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`.
This commit is contained in:
Micky
2022-08-13 23:21:24 +02:00
parent e60086f98b
commit e31bb5ffeb
111 changed files with 1354 additions and 1354 deletions

View File

@@ -211,13 +211,13 @@ void CPUParticles2D::set_texture(const Ref<Texture2D> &p_texture) {
texture->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &CPUParticles2D::_texture_changed));
}
update();
queue_redraw();
_update_mesh_texture();
}
void CPUParticles2D::_texture_changed() {
if (texture.is_valid()) {
update();
queue_redraw();
_update_mesh_texture();
}
}
@@ -556,7 +556,7 @@ static real_t rand_from_seed(uint32_t &seed) {
void CPUParticles2D::_update_internal() {
if (particles.size() == 0 || !is_visible_in_tree()) {
_set_redraw(false);
_set_do_redraw(false);
return;
}
@@ -567,7 +567,7 @@ void CPUParticles2D::_update_internal() {
inactive_time += delta;
if (inactive_time > lifetime * 1.2) {
set_process_internal(false);
_set_redraw(false);
_set_do_redraw(false);
//reset variables
time = 0;
@@ -577,7 +577,7 @@ void CPUParticles2D::_update_internal() {
return;
}
}
_set_redraw(true);
_set_do_redraw(true);
if (time == 0 && pre_process_time > 0.0) {
double frame_time;
@@ -1062,16 +1062,16 @@ void CPUParticles2D::_update_particle_data_buffer() {
}
}
void CPUParticles2D::_set_redraw(bool p_redraw) {
if (redraw == p_redraw) {
void CPUParticles2D::_set_do_redraw(bool p_do_redraw) {
if (do_redraw == p_do_redraw) {
return;
}
redraw = p_redraw;
do_redraw = p_do_redraw;
{
MutexLock lock(update_mutex);
if (redraw) {
if (do_redraw) {
RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &CPUParticles2D::_update_render_thread));
RS::get_singleton()->canvas_item_set_update_when_visible(get_canvas_item(), true);
@@ -1086,7 +1086,7 @@ void CPUParticles2D::_set_redraw(bool p_redraw) {
}
}
update(); // redraw to update render list
queue_redraw(); // redraw to update render list
}
void CPUParticles2D::_update_render_thread() {
@@ -1102,7 +1102,7 @@ void CPUParticles2D::_notification(int p_what) {
} break;
case NOTIFICATION_EXIT_TREE: {
_set_redraw(false);
_set_do_redraw(false);
} break;
case NOTIFICATION_DRAW: {
@@ -1111,7 +1111,7 @@ void CPUParticles2D::_notification(int p_what) {
_update_internal();
}
if (!redraw) {
if (!do_redraw) {
return; // don't add to render list
}