Tweak the editor window dimming intensity, remove dim fade animation

The fade animation tended to give the editor a "sluggish" feel
when running at lower FPS (which is common in heavy 3D scenes),
so it's probably a good idea to remove it.

This also makes dimming less intense (50% instead of 60%).
This commit is contained in:
Hugo Locurcio 2019-08-29 15:51:23 +02:00
parent 46471a8d69
commit ef9f234d2b
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
3 changed files with 9 additions and 61 deletions

View file

@ -2632,11 +2632,8 @@ void EditorNode::_exit_editor() {
resource_preview->stop(); //stop early to avoid crashes
_save_docks();
// Dim the editor window while it's quitting to make it clearer that it's busy.
// No transition is applied, as the effect needs to be visible immediately
float c = 0.4f;
Color dim_color = Color(c, c, c);
gui_base->set_modulate(dim_color);
// Dim the editor window while it's quitting to make it clearer that it's busy
dim_editor(true, true);
get_tree()->quit();
}
@ -5133,46 +5130,12 @@ void EditorNode::_open_imported() {
load_scene(open_import_request, true, false, true, true);
}
void EditorNode::dim_editor(bool p_dimming) {
static int dim_count = 0;
bool dim_ui = EditorSettings::get_singleton()->get("interface/editor/dim_editor_on_dialog_popup");
if (p_dimming) {
if (dim_ui && dim_count == 0) {
_start_dimming(true);
}
dim_count++;
void EditorNode::dim_editor(bool p_dimming, bool p_force_dim) {
// Dimming can be forced regardless of the editor setting, which is useful when quitting the editor
if ((p_force_dim || EditorSettings::get_singleton()->get("interface/editor/dim_editor_on_dialog_popup")) && p_dimming) {
gui_base->set_modulate(Color(0.5, 0.5, 0.5));
} else {
if (dim_count == 1) {
_start_dimming(false);
}
if (dim_count > 0) {
dim_count--;
} else {
ERR_PRINT("Undimmed before dimming!");
}
}
}
void EditorNode::_start_dimming(bool p_dimming) {
_dimming = p_dimming;
_dim_time = 0.0f;
_dim_timer->start();
}
void EditorNode::_dim_timeout() {
_dim_time += _dim_timer->get_wait_time();
float wait_time = 0.08f;
float c = 0.4f;
Color base = _dimming ? Color(1, 1, 1) : Color(c, c, c);
Color final = _dimming ? Color(c, c, c) : Color(1, 1, 1);
if (_dim_time + _dim_timer->get_wait_time() >= wait_time) {
gui_base->set_modulate(final);
_dim_timer->stop();
} else {
gui_base->set_modulate(base.linear_interpolate(final, _dim_time / wait_time));
gui_base->set_modulate(Color(1, 1, 1));
}
}
@ -5356,7 +5319,6 @@ void EditorNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("_open_imported"), &EditorNode::_open_imported);
ClassDB::bind_method(D_METHOD("_inherit_imported"), &EditorNode::_inherit_imported);
ClassDB::bind_method(D_METHOD("_dim_timeout"), &EditorNode::_dim_timeout);
ClassDB::bind_method("_copy_warning", &EditorNode::_copy_warning);
@ -6687,13 +6649,6 @@ EditorNode::EditorNode() {
waiting_for_first_scan = true;
_dimming = false;
_dim_time = 0.0f;
_dim_timer = memnew(Timer);
_dim_timer->set_wait_time(0.01666f);
_dim_timer->connect("timeout", this, "_dim_timeout");
add_child(_dim_timer);
print_handler.printfunc = _print_handler;
print_handler.userdata = this;
add_print_handler(&print_handler);

View file

@ -633,13 +633,6 @@ private:
static int build_callback_count;
static EditorBuildCallback build_callbacks[MAX_BUILD_CALLBACKS];
bool _dimming;
float _dim_time;
Timer *_dim_timer;
void _start_dimming(bool p_dimming);
void _dim_timeout();
void _license_tree_selected();
void _update_update_spinner();
@ -849,7 +842,7 @@ public:
void save_scene_list(Vector<String> p_scene_filenames);
void restart_editor();
void dim_editor(bool p_dimming);
void dim_editor(bool p_dimming, bool p_force_dim = false);
void edit_current() { _edit_current(); };

View file

@ -1754,7 +1754,7 @@ void ProjectManager::_dim_window() {
// Dim the project manager window while it's quitting to make it clearer that it's busy.
// No transition is applied, as the effect needs to be visible immediately
float c = 0.4f;
float c = 0.5f;
Color dim_color = Color(c, c, c);
gui_base->set_modulate(dim_color);
}