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Merge pull request #44412 from DanielZTing/rename

Rename neighbour in Control to neighbor
Rémi Verschelde 4 سال پیش
والد
کامیت
3d7b01723b
4فایلهای تغییر یافته به همراه38 افزوده شده و 38 حذف شده
  1. 10 10
      doc/classes/Control.xml
  2. 19 19
      scene/gui/control.cpp
  3. 5 5
      scene/gui/control.h
  4. 4 4
      scene/main/viewport.cpp

+ 10 - 10
doc/classes/Control.xml

@@ -394,13 +394,13 @@
 				Returns [member margin_right] and [member margin_bottom].
 				Returns [member margin_right] and [member margin_bottom].
 			</description>
 			</description>
 		</method>
 		</method>
-		<method name="get_focus_neighbour" qualifiers="const">
+		<method name="get_focus_neighbor" qualifiers="const">
 			<return type="NodePath">
 			<return type="NodePath">
 			</return>
 			</return>
 			<argument index="0" name="margin" type="int" enum="Margin">
 			<argument index="0" name="margin" type="int" enum="Margin">
 			</argument>
 			</argument>
 			<description>
 			<description>
-				Returns the focus neighbour identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member focus_neighbour_bottom], [member focus_neighbour_left], [member focus_neighbour_right] and [member focus_neighbour_top].
+				Returns the focus neighbor identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top].
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="get_focus_owner" qualifiers="const">
 		<method name="get_focus_owner" qualifiers="const">
@@ -920,15 +920,15 @@
 				Sets [member margin_right] and [member margin_bottom] at the same time.
 				Sets [member margin_right] and [member margin_bottom] at the same time.
 			</description>
 			</description>
 		</method>
 		</method>
-		<method name="set_focus_neighbour">
+		<method name="set_focus_neighbor">
 			<return type="void">
 			<return type="void">
 			</return>
 			</return>
 			<argument index="0" name="margin" type="int" enum="Margin">
 			<argument index="0" name="margin" type="int" enum="Margin">
 			</argument>
 			</argument>
-			<argument index="1" name="neighbour" type="NodePath">
+			<argument index="1" name="neighbor" type="NodePath">
 			</argument>
 			</argument>
 			<description>
 			<description>
-				Sets the anchor identified by [code]margin[/code] constant from [enum Margin] enum to [Control] at [code]neighbor[/code] node path. A setter method for [member focus_neighbour_bottom], [member focus_neighbour_left], [member focus_neighbour_right] and [member focus_neighbour_top].
+				Sets the anchor identified by [code]margin[/code] constant from [enum Margin] enum to [Control] at [code]neighbor[/code] node path. A setter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top].
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="set_global_position">
 		<method name="set_global_position">
@@ -1028,16 +1028,16 @@
 		<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
 		<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
 			The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
 			The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
 		</member>
 		</member>
-		<member name="focus_neighbour_bottom" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath(&quot;&quot;)">
+		<member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
 			Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
 			Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
 		</member>
 		</member>
-		<member name="focus_neighbour_left" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath(&quot;&quot;)">
+		<member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
 			Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
 			Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
 		</member>
 		</member>
-		<member name="focus_neighbour_right" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath(&quot;&quot;)">
+		<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
 			Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad  by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
 			Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad  by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
 		</member>
 		</member>
-		<member name="focus_neighbour_top" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath(&quot;&quot;)">
+		<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
 			Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
 			Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
 		</member>
 		</member>
 		<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath(&quot;&quot;)">
 		<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath(&quot;&quot;)">
@@ -1132,7 +1132,7 @@
 			Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
 			Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
 		</member>
 		</member>
 		<member name="size_flags_stretch_ratio" type="float" setter="set_stretch_ratio" getter="get_stretch_ratio" default="1.0">
 		<member name="size_flags_stretch_ratio" type="float" setter="set_stretch_ratio" getter="get_stretch_ratio" default="1.0">
-			If the node and at least one of its neighbours uses the [constant SIZE_EXPAND] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.
+			If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbor a ratio of 1, this node will take two thirds of the available space.
 		</member>
 		</member>
 		<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" default="1">
 		<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" default="1">
 			Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
 			Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

+ 19 - 19
scene/gui/control.cpp

@@ -2206,14 +2206,14 @@ String Control::_get_tooltip() const {
 	return data.tooltip;
 	return data.tooltip;
 }
 }
 
 
-void Control::set_focus_neighbour(Margin p_margin, const NodePath &p_neighbour) {
+void Control::set_focus_neighbor(Margin p_margin, const NodePath &p_neighbor) {
 	ERR_FAIL_INDEX((int)p_margin, 4);
 	ERR_FAIL_INDEX((int)p_margin, 4);
-	data.focus_neighbour[p_margin] = p_neighbour;
+	data.focus_neighbor[p_margin] = p_neighbor;
 }
 }
 
 
-NodePath Control::get_focus_neighbour(Margin p_margin) const {
+NodePath Control::get_focus_neighbor(Margin p_margin) const {
 	ERR_FAIL_INDEX_V((int)p_margin, 4, NodePath());
 	ERR_FAIL_INDEX_V((int)p_margin, 4, NodePath());
-	return data.focus_neighbour[p_margin];
+	return data.focus_neighbor[p_margin];
 }
 }
 
 
 void Control::set_focus_next(const NodePath &p_next) {
 void Control::set_focus_next(const NodePath &p_next) {
@@ -2232,17 +2232,17 @@ NodePath Control::get_focus_previous() const {
 	return data.focus_prev;
 	return data.focus_prev;
 }
 }
 
 
-#define MAX_NEIGHBOUR_SEARCH_COUNT 512
+#define MAX_NEIGHBOR_SEARCH_COUNT 512
 
 
-Control *Control::_get_focus_neighbour(Margin p_margin, int p_count) {
+Control *Control::_get_focus_neighbor(Margin p_margin, int p_count) {
 	ERR_FAIL_INDEX_V((int)p_margin, 4, nullptr);
 	ERR_FAIL_INDEX_V((int)p_margin, 4, nullptr);
 
 
-	if (p_count >= MAX_NEIGHBOUR_SEARCH_COUNT) {
+	if (p_count >= MAX_NEIGHBOR_SEARCH_COUNT) {
 		return nullptr;
 		return nullptr;
 	}
 	}
-	if (!data.focus_neighbour[p_margin].is_empty()) {
+	if (!data.focus_neighbor[p_margin].is_empty()) {
 		Control *c = nullptr;
 		Control *c = nullptr;
-		Node *n = get_node(data.focus_neighbour[p_margin]);
+		Node *n = get_node(data.focus_neighbor[p_margin]);
 		if (n) {
 		if (n) {
 			c = Object::cast_to<Control>(n);
 			c = Object::cast_to<Control>(n);
 			ERR_FAIL_COND_V_MSG(!c, nullptr, "Neighbor focus node is not a control: " + n->get_name() + ".");
 			ERR_FAIL_COND_V_MSG(!c, nullptr, "Neighbor focus node is not a control: " + n->get_name() + ".");
@@ -2260,7 +2260,7 @@ Control *Control::_get_focus_neighbour(Margin p_margin, int p_count) {
 			return c;
 			return c;
 		}
 		}
 
 
-		c = c->_get_focus_neighbour(p_margin, p_count + 1);
+		c = c->_get_focus_neighbor(p_margin, p_count + 1);
 		return c;
 		return c;
 	}
 	}
 
 
@@ -2310,12 +2310,12 @@ Control *Control::_get_focus_neighbour(Margin p_margin, int p_count) {
 		return nullptr;
 		return nullptr;
 	}
 	}
 
 
-	_window_find_focus_neighbour(vdir, base, points, maxd, dist, &result);
+	_window_find_focus_neighbor(vdir, base, points, maxd, dist, &result);
 
 
 	return result;
 	return result;
 }
 }
 
 
-void Control::_window_find_focus_neighbour(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest) {
+void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest) {
 	if (Object::cast_to<Viewport>(p_at)) {
 	if (Object::cast_to<Viewport>(p_at)) {
 		return; //bye
 		return; //bye
 	}
 	}
@@ -2368,7 +2368,7 @@ void Control::_window_find_focus_neighbour(const Vector2 &p_dir, Node *p_at, con
 		if (childc && childc->data.RI) {
 		if (childc && childc->data.RI) {
 			continue; //subwindow, ignore
 			continue; //subwindow, ignore
 		}
 		}
-		_window_find_focus_neighbour(p_dir, p_at->get_child(i), p_points, p_min, r_closest_dist, r_closest);
+		_window_find_focus_neighbor(p_dir, p_at->get_child(i), p_points, p_min, r_closest_dist, r_closest);
 	}
 	}
 }
 }
 
 
@@ -2843,8 +2843,8 @@ void Control::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_default_cursor_shape"), &Control::get_default_cursor_shape);
 	ClassDB::bind_method(D_METHOD("get_default_cursor_shape"), &Control::get_default_cursor_shape);
 	ClassDB::bind_method(D_METHOD("get_cursor_shape", "position"), &Control::get_cursor_shape, DEFVAL(Point2()));
 	ClassDB::bind_method(D_METHOD("get_cursor_shape", "position"), &Control::get_cursor_shape, DEFVAL(Point2()));
 
 
-	ClassDB::bind_method(D_METHOD("set_focus_neighbour", "margin", "neighbour"), &Control::set_focus_neighbour);
-	ClassDB::bind_method(D_METHOD("get_focus_neighbour", "margin"), &Control::get_focus_neighbour);
+	ClassDB::bind_method(D_METHOD("set_focus_neighbor", "margin", "neighbor"), &Control::set_focus_neighbor);
+	ClassDB::bind_method(D_METHOD("get_focus_neighbor", "margin"), &Control::get_focus_neighbor);
 
 
 	ClassDB::bind_method(D_METHOD("set_focus_next", "next"), &Control::set_focus_next);
 	ClassDB::bind_method(D_METHOD("set_focus_next", "next"), &Control::set_focus_next);
 	ClassDB::bind_method(D_METHOD("get_focus_next"), &Control::get_focus_next);
 	ClassDB::bind_method(D_METHOD("get_focus_next"), &Control::get_focus_next);
@@ -2922,10 +2922,10 @@ void Control::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::STRING, "hint_tooltip", PROPERTY_HINT_MULTILINE_TEXT), "set_tooltip", "_get_tooltip");
 	ADD_PROPERTY(PropertyInfo(Variant::STRING, "hint_tooltip", PROPERTY_HINT_MULTILINE_TEXT), "set_tooltip", "_get_tooltip");
 
 
 	ADD_GROUP("Focus", "focus_");
 	ADD_GROUP("Focus", "focus_");
-	ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_left", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_LEFT);
-	ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_top", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_TOP);
-	ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_right", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_RIGHT);
-	ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_bottom", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_BOTTOM);
+	ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbor_left", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbor", "get_focus_neighbor", MARGIN_LEFT);
+	ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbor_top", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbor", "get_focus_neighbor", MARGIN_TOP);
+	ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbor_right", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbor", "get_focus_neighbor", MARGIN_RIGHT);
+	ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbor_bottom", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbor", "get_focus_neighbor", MARGIN_BOTTOM);
 	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "focus_next", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_next", "get_focus_next");
 	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "focus_next", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_next", "get_focus_next");
 	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "focus_previous", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_previous", "get_focus_previous");
 	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "focus_previous", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_previous", "get_focus_previous");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "focus_mode", PROPERTY_HINT_ENUM, "None,Click,All"), "set_focus_mode", "get_focus_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "focus_mode", PROPERTY_HINT_ENUM, "None,Click,All"), "set_focus_mode", "get_focus_mode");

+ 5 - 5
scene/gui/control.h

@@ -207,7 +207,7 @@ private:
 
 
 		CanvasItem *parent_canvas_item;
 		CanvasItem *parent_canvas_item;
 
 
-		NodePath focus_neighbour[4];
+		NodePath focus_neighbor[4];
 		NodePath focus_next;
 		NodePath focus_next;
 		NodePath focus_prev;
 		NodePath focus_prev;
 
 
@@ -223,8 +223,8 @@ private:
 	// used internally
 	// used internally
 	Control *_find_control_at_pos(CanvasItem *p_node, const Point2 &p_pos, const Transform2D &p_xform, Transform2D &r_inv_xform);
 	Control *_find_control_at_pos(CanvasItem *p_node, const Point2 &p_pos, const Transform2D &p_xform, Transform2D &r_inv_xform);
 
 
-	void _window_find_focus_neighbour(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest);
-	Control *_get_focus_neighbour(Margin p_margin, int p_count = 0);
+	void _window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest);
+	Control *_get_focus_neighbor(Margin p_margin, int p_count = 0);
 
 
 	void _set_anchor(Margin p_margin, float p_anchor);
 	void _set_anchor(Margin p_margin, float p_anchor);
 	void _set_position(const Point2 &p_point);
 	void _set_position(const Point2 &p_point);
@@ -436,8 +436,8 @@ public:
 	Control *find_next_valid_focus() const;
 	Control *find_next_valid_focus() const;
 	Control *find_prev_valid_focus() const;
 	Control *find_prev_valid_focus() const;
 
 
-	void set_focus_neighbour(Margin p_margin, const NodePath &p_neighbour);
-	NodePath get_focus_neighbour(Margin p_margin) const;
+	void set_focus_neighbor(Margin p_margin, const NodePath &p_neighbor);
+	NodePath get_focus_neighbor(Margin p_margin) const;
 
 
 	void set_focus_next(const NodePath &p_next);
 	void set_focus_next(const NodePath &p_next);
 	NodePath get_focus_next() const;
 	NodePath get_focus_next() const;

+ 4 - 4
scene/main/viewport.cpp

@@ -2392,19 +2392,19 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
 			}
 			}
 
 
 			if (!mods && p_event->is_action_pressed("ui_up") && input->is_action_just_pressed("ui_up")) {
 			if (!mods && p_event->is_action_pressed("ui_up") && input->is_action_just_pressed("ui_up")) {
-				next = from->_get_focus_neighbour(MARGIN_TOP);
+				next = from->_get_focus_neighbor(MARGIN_TOP);
 			}
 			}
 
 
 			if (!mods && p_event->is_action_pressed("ui_left") && input->is_action_just_pressed("ui_left")) {
 			if (!mods && p_event->is_action_pressed("ui_left") && input->is_action_just_pressed("ui_left")) {
-				next = from->_get_focus_neighbour(MARGIN_LEFT);
+				next = from->_get_focus_neighbor(MARGIN_LEFT);
 			}
 			}
 
 
 			if (!mods && p_event->is_action_pressed("ui_right") && input->is_action_just_pressed("ui_right")) {
 			if (!mods && p_event->is_action_pressed("ui_right") && input->is_action_just_pressed("ui_right")) {
-				next = from->_get_focus_neighbour(MARGIN_RIGHT);
+				next = from->_get_focus_neighbor(MARGIN_RIGHT);
 			}
 			}
 
 
 			if (!mods && p_event->is_action_pressed("ui_down") && input->is_action_just_pressed("ui_down")) {
 			if (!mods && p_event->is_action_pressed("ui_down") && input->is_action_just_pressed("ui_down")) {
-				next = from->_get_focus_neighbour(MARGIN_BOTTOM);
+				next = from->_get_focus_neighbor(MARGIN_BOTTOM);
 			}
 			}
 
 
 			if (next) {
 			if (next) {