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Add EditorStringNames singleton
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176 changed files with 2549 additions and 2325 deletions
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@ -36,6 +36,7 @@
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#include "editor/editor_properties_vector.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/plugins/animation_player_editor_plugin.h"
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#include "node_3d_editor_plugin.h"
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@ -106,7 +107,7 @@ void BoneTransformEditor::create_editors() {
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void BoneTransformEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_THEME_CHANGED: {
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const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
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const Color section_color = get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor));
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section->set_bg_color(section_color);
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rest_section->set_bg_color(section_color);
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} break;
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@ -671,7 +672,7 @@ void Skeleton3DEditor::update_joint_tree() {
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items.insert(-1, root);
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Ref<Texture> bone_icon = get_theme_icon(SNAME("BoneAttachment3D"), SNAME("EditorIcons"));
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Ref<Texture> bone_icon = get_editor_theme_icon(SNAME("BoneAttachment3D"));
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Vector<int> bones_to_process = skeleton->get_parentless_bones();
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while (bones_to_process.size() > 0) {
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@ -847,14 +848,14 @@ void Skeleton3DEditor::_notification(int p_what) {
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add_theme_constant_override("separation", 0);
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} break;
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case NOTIFICATION_THEME_CHANGED: {
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skeleton_options->set_icon(get_theme_icon(SNAME("Skeleton3D"), SNAME("EditorIcons")));
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edit_mode_button->set_icon(get_theme_icon(SNAME("ToolBoneSelect"), SNAME("EditorIcons")));
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key_loc_button->set_icon(get_theme_icon(SNAME("KeyPosition"), SNAME("EditorIcons")));
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key_rot_button->set_icon(get_theme_icon(SNAME("KeyRotation"), SNAME("EditorIcons")));
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key_scale_button->set_icon(get_theme_icon(SNAME("KeyScale"), SNAME("EditorIcons")));
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key_insert_button->set_icon(get_theme_icon(SNAME("Key"), SNAME("EditorIcons")));
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key_insert_all_button->set_icon(get_theme_icon(SNAME("NewKey"), SNAME("EditorIcons")));
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bones_section->set_bg_color(get_theme_color(SNAME("prop_subsection"), SNAME("Editor")));
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skeleton_options->set_icon(get_editor_theme_icon(SNAME("Skeleton3D")));
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edit_mode_button->set_icon(get_editor_theme_icon(SNAME("ToolBoneSelect")));
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key_loc_button->set_icon(get_editor_theme_icon(SNAME("KeyPosition")));
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key_rot_button->set_icon(get_editor_theme_icon(SNAME("KeyRotation")));
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key_scale_button->set_icon(get_editor_theme_icon(SNAME("KeyScale")));
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key_insert_button->set_icon(get_editor_theme_icon(SNAME("Key")));
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key_insert_all_button->set_icon(get_editor_theme_icon(SNAME("NewKey")));
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bones_section->set_bg_color(get_theme_color(SNAME("prop_subsection"), EditorStringName(Editor)));
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update_joint_tree();
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} break;
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@ -935,7 +936,7 @@ void fragment() {
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}
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)");
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handle_material->set_shader(handle_shader);
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Ref<Texture2D> handle = EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("EditorBoneHandle"), SNAME("EditorIcons"));
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Ref<Texture2D> handle = EditorNode::get_singleton()->get_gui_base()->get_editor_theme_icon(SNAME("EditorBoneHandle"));
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handle_material->set_shader_parameter("point_size", handle->get_width());
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handle_material->set_shader_parameter("texture_albedo", handle);
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@ -1371,9 +1372,9 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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int bone_shape = EDITOR_GET("editors/3d_gizmos/gizmo_settings/bone_shape");
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LocalVector<Color> axis_colors;
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axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")));
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axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")));
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axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")));
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axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), EditorStringName(Editor)));
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axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), EditorStringName(Editor)));
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axis_colors.push_back(Node3DEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), EditorStringName(Editor)));
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Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
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