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Reworked signal connection system, added support for Callable and Signal objects and made them default.
This commit is contained in:
committed by
Juan Linietsky
parent
1a4be2cd8f
commit
69c95f4b4c
@@ -305,10 +305,10 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co
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if (input.is_valid()) {
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input->shader_mode = shader_mode;
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input->shader_type = p_type;
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input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
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input->connect_compat("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
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}
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n.node->connect("changed", this, "_queue_update");
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n.node->connect_compat("changed", this, "_queue_update");
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Ref<VisualShaderNodeCustom> custom = n.node;
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if (custom.is_valid()) {
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@@ -375,10 +375,10 @@ void VisualShader::remove_node(Type p_type, int p_id) {
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Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
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if (input.is_valid()) {
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input->disconnect("input_type_changed", this, "_input_type_changed");
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input->disconnect_compat("input_type_changed", this, "_input_type_changed");
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}
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g->nodes[p_id].node->disconnect("changed", this, "_queue_update");
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g->nodes[p_id].node->disconnect_compat("changed", this, "_queue_update");
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g->nodes.erase(p_id);
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