Fix build.

This commit is contained in:
Relintai 2024-04-06 13:46:57 +02:00
parent ececc7991c
commit f6d9ca069f
9 changed files with 32 additions and 51 deletions

View File

@ -174,22 +174,14 @@ StringName ContextTranslation::get_context_message(const StringName &p_src_text,
///////////////////////////////////////////////
static _FORCE_INLINE_ bool is_ascii_upper_case(char32_t c) {
return (c >= 'A' && c <= 'Z');
}
static _FORCE_INLINE_ bool is_ascii_lower_case(char32_t c) {
return (c >= 'a' && c <= 'z');
}
Vector<TranslationServer::LocaleScriptInfo> TranslationServer::locale_script_info;
Map<String, String> TranslationServer::language_map;
Map<String, String> TranslationServer::script_map;
Map<String, String> TranslationServer::locale_rename_map;
Map<String, String> TranslationServer::country_name_map;
Map<String, String> TranslationServer::variant_map;
Map<String, String> TranslationServer::country_rename_map;
RBMap<String, String> TranslationServer::language_map;
RBMap<String, String> TranslationServer::script_map;
RBMap<String, String> TranslationServer::locale_rename_map;
RBMap<String, String> TranslationServer::country_name_map;
RBMap<String, String> TranslationServer::variant_map;
RBMap<String, String> TranslationServer::country_rename_map;
void TranslationServer::init_locale_info() {
// Init locale info.
@ -421,7 +413,7 @@ String TranslationServer::get_locale_name(const String &p_locale) const {
Vector<String> TranslationServer::get_all_languages() const {
Vector<String> languages;
for (Map<String, String>::Element *E = language_map.front(); E; E = E->next()) {
for (RBMap<String, String>::Element *E = language_map.front(); E; E = E->next()) {
languages.push_back(E->key());
}
@ -435,7 +427,7 @@ String TranslationServer::get_language_name(const String &p_language) const {
Vector<String> TranslationServer::get_all_scripts() const {
Vector<String> scripts;
for (Map<String, String>::Element *E = script_map.front(); E; E = E->next()) {
for (RBMap<String, String>::Element *E = script_map.front(); E; E = E->next()) {
scripts.push_back(E->key());
}
@ -449,7 +441,7 @@ String TranslationServer::get_script_name(const String &p_script) const {
Vector<String> TranslationServer::get_all_countries() const {
Vector<String> countries;
for (Map<String, String>::Element *E = country_name_map.front(); E; E = E->next()) {
for (RBMap<String, String>::Element *E = country_name_map.front(); E; E = E->next()) {
countries.push_back(E->key());
}
@ -476,7 +468,7 @@ String TranslationServer::get_locale() const {
Array TranslationServer::get_loaded_locales() const {
Array locales;
for (Set<Ref<Translation>>::Element *E = translations.front(); E; E = E->next()) {
for (RBSet<Ref<Translation>>::Element *E = translations.front(); E; E = E->next()) {
const Ref<Translation> &t = E->get();
ERR_FAIL_COND_V(t.is_null(), Array());
String l = t->get_locale();
@ -574,7 +566,7 @@ StringName TranslationServer::translate_to(const StringName &p_message, const St
// same language code).
StringName res;
String lang = get_language_code(p_locale);
String lang = standardize_locale(p_locale);
bool near_match = false;
for (const RBSet<Ref<Translation>>::Element *E = translations.front(); E; E = E->next()) {
@ -587,7 +579,7 @@ StringName TranslationServer::translate_to(const StringName &p_message, const St
if (near_match) {
continue; // Only near-match once, but keep looking for exact matches.
}
if (get_language_code(l) != lang) {
if (standardize_locale(l) != lang) {
continue; // Language code does not match.
}
}

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@ -99,16 +99,16 @@ class TranslationServer : public Object {
String name;
String script;
String default_country;
Set<String> supported_countries;
RBSet<String> supported_countries;
};
static Vector<LocaleScriptInfo> locale_script_info;
static Map<String, String> language_map;
static Map<String, String> script_map;
static Map<String, String> locale_rename_map;
static Map<String, String> country_name_map;
static Map<String, String> country_rename_map;
static Map<String, String> variant_map;
static RBMap<String, String> language_map;
static RBMap<String, String> script_map;
static RBMap<String, String> locale_rename_map;
static RBMap<String, String> country_name_map;
static RBMap<String, String> country_rename_map;
static RBMap<String, String> variant_map;
void init_locale_info();

View File

@ -30,21 +30,14 @@
#include "editor_locale_dialog.h"
#include "core/project_settings.h"
#include "core/config/project_settings.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "scene/gui/check_button.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/option_button.h"
#include "scene/gui/tree.h"
static _FORCE_INLINE_ bool is_ascii_upper_case(char32_t c) {
return (c >= 'A' && c <= 'Z');
}
static _FORCE_INLINE_ bool is_ascii_lower_case(char32_t c) {
return (c >= 'a' && c <= 'z');
}
#include "scene/gui/label.h"
void EditorLocaleDialog::_bind_methods() {
ClassDB::bind_method(D_METHOD("_filter_mode_changed"), &EditorLocaleDialog::_filter_mode_changed);

View File

@ -31,7 +31,7 @@
#ifndef EDITOR_LOCALE_DIALOG_H
#define EDITOR_LOCALE_DIALOG_H
#include "core/translation.h"
#include "core/string/translation.h"
#include "scene/gui/dialogs.h"
class Button;

View File

@ -1438,12 +1438,12 @@ void EditorNode::_find_node_types(Node *p_node, int &count_2d, int &count_3d) {
void EditorNode::_save_scene_with_preview(String p_file, int p_idx) {
EditorProgress save("save", TTR("Saving Scene"), 4);
Ref<World> edited_world;
Ref<World3D> edited_world;
if (editor_data.get_edited_scene_root() != nullptr) {
// Allow a generic mechanism for the engine to make changes prior, and after saving.
if (editor_data.get_edited_scene_root()->get_tree() && editor_data.get_edited_scene_root()->get_tree()->get_root()) {
edited_world = editor_data.get_edited_scene_root()->get_tree()->get_root()->get_world();
edited_world = editor_data.get_edited_scene_root()->get_tree()->get_root()->get_world_3d();
if (edited_world.is_valid()) {
edited_world->notify_saving(true);
}

View File

@ -419,7 +419,7 @@ void EditorPropertyLocale::setup(const String &p_hint_text) {
void EditorPropertyLocale::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
locale_edit->set_icon(get_icon("Translation", "EditorIcons"));
locale_edit->set_icon(get_theme_icon("Translation", "EditorIcons"));
}
}

View File

@ -32,10 +32,11 @@
#include "core/config/engine.h"
#include "scene/3d/visual_instance.h"
#include "scene/resources/world_3d.h"
void LOD::_lod_register() {
if (!data.registered) {
Ref<World> world = get_world();
Ref<World3D> world = get_world_3d();
ERR_FAIL_COND(!world.is_valid());
world->_register_lod(this, data.queue_id);
data.registered = true;
@ -44,7 +45,7 @@ void LOD::_lod_register() {
void LOD::_lod_unregister() {
if (data.registered) {
Ref<World> world = get_world();
Ref<World3D> world = get_world_3d();
ERR_FAIL_COND(!world.is_valid());
world->_unregister_lod(this, data.queue_id);
data.registered = false;
@ -104,7 +105,7 @@ void LOD::set_lod_priority(int p_priority) {
if (is_inside_tree()) {
// If already in the world, we must remove the LOD
// and re-add in a different queue.
Ref<World> world = get_world();
Ref<World3D> world = get_world_3d();
ERR_FAIL_COND(!world.is_valid());
world->_unregister_lod(this, data.queue_id);

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@ -241,13 +241,13 @@ void World3D::_remove_camera(Camera *p_camera) {
#endif
}
void World::_register_lod(LOD *p_lod, uint32_t p_queue_id) {
void World3D::_register_lod(LOD *p_lod, uint32_t p_queue_id) {
#ifndef _3D_DISABLED
lod_manager->register_lod(p_lod, p_queue_id);
#endif
}
void World::_unregister_lod(LOD *p_lod, uint32_t p_queue_id) {
void World3D::_unregister_lod(LOD *p_lod, uint32_t p_queue_id) {
#ifndef _3D_DISABLED
lod_manager->unregister_lod(p_lod, p_queue_id);
#endif
@ -355,7 +355,7 @@ void World3D::move_cameras_into(Ref<World3D> target) {
}
}
void World::notify_saving(bool p_active) {
void World3D::notify_saving(bool p_active) {
#ifndef _3D_DISABLED
if (lod_manager) {
lod_manager->notify_saving(p_active);

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@ -1784,11 +1784,6 @@ void RenderingServerScene::instance_geometry_set_material_overlay(RID p_instance
}
}
void RenderingServerScene::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
}
void RenderingServerScene::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
}
void RenderingServerScene::_update_instance(Instance *p_instance) {
p_instance->version++;