Move lots of includes from the h files to cpp files in files under scene/2d.

This commit is contained in:
Relintai 2022-03-16 20:29:43 +01:00
parent e2b43374d0
commit 73baa5545a
41 changed files with 140 additions and 33 deletions

65
PATCHES.md Normal file
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Applied / backported patches / prs
==================================
Skeleton Editor
---------------
The engine contains TokageItLab's SkeletonEditor prs 3.2 version from the godot engine repository.
Original pr: https://github.com/godotengine/godot/pull/45699
3.2 version: https://github.com/TokageItLab/godot/commits/pose-edit-mode
In order to simplify merging upstream godot commits I decided to port the necessary engine side changes by hand, (hopefully) in a way which minimalizes merge conflicts later. The editor plugins themselves are available via an engine module (modules/skeleton_editor).
Core Changing Commits:
cb6f4aea984ab782608b91a7c5be215ab262e349
66a93366886b46e0b7fab4e3b54e0b59737c8d19
Patches that I'm considering
============================
- https://github.com/godotengine/godot/pull/52391 - Added Viewport canvas cull mask / CanvasItem rendering layers.
- https://github.com/godotengine/godot/pull/51840 - Add an option to preview the 3D scene as a background to the 2D editor
- https://github.com/godotengine/godot/pull/50718 - Drag multiple resources onto exported array variable at once
- https://github.com/godotengine/godot/pull/48965 - Tell rpc target method/property when node is not found
- https://github.com/godotengine/godot/pull/47170 - print_stray_nodes() also prints node's script
- https://github.com/godotengine/godot/pull/44420 - Added ability to have Tabs in TabContainer at bottom
- https://github.com/godotengine/godot/pull/42681 - (Either) Improve performance when apply bone transform in get_bone_global_pose()
- https://github.com/godotengine/godot/pull/41322 - (Or) PhysicsBone3D and Skeleton Improvements
- https://github.com/godotengine/godot/pull/42642 - Ensure KinematicBodies only interact with other Bodies with layers in their mask
- https://github.com/godotengine/godot/pull/42365 - Increment index when populating PhysicsShapeQueryParameters exclude array.
- https://github.com/godotengine/godot/pull/41699 - Fix Area monitorable in 2D and 3D Godot physics.
- https://github.com/godotengine/godot/pull/40981 - Always disable low-processor usage mode on mobile platforms - (Or fix it)
- https://github.com/godotengine/godot/pull/39362 - Fix PlaneShape in Godot physics
- https://github.com/godotengine/godot/pull/37680 - Editor Debugger: auto scrolling is activated at every log start.
- https://github.com/godotengine/godot/pull/36776 - [WIP] Editor Android Port
-- 3.x version - https://github.com/thebestnom/godot/commits/android_editor_3.2
- The full 4.0 TileMap + TileMap Editor rework. (Like the skeleton editor it would become a module)
Maybe, Probably later
- https://github.com/godotengine/godot/pull/37200 - NetworkedController & SceneRewinder
Not as important, but would be cool
- https://github.com/godotengine/godot/pull/50622 - Add highlight to the relationship lines of selected Tree items
- https://github.com/godotengine/godot/pull/48395 - Backport nav server to 3.x
- https://github.com/godotengine/godot/pull/50156 - Some fixes to runtime navmesh baking (prev pr might need it)
Might get merged soon, not sure
- https://github.com/godotengine/godot/pull/37765 - control node global rect scale fix
Not sure
- Backport polygon2D Editor + https://github.com/godotengine/godot/pull/40152 - Enable addition of points directly in Polygon2D UV Editor
- https://github.com/godotengine/godot/pull/44845 - Add optional ANGLE support for Windows desktop.
These will probably get merged eventually on upstream, it might be worth considering them again later
- https://github.com/godotengine/godot/pull/52793 - added ninja tool for scons
- https://github.com/godotengine/godot/pull/52912 - added scons ccache tool
- https://github.com/godotengine/godot/pull/52566 - Added support for building shared libraries on linuxbsd

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#ifndef SCRIPT_TEXT_EDITOR_H
#define SCRIPT_TEXT_EDITOR_H
#include "core/vector.h"
#include "core/reference.h"
#include "scene/gui/color_picker.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"

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#include "core/os/os.h"
#include "scene/scene_string_names.h"
#include "scene/resources/texture.h"
#define NORMAL_SUFFIX "_normal"

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#define ANIMATED_SPRITE_H
#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"
class Texture;
class SpriteFrames : public Resource {
GDCLASS(SpriteFrames, Resource);

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#include "scene/2d/area_2d.h"
#include "scene/2d/listener_2d.h"
#include "scene/main/viewport.h"
#include "servers/audio_server.h"
#include "servers/audio/audio_stream.h"
void AudioStreamPlayer2D::_mix_audio() {
if (!stream_playback.is_valid() || !active.is_set() ||

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#ifndef AUDIO_STREAM_PLAYER_2D_H
#define AUDIO_STREAM_PLAYER_2D_H
#include "core/safe_refcount.h"
#include "scene/2d/node_2d.h"
#include "servers/audio/audio_stream.h"
#include "servers/audio_server.h"
#include "core/safe_refcount.h"
#include "core/reference.h"
#include "core/math/audio_frame.h"
class AudioStreamPlayback;
class AudioStream;
class AudioStreamPlayer2D : public Node2D {
GDCLASS(AudioStreamPlayer2D, Node2D);

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#include "core/math/math_funcs.h"
#include "scene/scene_string_names.h"
#include "servers/visual_server.h"
#include "scene/main/viewport.h"
void Camera2D::_update_scroll() {
if (!is_inside_tree()) {

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#define CAMERA_2D_H
#include "scene/2d/node_2d.h"
#include "scene/main/viewport.h"
class Viewport;
class Camera2D : public Node2D {
GDCLASS(Camera2D, Node2D);

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#include "servers/visual/visual_server_raster.h"
#include "servers/visual_server.h"
#include "scene/main/scene_tree.h"
#include "scene/resources/multimesh.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
Mutex CanvasItemMaterial::material_mutex;
SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map;

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@ -31,17 +31,13 @@
#ifndef CANVAS_ITEM_H
#define CANVAS_ITEM_H
#include "scene/main/node.h"
#include "scene/main/scene_tree.h"
#include "scene/resources/material.h"
#include "scene/resources/multimesh.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
#include "scene/main/node.h"
class CanvasLayer;
class Viewport;
class Font;
class MultiMesh;
class StyleBox;
class CanvasItemMaterial : public Material {

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#include "core/engine.h"
#include "scene/resources/concave_polygon_shape_2d.h"
#include "scene/resources/convex_polygon_shape_2d.h"
#include "scene/resources/shape_2d.h"
#include "thirdparty/misc/triangulator.h"

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@ -32,7 +32,6 @@
#define COLLISION_POLYGON_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/shape_2d.h"
class CollisionObject2D;

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#include "scene/resources/line_shape_2d.h"
#include "scene/resources/rectangle_shape_2d.h"
#include "scene/resources/segment_shape_2d.h"
#include "scene/resources/shape_2d.h"
void CollisionShape2D::_shape_changed() {
update();

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#define COLLISION_SHAPE_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/shape_2d.h"
#include "core/reference.h"
class Shape2D;
class CollisionObject2D;
class CollisionShape2D : public Node2D {

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#include "scene/2d/canvas_item.h"
#include "scene/resources/particles_material.h"
#include "servers/visual_server.h"
#include "core/rid.h"
#include "scene/resources/texture.h"
void CPUParticles2D::set_emitting(bool p_emitting) {
if (emitting == p_emitting) {

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@ -31,9 +31,10 @@
#ifndef CPU_PARTICLES_2D_H
#define CPU_PARTICLES_2D_H
#include "core/rid.h"
#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"
class RID;
class Texture;
class CPUParticles2D : public Node2D {
private:

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#include "line_builder.h"
#include "core/color.h"
#include "core/math/vector2.h"
#include "scene/resources/gradient.h"
//----------------------------------------------------------------------------
// Util
//----------------------------------------------------------------------------

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#ifndef LINE_BUILDER_H
#define LINE_BUILDER_H
#include "core/color.h"
#include "core/math/vector2.h"
#include "line_2d.h"
#include "scene/resources/gradient.h"
struct Vector2;
class Curve;
class Gradient;
struct Color;
class LineBuilder {
public:

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#include "listener_2d.h"
#include "scene/main/viewport.h"
bool Listener2D::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "current") {
if (p_value.operator bool()) {

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#define LISTENER_2D_H
#include "scene/2d/node_2d.h"
#include "scene/main/viewport.h"
class Listener2D : public Node2D {
GDCLASS(Listener2D, Node2D);

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#include "multimesh_instance_2d.h"
#include "core/core_string_names.h"
#include "scene/resources/multimesh.h"
void MultiMeshInstance2D::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
if (multimesh.is_valid()) {

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#define MULTIMESH_INSTANCE_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/multimesh.h"
class MultiMesh;
class MultiMeshInstance2D : public Node2D {
GDCLASS(MultiMeshInstance2D, Node2D);

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#include "navigation_2d.h"
#include "scene/2d/navigation_polygon.h"
#include "servers/navigation_2d_server.h"
void Navigation2D::_bind_methods() {

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#ifndef NAVIGATION_2D_H
#define NAVIGATION_2D_H
#include "scene/2d/navigation_polygon.h"
#include "scene/2d/node_2d.h"
class Navigation2D : public Node2D {

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#include "navigation_agent_2d.h"
#include "core/vector.h"
#include "core/engine.h"
#include "scene/2d/navigation_2d.h"
#include "servers/navigation_2d_server.h"

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#ifndef NAVIGATION_AGENT_2D_H
#define NAVIGATION_AGENT_2D_H
#include "core/vector.h"
#include "scene/main/node.h"
class Node2D;

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#include "scene/2d/navigation_2d.h"
#include "scene/2d/physics_body_2d.h"
#include "servers/navigation_2d_server.h"
#include "scene/2d/node_2d.h"
void NavigationObstacle2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationObstacle2D::set_navigation_node);

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#ifndef NAVIGATION_OBSTACLE_2D_H
#define NAVIGATION_OBSTACLE_2D_H
#include "scene/2d/node_2d.h"
#include "scene/main/node.h"
class Navigation2D;
class Node2D;
class NavigationObstacle2D : public Node {
GDCLASS(NavigationObstacle2D, Node);

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#include "core/os/mutex.h"
#include "navigation_2d.h"
#include "servers/navigation_2d_server.h"
#include "scene/resources/navigation_mesh.h"
#include "thirdparty/misc/triangulator.h"

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#ifndef NAVIGATION_POLYGON_H
#define NAVIGATION_POLYGON_H
#include "core/resource.h"
#include "scene/2d/node_2d.h"
#include "scene/resources/navigation_mesh.h"
class NavigationMesh;
class NavigationPolygon : public Resource {
GDCLASS(NavigationPolygon, Resource);

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#include "parallax_background.h"
#include "parallax_layer.h"
#include "scene/2d/camera_2d.h"
#include "scene/2d/node_2d.h"
void ParallaxBackground::_notification(int p_what) {
switch (p_what) {

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#ifndef PARALLAX_BACKGROUND_H
#define PARALLAX_BACKGROUND_H
#include "scene/2d/camera_2d.h"
#include "scene/2d/node_2d.h"
#include "scene/main/canvas_layer.h"
class ParallaxBackground : public CanvasLayer {

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#include "core/engine.h"
#include "scene/scene_string_names.h"
#include "scene/resources/curve.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_scale.h"

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#define PATH_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/curve.h"
class Curve2D;
class Path2D : public Node2D {
GDCLASS(Path2D, Node2D);

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#include "core/object.h"
#include "core/rid.h"
#include "scene/scene_string_names.h"
#include "scene/resources/physics_material.h"
#include "servers/physics_2d_server.h"
void PhysicsBody2D::_notification(int p_what) {
}

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@ -33,9 +33,8 @@
#include "core/vset.h"
#include "scene/2d/collision_object_2d.h"
#include "scene/resources/physics_material.h"
#include "servers/physics_2d_server.h"
class PhysicsMaterial;
class KinematicCollision2D;
class PhysicsBody2D : public CollisionObject2D {

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#include "core/os/os.h"
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
#include "scene/resources/texture.h"
#ifdef TOOLS_ENABLED
Dictionary Sprite::_edit_get_state() const {

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#define SPRITE_H
#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"
#include "core/reference.h"
class Sprite : public Node2D {
GDCLASS(Sprite, Node2D);

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#include "touch_screen_button.h"
#include "scene/resources/bit_map.h"
#include "scene/resources/rectangle_shape_2d.h"
#include "scene/resources/texture.h"
#include "core/input_map.h"
#include "core/os/input.h"
#include "core/os/os.h"

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#define TOUCH_SCREEN_BUTTON_H
#include "scene/2d/node_2d.h"
#include "scene/resources/bit_map.h"
#include "scene/resources/rectangle_shape_2d.h"
#include "scene/resources/texture.h"
#include "core/reference.h"
class Texture;
class BitMap;
class Shape2D;
class RectangleShape2D;
class TouchScreenButton : public Node2D {
GDCLASS(TouchScreenButton, Node2D);

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#include "scene/2d/touch_screen_button.h"
#include "scene/2d/visibility_notifier_2d.h"
#include "scene/2d/y_sort.h"
#include "scene/2d/navigation_polygon.h"
#include "scene/3d/spatial.h"
#include "scene/3d/world_environment.h"
#include "scene/animation/animation_blend_space_1d.h"