Dead code tells no tales

This commit is contained in:
Rémi Verschelde 2017-08-27 21:07:15 +02:00
parent 37da8155a4
commit 7ad14e7a3e
215 changed files with 153 additions and 56138 deletions

View file

@ -252,9 +252,6 @@ void ShaderEditor::_menu_option(int p_option) {
current->get_find_replace_bar()->popup_replace();
} break;
//case SEARCH_LOCATE_SYMBOL: {
//} break;
case SEARCH_GOTO_LINE: {
goto_line_dialog->popup_find_line(current->get_text_edit());
@ -274,90 +271,6 @@ void ShaderEditor::_notification(int p_what) {
}
}
Dictionary ShaderEditor::get_state() const {
#if 0
apply_shaders();
Dictionary state;
Array paths;
int open=-1;
for(int i=0;i<tab_container->get_child_count();i++) {
ShaderTextEditor *ste = tab_container->Object::cast_to<ShaderTextEditor>(get_child(i));
if (!ste)
continue;
Ref<Shader> shader = ste->get_edited_shader();
if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
paths.push_back(shader->get_path());
} else {
const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
if (owner)
paths.push_back(owner->get_path());
}
if (i==tab_container->get_current_tab())
open=i;
}
if (paths.size())
state["sources"]=paths;
if (open!=-1)
state["current"]=open;
return state;
#endif
return Dictionary();
}
void ShaderEditor::set_state(const Dictionary &p_state) {
#if 0
print_line("setting state..");
if (!p_state.has("sources"))
return; //bleh
Array sources = p_state["sources"];
for(int i=0;i<sources.size();i++) {
Variant source=sources[i];
Ref<Shader> shader;
if (source.get_type()==Variant::NODE_PATH) {
print_line("cain find owner at path "+String(source));
Node *owner=get_root_node()->get_node(source);
if (!owner)
continue;
shader = owner->get_shader();
} else if (source.get_type()==Variant::STRING) {
print_line("loading at path "+String(source));
shader = ResourceLoader::load(source,"Shader");
}
print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
if (shader.is_null()) //ah well..
continue;
get_scene()->get_root_node()->call("_resource_selected",shader);
}
if (p_state.has("current"))
tab_container->set_current_tab(p_state["current"]);
#endif
}
void ShaderEditor::clear() {
}
void ShaderEditor::_params_changed() {
shader_editor->_validate_script();
@ -519,20 +432,6 @@ void ShaderEditorPlugin::selected_notify() {
shader_editor->ensure_select_current();
}
Dictionary ShaderEditorPlugin::get_state() const {
return shader_editor->get_state();
}
void ShaderEditorPlugin::set_state(const Dictionary &p_state) {
shader_editor->set_state(p_state);
}
void ShaderEditorPlugin::clear() {
shader_editor->clear();
}
void ShaderEditorPlugin::save_external_data() {
shader_editor->save_external_data();