LineEdit should not return early when processing KEY_ENTER, so it can
consume the event properly.
Regression introduced by mistake while fixing enter events for Android
(PR #40487 - c0b394572f)
(cherry picked from commit 5c63dec36e)
Updated set_max_length() function to actually pull a substring of the current text so it's not all thrown away when the new max length is shorter than the current length.
(cherry picked from commit 71febfd6e2)
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
Make command-backspace in line edit work like other macOS applications.
If there is a selection, command-backspace deletes the selection.
If there isn't a selection, command-backspace deletes from the cursor to the beginning of the line edit.
This addresses part of godotengine/godot#23548
* On press left+command+shift or right+command+shift it should behave like shift+home or shift+end and select the text
* Using home and end events as reference
(cherry picked from commit d8f8a3c606)
Placeholder with length greater than `max_length` are allowed, so there is no reason for those update condition.
It fixes the odd alignment of placeholder when it's length is greater than `max_length`
(cherry picked from commit 43b2f75d64)
These properties will affect the minimum size of LineEdit:
* The right icon (`set_right_icon`)
* The clear button (`set_editable` and `set_clear_button_enabled`)
* The text, when "expand to text length" is enabled (`set_text`)
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.
This PR adds the ability to enable/disable shortcut keys and selection for LineEdit/TextEdit. It also updates the context menu when you disable/enable the shortcut keys or selection.
- Clean up the recent scripts dialog to match the recent scenes dialog
- Add "..." at the end of shortcuts that cause a modal dialog to appear
This closes#31148.
By default the LineEdit's text when editable is unchecked had some transparency hardcoded.
This change adds a custom color to LineEdit for adjusting the font when editable is off.
Addresses issue 29814