Commit Graph

133 Commits

Author SHA1 Message Date
Juan Linietsky 4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
Juan Linietsky 9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Rémi Verschelde 09a6a2d8f8 Signals: Port more uses of connect_compat
Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.

To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
2020-02-28 14:24:09 +01:00
Rémi Verschelde f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde 01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Gil Arasa Verge 35bc88ca34 Clicking backgrd. dimming of editor popup stops input event propagation
A click on the dimmed background of a popup in the editor should stop the input event from propagating to the background.

This solution reuses the system introduced in commit efc3ffb8, taking advantage of the hide() notifications from the modal where we will set the flag "pass_on_modal_close_click(false)" to stop event handling at the viewport input event handling.
The viewport first hides the modal and after marks the input as handled if the flag mentioned above is set.

Fixes #36341
2020-02-28 00:02:06 +01:00
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rémi Verschelde 406dac1917
Merge pull request #34633 from qarmin/lineedit_signal
Don't try to connect "text_entered" signal to nodes other than LineEdit
2019-12-31 12:54:48 +01:00
Rafał Mikrut 0a1d3e4437 Don't try to connect "text_entered" signal to nodes other than LineEdit 2019-12-27 12:08:49 +01:00
Haoyu Qiu 078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
James Buck 5f451e0fb2 Fix WindowDialog moving when resized from the left/top edge
get_combined_minimum_size() must be used in order to consider the min size
specified by the user when determining how far the left/top edge is allowed
to move. Otherwise the dialog may think it can shrink further than it
should, causing the right/bottom edge to move when the rect size is fixed in
set_size().
2019-11-24 23:39:55 -06:00
Michael Alexsander 6348dfa948 Make the editor dimming even more smarter 2019-11-02 20:25:26 -03:00
Michael Alexsander 36c4fd8935 Make the editor dimming smarter 2019-10-31 16:58:53 -03:00
Michael Alexsander d92123ed97 Add "panel" style to PopupDialog 2019-10-27 19:45:03 -03:00
ternvein efc8314516 FIX: WindowDialog title translation 2019-09-30 13:07:47 +04:00
Michael Alexsander Silva Dias 53c9eaf933 Fix editor dimming being disabled when a dialog is closed even when others are open 2019-09-19 00:46:10 -03:00
Michael Alexsander Silva Dias 06a890f7a3 Update WindowDialog title when translation changes 2019-08-05 10:20:52 -03:00
Michael Alexsander Silva Dias 61cbb1f6bb Add option to enable autowrapping for label inside 'AcceptDialog' 2019-04-04 17:51:48 -03:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Juan Linietsky f2e54057ae -Moved EditorDefaultValue to ClassDB, made it core
-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Bernhard Liebl 2616e2b3c6 Fixes close button overlapping window title 2017-12-15 20:28:08 +01:00
Daniel J. Ramirez 1e8048dd45 Improved theme generation, and other fixes 2017-09-12 13:16:38 -05:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Juan Linietsky 541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Ignacio Etcheverry 90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Rémi Verschelde 18a7315381 Rename localization method to `tr` again
Partial revert of #10380 based on contributor ~~bullying~~ feedback.
2017-08-18 22:38:38 +02:00
Rémi Verschelde ee59e627de Merge pull request #10380 from akien-mga/XL_MESSAGE
Rename `XL_MESSAGE`/`tr` to `localize`
2017-08-17 22:41:55 +02:00
Rémi Verschelde c72529baf0 Rename `XL_MESSAGE` aka `tr` to `localize`
Also renames `set_message_translation` to `set_message_localization`
for consistency.
2017-08-17 18:10:22 +02:00
Rémi Verschelde a8a6082dc0 Merge pull request #8899 from toger5/BetterFlatStylebox
Better flat stylebox with rounded corners
2017-08-16 18:15:04 +02:00
toger5 059a0496da Adapted godot to the new StyleBoxFlat 2017-08-15 19:36:34 +02:00
Gilles Roudiere 0d35d4d53b Replace GUI anchor type by a float between 0 and 1 2017-08-13 21:20:13 +02:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Daniel J. Ramirez 95f55c8f0d Icons can now be added inside line edits (Search icon).
Fixed window title bar margins.

fixed compilation error
2017-07-19 13:23:16 -05:00
Daniel J. Ramirez 17c3422431 Added separators using StyleBoxLine, some theme style fixes, added variant icon 2017-07-18 01:09:19 -05:00
Poommetee Ketson b5b4abb56d AcceptDialog: fix child w/ ANCHOR_END sized wrong until resized 2017-07-13 15:57:24 +07:00
alexholly a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Andreas Haas 9bc5348961
InputEvent: Renamed "pos" property to "position"
Make the naming consistent with other classes.
2017-06-03 11:26:39 +02:00
Juan Linietsky 5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
volzhs bb81293047 New customizable editor theme 2017-05-09 17:46:54 +09:00
Marc Gilleron d78efddbf5 Fix #8617 WindowDialog with custom panel background crashes godot 2017-05-02 02:18:50 +02:00
Ray Koopa 75f684bc17 Respect the expand margin for StyleBoTextures again. 2017-04-13 10:37:22 +02:00
Sergey Pusnei 8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Robert Hernandez 7a428206fe Fixed WindowDialog not aligning properly 2017-03-31 01:48:02 -04:00
Rémi Verschelde debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Andreas Haas a2776af672
WindowDialog: Fix crash when running as ProjectManager
Fixes a bug introduced in #7970
2017-03-13 16:05:18 +01:00
Andreas Haas 9080232f17
Editor: Dim UI when a WindowDialog is shown.
Darkens the editor on WindowDialog popup.

This adds the following new Editor settings:

- interface/dim_editor_on_dialog_popup (true) # Enable/Disable editor dimming
- interface/dim_amount (0.6) # Percentage of how much the editor will be darkened (0-1)
- interface/dim_transition_time # The duration (in seconds) of the color blending effect (0-1), 0 is instant.

Please test this thoroughly, I haven't yet seen a case where it fails to work properly but I'm sure I didn't test all
windows of the editor :P
2017-03-06 20:14:41 +01:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Ray Koopa 7623fd10bf Make Editor, Export and Project settings dialogs resizable and store their bounds 2017-03-03 18:45:53 +01:00
Ray Koopa e07aa5deb8 Added functionality for resizable dialogs. 2017-03-01 23:40:10 +01:00
Thaer Razeq f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Juan Linietsky f6950956bd Editor Export Settings Dialog is completed!! Now on to make some exporters.. 2017-02-19 23:21:35 -03:00
Hein-Pieter van Braam 411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam 0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Juan Linietsky 48097f6df3 Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a container! 2017-01-10 01:49:55 -03:00
Juan Linietsky 920947f297 renamed _input_event for GUI events to _gui_input, so it's more differentiated than generalized _input 2017-01-08 16:28:12 -03:00
Juan Linietsky b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
volzhs 8d5644c4b2 Fix Accept/ConfirmationDialog UI broken 2016-10-31 03:42:30 +09:00
volzhs 3f15a65307 Revert "Place child control under label in AcceptDialog."
This reverts commit 3ef2722904.
2016-10-31 03:40:52 +09:00
Mateusz Adamczyk 3ef2722904 Place child control under label in AcceptDialog.
Fixes #6199.
2016-10-09 15:00:35 +02:00
Juan Linietsky 65b93d177e -Added bindings to the resource filesystem for editor
-Added set_child_rect, which was unavailable for script
2016-09-10 17:34:27 -03:00
bebae dd9189aac4 fixed wrong placement of AcceptDialog Buttons issue-6143 2016-09-07 20:49:53 +02:00
Rémi Verschelde 454b210242 Remove unused variables (third pass) + dead code
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:16:21 +02:00
Geequlim dde995a513 Make dialogs translatable 2016-05-30 22:23:53 +08:00
Juan Linietsky 9b1f8230ec -Some fixes to OSX retina scaling for window functions
-Implemented HiDPI detection and support for Godot Editor!
2016-05-30 00:28:29 -03:00
Geequlim 5c61e17c10 Add more documentations and fix AcceptDialog::add_cancel 2016-04-29 16:34:07 +08:00
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Franklin Sobrinho 5ef23812ac Add more properties to AcceptDialog 2015-11-20 18:25:01 -03:00
Juan Linietsky 07e9741425 **WARNING BEFORE PULLING**
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools.
If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :)

Summary of Changes

-New Filesystem dock, with filesystem & tree view modes.
-New refactoring tools, to change or fix dependencies.
-Quick search dialog, to quickly search any file
2015-08-23 20:15:56 -03:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky c5f509f238 New Navigation & Pathfinding support for 2D
-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
2015-02-14 12:10:15 -03:00
Juan Linietsky 0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Gerold31 6532aa627c Fix some more incorrect bindings 2014-10-26 15:07:54 +01:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00