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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Rename pos to position in user facing methods and variables

Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
This commit is contained in:
letheed
2017-09-10 15:37:49 +02:00
parent ecd226c6a7
commit 5ad9be4c24
247 changed files with 823 additions and 832 deletions

View File

@@ -188,7 +188,7 @@ void CurveEditor::on_gui_input(const Ref<InputEvent> &p_event) {
} else {
// Drag tangent
Vector2 point_pos = curve.get_point_pos(_selected_point);
Vector2 point_pos = curve.get_point_position(_selected_point);
Vector2 control_pos = get_world_pos(mpos);
Vector2 dir = (control_pos - point_pos).normalized();
@@ -378,7 +378,7 @@ int CurveEditor::get_point_at(Vector2 pos) const {
const float r = _hover_radius * _hover_radius;
for (int i = 0; i < curve.get_point_count(); ++i) {
Vector2 p = get_view_pos(curve.get_point_pos(i));
Vector2 p = get_view_pos(curve.get_point_position(i));
if (p.distance_squared_to(pos) <= r) {
return i;
}
@@ -525,8 +525,8 @@ Vector2 CurveEditor::get_tangent_view_pos(int i, TangentIndex tangent) const {
else
dir = Vector2(1, _curve_ref->get_point_right_tangent(i));
Vector2 point_pos = get_view_pos(_curve_ref->get_point_pos(i));
Vector2 control_pos = get_view_pos(_curve_ref->get_point_pos(i) + dir);
Vector2 point_pos = get_view_pos(_curve_ref->get_point_position(i));
Vector2 control_pos = get_view_pos(_curve_ref->get_point_position(i) + dir);
return point_pos + _tangents_length * (control_pos - point_pos).normalized();
}
@@ -549,8 +549,8 @@ static void plot_curve_accurate(const Curve &curve, float step, T plot_func) {
plot_func(Vector2(0, y), Vector2(1.f, y), true);
} else {
Vector2 first_point = curve.get_point_pos(0);
Vector2 last_point = curve.get_point_pos(curve.get_point_count() - 1);
Vector2 first_point = curve.get_point_position(0);
Vector2 last_point = curve.get_point_position(curve.get_point_count() - 1);
// Edge lines
plot_func(Vector2(0, first_point.y), first_point, false);
@@ -559,8 +559,8 @@ static void plot_curve_accurate(const Curve &curve, float step, T plot_func) {
// Draw section by section, so that we get maximum precision near points.
// It's an accurate representation, but slower than using the baked one.
for (int i = 1; i < curve.get_point_count(); ++i) {
Vector2 a = curve.get_point_pos(i - 1);
Vector2 b = curve.get_point_pos(i);
Vector2 a = curve.get_point_position(i - 1);
Vector2 b = curve.get_point_position(i);
Vector2 pos = a;
Vector2 prev_pos = a;
@@ -667,7 +667,7 @@ void CurveEditor::_draw() {
const Color tangent_color(0.5, 0.5, 1, 1);
int i = _selected_point;
Vector2 pos = curve.get_point_pos(i);
Vector2 pos = curve.get_point_position(i);
if (i != 0) {
Vector2 control_pos = get_tangent_view_pos(i, TANGENT_LEFT);
@@ -718,7 +718,7 @@ void CurveEditor::_draw() {
const Color selected_point_color(1, 0.5, 0.5);
for (int i = 0; i < curve.get_point_count(); ++i) {
Vector2 pos = curve.get_point_pos(i);
Vector2 pos = curve.get_point_position(i);
draw_rect(Rect2(get_view_pos(pos), Vector2(1, 1)).grow(3), i == _selected_point ? selected_point_color : point_color);
// TODO Circles are prettier. Needs a fix! Or a texture
//draw_circle(pos, 2, point_color);
@@ -728,7 +728,7 @@ void CurveEditor::_draw() {
if (_hover_point != -1) {
const Color hover_color = line_color;
Vector2 pos = curve.get_point_pos(_hover_point);
Vector2 pos = curve.get_point_position(_hover_point);
stroke_rect(Rect2(get_view_pos(pos), Vector2(1, 1)).grow(_hover_radius), hover_color);
}