Use Core/Scene stringnames consistently

This commit is contained in:
kobewi
2024-05-13 16:56:03 +02:00
parent de196227e1
commit 413c11357d
214 changed files with 650 additions and 765 deletions

View File

@ -32,7 +32,6 @@
#ifdef TOOLS_ENABLED
#include "core/core_string_names.h"
#include "core/input/input.h"
#include "core/os/keyboard.h"
#include "editor/editor_node.h"
@ -1225,8 +1224,8 @@ GridMapEditor::GridMapEditor() {
spatial_editor_hb->add_child(floor);
floor->connect("value_changed", callable_mp(this, &GridMapEditor::_floor_changed));
floor->connect("mouse_exited", callable_mp(this, &GridMapEditor::_floor_mouse_exited));
floor->get_line_edit()->connect("mouse_exited", callable_mp(this, &GridMapEditor::_floor_mouse_exited));
floor->connect(SceneStringName(mouse_exited), callable_mp(this, &GridMapEditor::_floor_mouse_exited));
floor->get_line_edit()->connect(SceneStringName(mouse_exited), callable_mp(this, &GridMapEditor::_floor_mouse_exited));
spatial_editor_hb->add_child(memnew(VSeparator));
@ -1288,7 +1287,7 @@ GridMapEditor::GridMapEditor() {
search_box->set_clear_button_enabled(true);
hb->add_child(search_box);
search_box->connect("text_changed", callable_mp(this, &GridMapEditor::_text_changed));
search_box->connect("gui_input", callable_mp(this, &GridMapEditor::_sbox_input));
search_box->connect(SceneStringName(gui_input), callable_mp(this, &GridMapEditor::_sbox_input));
mode_thumbnail = memnew(Button);
mode_thumbnail->set_theme_type_variation("FlatButton");
@ -1319,7 +1318,7 @@ GridMapEditor::GridMapEditor() {
mesh_library_palette->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
add_child(mesh_library_palette);
mesh_library_palette->set_v_size_flags(SIZE_EXPAND_FILL);
mesh_library_palette->connect("gui_input", callable_mp(this, &GridMapEditor::_mesh_library_palette_input));
mesh_library_palette->connect(SceneStringName(gui_input), callable_mp(this, &GridMapEditor::_mesh_library_palette_input));
info_message = memnew(Label);
info_message->set_text(TTR("Give a MeshLibrary resource to this GridMap to use its meshes."));