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Use Core/Scene stringnames consistently

This commit is contained in:
kobewi
2024-05-13 16:56:03 +02:00
parent de196227e1
commit 413c11357d
214 changed files with 650 additions and 765 deletions

View File

@@ -436,7 +436,7 @@ void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptLa
}
void ShaderTextEditor::_validate_script() {
emit_signal(SNAME("script_changed")); // Ensure to notify that it changed, so it is applied
emit_signal(CoreStringName(script_changed)); // Ensure to notify that it changed, so it is applied
String code;
@@ -1098,7 +1098,7 @@ TextShaderEditor::TextShaderEditor() {
code_editor->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
code_editor->connect("show_warnings_panel", callable_mp(this, &TextShaderEditor::_show_warnings_panel));
code_editor->connect("script_changed", callable_mp(this, &TextShaderEditor::apply_shaders));
code_editor->connect(CoreStringName(script_changed), callable_mp(this, &TextShaderEditor::apply_shaders));
EditorSettings::get_singleton()->connect("settings_changed", callable_mp(this, &TextShaderEditor::_editor_settings_changed));
ProjectSettings::get_singleton()->connect("settings_changed", callable_mp(this, &TextShaderEditor::_project_settings_changed));
@@ -1106,7 +1106,7 @@ TextShaderEditor::TextShaderEditor() {
code_editor->get_text_editor()->set_context_menu_enabled(false);
code_editor->get_text_editor()->set_draw_breakpoints_gutter(false);
code_editor->get_text_editor()->set_draw_executing_lines_gutter(false);
code_editor->get_text_editor()->connect("gui_input", callable_mp(this, &TextShaderEditor::_text_edit_gui_input));
code_editor->get_text_editor()->connect(SceneStringName(gui_input), callable_mp(this, &TextShaderEditor::_text_edit_gui_input));
code_editor->update_editor_settings();