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Use C++ iterators for Lists in many situations
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@@ -93,21 +93,21 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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if (ap) {
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List<StringName> names;
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ap->get_animation_list(&names);
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for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
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animations_menu->add_icon_item(get_theme_icon(SNAME("Animation"), SNAME("EditorIcons")), E->get());
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animations_to_add.push_back(E->get());
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for (StringName &E : names) {
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animations_menu->add_icon_item(get_theme_icon(SNAME("Animation"), SNAME("EditorIcons")), E);
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animations_to_add.push_back(E);
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}
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}
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}
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for (List<StringName>::Element *E = classes.front(); E; E = E->next()) {
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String name = String(E->get()).replace_first("AnimationNode", "");
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for (StringName &E : classes) {
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String name = String(E).replace_first("AnimationNode", "");
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if (name == "Animation") {
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continue; // nope
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}
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int idx = menu->get_item_count();
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menu->add_item(vformat("Add %s", name), idx);
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menu->set_item_metadata(idx, E->get());
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menu->set_item_metadata(idx, E);
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}
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Ref<AnimationNode> clipb = EditorSettings::get_singleton()->get_resource_clipboard();
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@@ -318,24 +318,24 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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float best_d_x = 1e20;
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float best_d_y = 1e20;
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for (List<StringName>::Element *E = nodes.front(); E; E = E->next()) {
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if (E->get() == selected_node) {
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for (StringName &E : nodes) {
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if (E == selected_node) {
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continue;
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}
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Vector2 npos = state_machine->get_node_position(E->get());
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Vector2 npos = state_machine->get_node_position(E);
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float d_x = ABS(npos.x - cpos.x);
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if (d_x < MIN(5, best_d_x)) {
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drag_ofs.x -= cpos.x - npos.x;
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best_d_x = d_x;
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snap_x = E->get();
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snap_x = E;
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}
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float d_y = ABS(npos.y - cpos.y);
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if (d_y < MIN(5, best_d_y)) {
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drag_ofs.y -= cpos.y - npos.y;
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best_d_y = d_y;
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snap_y = E->get();
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snap_y = E;
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}
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}
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}
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@@ -409,8 +409,8 @@ void AnimationNodeStateMachineEditor::_add_menu_type(int p_index) {
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open_file->clear_filters();
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List<String> filters;
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ResourceLoader::get_recognized_extensions_for_type("AnimationRootNode", &filters);
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for (List<String>::Element *E = filters.front(); E; E = E->next()) {
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open_file->add_filter("*." + E->get());
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for (String &E : filters) {
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open_file->add_filter("*." + E);
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}
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open_file->popup_file_dialog();
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return;
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@@ -606,11 +606,11 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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}
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//pre pass nodes so we know the rectangles
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for (List<StringName>::Element *E = nodes.front(); E; E = E->next()) {
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Ref<AnimationNode> anode = state_machine->get_node(E->get());
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String name = E->get();
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for (StringName &E : nodes) {
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Ref<AnimationNode> anode = state_machine->get_node(E);
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String name = E;
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bool needs_editor = EditorNode::get_singleton()->item_has_editor(anode.ptr());
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Ref<StyleBox> sb = E->get() == selected_node ? style_selected : style;
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Ref<StyleBox> sb = E == selected_node ? style_selected : style;
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Size2 s = sb->get_minimum_size();
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int strsize = font->get_string_size(name, font_size).width;
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@@ -622,8 +622,8 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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}
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Vector2 offset;
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offset += state_machine->get_node_position(E->get()) * EDSCALE;
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if (selected_node == E->get() && dragging_selected) {
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offset += state_machine->get_node_position(E) * EDSCALE;
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if (selected_node == E && dragging_selected) {
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offset += drag_ofs;
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}
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offset -= s / 2;
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@@ -633,7 +633,7 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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NodeRect nr;
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nr.node = Rect2(offset, s);
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nr.node_name = E->get();
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nr.node_name = E;
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scroll_range = scroll_range.merge(nr.node); //merge with range
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