Commit Graph

214 Commits

Author SHA1 Message Date
Rémi Verschelde a09846e015
Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-28 09:04:25 +01:00
bruvzg 99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Eric M efe5c250d5 Implement new shortcuts system.
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23 21:14:26 +10:00
Rafał Mikrut b20c20a6f7 Allow to open multiple projects when some are not imported or without main scene. 2020-11-18 21:24:27 +01:00
Rémi Verschelde d191ffe647
Merge pull request #43479 from Calinou/use-low-editor-scale-auto
Use 75% editor scale on small displays automatically
2020-11-16 16:36:10 +01:00
Hugo Locurcio c1a65e5289
Use 75% editor scale on small displays automatically
This also makes borders always display in the editor theme,
even if the editor scale is below 100%. Otherwise, "focus" outlines
would vanish when using an editor scale below 100%,
which harms usability.
2020-11-16 16:23:15 +01:00
Aaron Franke 46fdca4fae
Allow creating projects in non-empty folders with a confirmation popup 2020-11-10 00:12:07 -05:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Aaron Franke 5fbcd8f9df
Rename the ".import" folder to ".godot/imported" 2020-09-28 05:23:45 -04:00
Rémi Verschelde 9568bcf166
i18n: Sync translations with Weblate
Add translators comment for the two 'Project Manager' strings,
and fix some of the translations.

(cherry picked from commit c5f6d2097b)
2020-09-08 15:18:17 +02:00
Rémi Verschelde 71833520da
Merge pull request #41589 from sburris0/master
Make blank project name create an error, not a warning
2020-09-03 00:27:57 +02:00
Aaron Franke 0b6326c79a
Change the "remove missing" button to disabled rather than hidden
Also set a minimum size
2020-08-31 11:40:06 -04:00
Stijn Hinlopen 31fdb0fe46 Fix not saving new filter order 2020-08-29 15:39:34 +02:00
Spencer Burris 0e3d938968 Make blank project name create an error, not a warning 2020-08-28 15:57:33 -07:00
Stijn Hinlopen 598447c5bc Refactor project filter in Project Manager
- Reorder search/sort bar
 - Removed ProjectListFilter (unnecessary abstraction)
 - Reorder side bar buttons
 - Removed some unused variables/methods
2020-08-27 22:14:30 +02:00
Raul Santos f997004ee8
Create default_env.tres with the same format used to save it 2020-08-10 09:51:47 +02:00
Stijn Hinlopen 526e060b73 Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and resource depency dialogs). 2020-07-14 14:35:22 +02:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
PouleyKetchoupp b2d27214aa Keep debug & verbose options after loading project from project manager 2020-07-09 09:51:32 +02:00
bruvzg df968d577a
[macOS] Implement seamless display scaling. 2020-07-04 10:36:33 +03:00
Stijn Hinlopen 929b98d24b Remove String::find_last (same as rfind) 2020-07-03 15:26:22 +02:00
Hugo Locurcio 31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
hilfazer 512aaf018c Fixed "Favourite Project" button in Project Manager 2020-06-13 12:43:54 +02:00
Dominik 'dreamsComeTrue' Jasiński 1ec8f59397 Grabbing focus on ProjectList after clicking an item.
Fixes: #39012
2020-05-30 21:19:50 +02:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Hugo Locurcio 72da1667e0
Improve path search behavior discoverability in the project manager
This closes #38185.
2020-04-25 21:59:38 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
bruvzg 15a9f94346 Add macOS DisplayServer implementation.
Change global menu to use Callable, add support for check items and submenus.
2020-03-26 16:24:05 +01:00
Mateo Kuruk Miccino f387b9b4f4 Multiple changes to DisplayServerX11
- Travis: Change x11 to linuxbsd
- SCons: Change x11 plataform to linuxbsd
- Plugins: Remove ; to avoid fallthrough warning
- DisplayServerX11: Implement set_icon
- DisplayServerX11: Fix X11 bug when a window was erased from windows
  map, all the changes from that erased windows are sending to the main
  window
- DisplayServerX11: Reorder create_window commands
- DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i
  where it belongs

+ More X11 fixes which have been integrated directly back into reduz's
original commits while rebasing the branch.
2020-03-26 15:49:54 +01:00
Juan Linietsky 441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky 4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
Juan Linietsky 8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
clayjohn 61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
Mateo Miccino 86b48093eb Signals: filter_changed from ProjectListFilter now is emitted when it's on scene tree to avoid unexpected call 2020-03-07 18:34:10 -03:00
Rémi Verschelde e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +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
bruvzg 1af06d3d46
Rename `scancode` to `keycode`.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
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
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Marcin Zawiejski dc793bb816 fix Vulkan project description 2020-02-13 21:04:43 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Rémi Verschelde 57dca8b8cc
Merge pull request #36152 from Calinou/project-manager-rename-last-modified
Rename the "Last Modified" project list sorting option to "Last Edited"
2020-02-13 09:09:24 +01:00
Hugo Locurcio bb2fffa10c
Disable the GLES2 renderer option in the Project Manager
It will be re-enabled once the GLES2 renderer is refactored to work
in Godot 4.0.
2020-02-13 00:29:17 +01:00
Hugo Locurcio e10460e36f
Rename the "Last Modified" project list sorting option to "Last Edited"
The `project.godot` file will always be modified when editing a project,
but not when running it. This effectively makes the option sort by
last edition date, rather than modification as is typically understood
by users.

This closes #36127.
2020-02-12 18:13:32 +01:00
Teashrock 919293b369 Changed in-text driver name to "Vulkan"
But it still requires a change of "driver_name" in backend itself.
2020-02-12 11:07:33 +02:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00