Rename CanvasItem.update() to queue_redraw()
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
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parent
e60086f98b
commit
e31bb5ffeb
111 changed files with 1354 additions and 1354 deletions
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@ -381,8 +381,8 @@ void TextureRegionEditor::_region_input(const Ref<InputEvent> &p_input) {
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}
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undo_redo->add_do_method(this, "_update_rect");
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undo_redo->add_undo_method(this, "_update_rect");
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undo_redo->add_do_method(edit_draw, "update");
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undo_redo->add_undo_method(edit_draw, "update");
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undo_redo->add_do_method(edit_draw, "queue_redraw");
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undo_redo->add_undo_method(edit_draw, "queue_redraw");
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undo_redo->commit_action();
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break;
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}
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@ -455,8 +455,8 @@ void TextureRegionEditor::_region_input(const Ref<InputEvent> &p_input) {
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}
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undo_redo->add_do_method(this, "_update_rect");
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undo_redo->add_undo_method(this, "_update_rect");
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undo_redo->add_do_method(edit_draw, "update");
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undo_redo->add_undo_method(edit_draw, "update");
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undo_redo->add_do_method(edit_draw, "queue_redraw");
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undo_redo->add_undo_method(edit_draw, "queue_redraw");
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undo_redo->commit_action();
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drag = false;
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creating = false;
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@ -477,7 +477,7 @@ void TextureRegionEditor::_region_input(const Ref<InputEvent> &p_input) {
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} else {
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apply_rect(rect_prev);
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rect = rect_prev;
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edit_draw->update();
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edit_draw->queue_redraw();
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drag_index = -1;
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}
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}
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@ -546,7 +546,7 @@ void TextureRegionEditor::_region_input(const Ref<InputEvent> &p_input) {
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rect = Rect2(drag_from, Size2());
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rect.expand_to(new_pos);
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apply_rect(rect);
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edit_draw->update();
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edit_draw->queue_redraw();
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return;
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}
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@ -601,7 +601,7 @@ void TextureRegionEditor::_region_input(const Ref<InputEvent> &p_input) {
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} break;
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}
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}
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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}
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@ -642,7 +642,7 @@ void TextureRegionEditor::_scroll_changed(float) {
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draw_ofs.x = hscroll->get_value();
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draw_ofs.y = vscroll->get_value();
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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void TextureRegionEditor::_set_snap_mode(int p_mode) {
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@ -658,37 +658,37 @@ void TextureRegionEditor::_set_snap_mode(int p_mode) {
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_update_autoslice();
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}
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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void TextureRegionEditor::_set_snap_off_x(float p_val) {
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snap_offset.x = p_val;
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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void TextureRegionEditor::_set_snap_off_y(float p_val) {
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snap_offset.y = p_val;
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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void TextureRegionEditor::_set_snap_step_x(float p_val) {
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snap_step.x = p_val;
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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void TextureRegionEditor::_set_snap_step_y(float p_val) {
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snap_step.y = p_val;
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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void TextureRegionEditor::_set_snap_sep_x(float p_val) {
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snap_separation.x = p_val;
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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void TextureRegionEditor::_set_snap_sep_y(float p_val) {
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snap_separation.y = p_val;
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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void TextureRegionEditor::_zoom_on_position(float p_zoom, Point2 p_position) {
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@ -702,7 +702,7 @@ void TextureRegionEditor::_zoom_on_position(float p_zoom, Point2 p_position) {
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ofs = ofs / prev_zoom - ofs / draw_zoom;
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draw_ofs = (draw_ofs + ofs).round();
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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void TextureRegionEditor::_zoom_in() {
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@ -933,7 +933,7 @@ void TextureRegionEditor::edit(Object *p_obj) {
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obj_styleBox = Ref<StyleBoxTexture>(nullptr);
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atlas_tex = Ref<AtlasTexture>(nullptr);
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}
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edit_draw->update();
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edit_draw->queue_redraw();
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popup_centered_ratio(0.5);
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request_center = true;
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}
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@ -963,7 +963,7 @@ void TextureRegionEditor::_edit_region() {
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_zoom_reset();
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hscroll->hide();
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vscroll->hide();
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edit_draw->update();
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edit_draw->queue_redraw();
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return;
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}
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@ -979,7 +979,7 @@ void TextureRegionEditor::_edit_region() {
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}
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_update_rect();
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edit_draw->update();
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edit_draw->queue_redraw();
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}
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Vector2 TextureRegionEditor::snap_point(Vector2 p_target) const {
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