Commit Graph

80 Commits

Author SHA1 Message Date
Hugo Locurcio
a0cc62f000
Add a configuration warning when using Ignore mouse filter with tooltip
This closes #30144.
2019-06-30 19:58:40 +02:00
qarmin
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Gilles Roudiere
e875f05c3b Improve the anchors and margin workflow 2019-05-13 18:55:31 +02:00
Bojidar Marinov
8dad5f1e10
Update controls when a stylebox or icon override changes; change to CONNECT_REFERENCE_COUNTED
Also, cleanup unnessesary calls to update() and NOTIFICATION_THEME_CHANGED.

Fixes #25904.
2019-02-25 17:42:38 +02:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Michael Alexsander Silva Dias
3a9df46b90 Add expand/collapse all buttons for the "Errors" tab 2018-09-12 23:53:10 -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
Aaron Franke
cf136a91d6 [Core] Completely kill math_2d.h, change includes 2018-08-11 03:08:34 -05:00
Guilherme Felipe
d1f5deabd8 Opens the menu with the same parent on mouse focus 2018-07-24 19:59:40 -03:00
Juan Linietsky
336db8bcd1 -Fix tooltips in inspector, now they show as rich text. 2018-07-20 18:16:19 -03:00
Max Hilbrunner
b21c1f64cd
Merge pull request #18634 from groud/fix_control_child_of_node2d
Fixes the bad calculation of margin & anchors when child of Node2D
2018-07-03 18:06:15 +02:00
Juan Linietsky
2dc738ce27 -Fixes to how hashing happened, now StringName and NodePath use default hasher, this was leading to some severe slowdown in scenarios
-Fixes to some duplication scenarios for instanced scenes
2018-07-02 15:08:35 -03:00
groud
4d78e16bc1 Fixes the bad calculation of margin & anchors when child of Node2D 2018-06-07 21:25:15 +02:00
Juan Linietsky
005b69cf6e -New inspector.
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)

-
2018-05-15 17:14:31 -03:00
Juan Linietsky
1d15c5d726
Merge pull request #17502 from groud/2Deditor_rect
Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
2018-04-13 10:21:44 -03:00
Rémi Verschelde
7e2782e177
Merge pull request #17081 from endragor/no-press-when-scroll
Make Button not emit press when container is scrolled
2018-04-10 07:56:37 +02:00
Ruslan Mustakov
dcf5be92a3 Make BaseButton not emit press when container is scrolled
This fixes the problem described in #13996 in a proper way.

This also adds "deadzone" property to ScrollContainer. It can be used
on mobile, where taps are not as precise as mouse clicks. Player could
slightly move their finger when tapping, in which case we still want
the button to be pressed rather than the container to be scrolled.
2018-04-09 20:34:52 +07:00
Gilles Roudiere
72ed1e4244 Remove the selection rect for nodes that do not require it 2018-04-03 22:04:19 +02:00
isaacremnant
4ef11eb3ed Implements #16546 by adding GROW_DIRECTION_BOTH which allows a control to grow from its center. 2018-02-12 01:39:18 -05:00
Gilles Roudiere
b06c6602c8 Changes the keep_margin parameter to true by default, so that people are not suprised that set_anchor changes the margins values 2018-01-15 10:37:13 +01:00
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
efc3ffb816 fix certain popup close clicks with popup buttons 2017-12-10 10:55:48 +01:00
Gilles Roudiere
8d1f2b1857 Rework the canvas_item API for further improves to the canvas item editor 2017-11-19 13:36:31 +01:00
Saracen
e4201734df Add manual overrides for focus_next and focus_previous on controls similar to what can already be done with focus neighbours. 2017-11-16 09:45:52 +00:00
letheed
482e07af7e Unify degree members and properties 2017-11-10 12:52:07 +01:00
letheed
ab2647a0d0 Remove deprecated rotation methods 2017-11-10 09:09:30 +01:00
Gilles Roudiere
05bb8e0c10 Remove set_area_as_parent_rect and replace it by set_anchors_and_margins_preset(PRESET_WIDE) 2017-09-22 11:39:44 +02:00
Gilles Roudiere
92f062696a Implements set_margins_preset(...) 2017-09-22 09:23:07 +02:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Juan Linietsky
1ecb48b8c2 Changed anchor constants to enum, removed ANCHOR_CENTER, fixes #9889 2017-08-15 19:49:28 -03:00
Gilles Roudiere
0041e08f74 Avoids inverted anchors
Add a push_opposite_anchor argument pushing the opposite anchor if
needed
2017-08-13 21:20:14 +02:00
Gilles Roudiere
c26af6f2b7 Adds a function to set Anchors with a layout preset 2017-08-13 21:20:14 +02:00
Gilles Roudiere
0d35d4d53b Replace GUI anchor type by a float between 0 and 1 2017-08-13 21:20:13 +02:00
Juan Linietsky
7c679dd830 More fill modes for containers, closes #9504 2017-07-06 19:06:55 -03:00
Juan Linietsky
bd9d98c172 Ability to set rotation and scaling pivot for controls. 2017-07-06 17:42:44 -03:00
Juan Linietsky
fd9b4ba6e6 -Ability for controls to grow the left/top when anchored. This makes anchoring controls to the right/bottom easier when they are resized. 2017-07-06 13:30:24 -03:00
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
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
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
e9bb65db81 -All types have editable script now in properties
-Changed clip to a property in Control which can be set by the user
2017-01-09 15:50:59 -03:00
Juan Linietsky
94ee7798ce -removed stop mouse and ignore mouse from control, which were confusing, replaced by mouse filter 2017-01-08 19:54:19 -03:00
Juan Linietsky
4fd464a4c5 Removed ratio anchoring (will have to fix multiple 3D views later..) 2017-01-08 19:12:24 -03:00
Juan Linietsky
de73297883 Swapped expand and fill flag bits, so scenes don't save this property by default 2017-01-08 19:12:24 -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
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
Juan Linietsky
b874cede20 Add argument options for the theme override functions in Control 2016-09-11 11:48:31 -03:00