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Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
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@@ -42,8 +42,8 @@
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void CollisionPolygon3DEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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button_create->set_icon(get_theme_icon("Edit", "EditorIcons"));
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button_edit->set_icon(get_theme_icon("MovePoint", "EditorIcons"));
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button_create->set_icon(get_theme_icon(SNAME("Edit"), SNAME("EditorIcons")));
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button_edit->set_icon(get_theme_icon(SNAME("MovePoint"), SNAME("EditorIcons")));
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button_edit->set_pressed(true);
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get_tree()->connect("node_removed", callable_mp(this, &CollisionPolygon3DEditor::_node_removed));
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@@ -531,7 +531,7 @@ CollisionPolygon3DEditor::CollisionPolygon3DEditor(EditorNode *p_editor) {
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handle_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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Ref<Texture2D> handle = editor->get_gui_base()->get_theme_icon("Editor3DHandle", "EditorIcons");
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Ref<Texture2D> handle = editor->get_gui_base()->get_theme_icon(SNAME("Editor3DHandle"), SNAME("EditorIcons"));
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handle_material->set_point_size(handle->get_width());
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handle_material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, handle);
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