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Making Godot Easier to Use..
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
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@@ -188,6 +188,18 @@ void IP::erase_resolve_item(ResolverID p_id) {
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}
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Array IP::_get_local_addresses() const {
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Array addresses;
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List<IP_Address> ip_addresses;
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get_local_addresses(&ip_addresses);
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for(List<IP_Address>::Element *E=ip_addresses.front();E;E=E->next()) {
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addresses.push_back(E->get());
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}
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return addresses;
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}
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void IP::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("resolve_hostname","host"),&IP::resolve_hostname);
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@@ -195,6 +207,7 @@ void IP::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("get_resolve_item_status","id"),&IP::get_resolve_item_status);
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ObjectTypeDB::bind_method(_MD("get_resolve_item_address","id"),&IP::get_resolve_item_address);
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ObjectTypeDB::bind_method(_MD("erase_resolve_item","id"),&IP::erase_resolve_item);
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ObjectTypeDB::bind_method(_MD("get_local_addresses"),&IP::_get_local_addresses);
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BIND_CONSTANT( RESOLVER_STATUS_NONE );
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BIND_CONSTANT( RESOLVER_STATUS_WAITING );
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