_sheet_scroll_input));
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split_sheet_scroll->connect(SceneStringName(gui_input), callable_mp(this, &SpriteFramesEditor::_sheet_scroll_input));
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split_sheet_panel->add_child(split_sheet_scroll);
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CenterContainer *cc = memnew(CenterContainer);
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cc->add_child(split_sheet_preview);
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