Commit Graph

145 Commits

Author SHA1 Message Date
Rémi Verschelde 1ffe3ed47a
Merge pull request #33685 from Scony/improve-item-lists-add-item-methods
ItemList's add_(icon_)item method returns id of added item
2021-01-15 16:24:20 +01:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde feb4e5ed2c
Merge pull request #44569 from madmiraal/rename-unselect-deselect
Rename unselect to deselect
2020-12-28 14:53:43 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal 4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Marcel Admiraal 7b293eddfb Rename unselect to deselect 2020-12-21 10:26:41 +00:00
bruvzg a41f1c67e5
[Complex Text Layouts] Fix missing ItemList item text buffer init in `add_icon_item`. 2020-12-06 20:31:00 +02:00
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
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
Pawel Lampe c36be14e3c ItemList's add_(icon_)item method returns id of added item
- docs updated
2020-07-01 19:23:51 +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 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +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
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky 441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +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
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +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
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
Rafał Mikrut 724f5f3178 Don't allow to use too big index in ItemList 2020-01-14 20:17:48 +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
Haoyu Qiu 7a752215ba Improves ItemList
* Adds range hint for integer properties
* Adds missing descriptions in documentation
* Updates some method descriptions to match the actual behavior
* Fixes second param name of `set_item_icon_transposed` from `rect` to `transposed`
2019-12-31 08:44:55 +08:00
allkhor 2c559feb92 Fixed strange behaviour of scroll in the ItemList. 2019-12-09 01:54:10 +06:00
Rémi Verschelde bfd5e09879 Range: Fix cases where max was set to or below min value
It will now raise an error whenever this happens so that we can fix
these situations. `max == min` is not allowed as it could lead to
divisions by zero in ratios, and `max < min` doesn't make much sense.

Fixes #33907.
2019-11-26 10:25:41 +01:00
codecustard 71e79af1f1 Fixes ItemList max column update
When setting the max column of an ItemList, the layout does not update until it is resized.
2019-11-06 12:26:51 -08:00
Rémi Verschelde 45577e4233
Merge pull request #32571 from DavidSichma/rect_flip
Correctly flip texture src region
2019-10-08 16:15:45 +02:00
qarmin 17344337a9 Fix crash in Control functions 2019-10-05 19:17:07 +02:00
David Sichma f73e1fae37 Correctly flip texture src region 2019-10-05 16:51:06 +02:00
Cameron Reikes 597e6e1bd9 Give up finding item if started at beginning
When the current item is -1, then the loop will infinitely repeat,
constantly setting i to zero and never exiting.
2019-07-05 22:14:49 -07:00
Tomasz Chabora 59f403de0b Fixed get_item_at_position being weird 2019-06-02 14:32:32 +02:00
Rémi Verschelde 64a88e8ef3
Merge pull request #28841 from KoBeWi/option_button_options
Improvements to incremental search
2019-06-01 11:47:06 +02:00
Tomasz Chabora 9de912caf5 Improvements to incremental search 2019-05-31 14:56:49 +02:00
Tomasz Chabora 01491aaf32 Improvements to scroll handling 2019-05-24 14:56:39 +02:00
volzhs 68c3728b47 Revert "Merge pull request #26053 from qarmin/back_scroll_to_start"
This reverts commit b5deb1dc72, reversing
changes made to 2cc8848c3c.

This change causes unwanted regression.
It's too risky to have scroll back to top in ItemList.clear()
2019-05-09 03:51:08 +09:00
Rémi Verschelde b5deb1dc72
Merge pull request #26053 from qarmin/back_scroll_to_start
Back scroll bar to start when changing folder
2019-04-30 13:35:45 +02:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
qarmin 9bf1964dff Back scroll to start when changing folder 2019-02-19 13:31:39 +01:00
Rémi Verschelde 5fc86026ca Fix typos with codespell
Using codespell 1.14.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
homer666 5f47e18b0f ItemList: ignore `ui_select` action if Select Mode is not "Multi" 2019-01-18 01:54:24 +11:00
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
groud 0ec448d21d Fixes icons in itemlist not working 2018-11-07 18:29:24 +01:00
groud bdb5282ea0 Enhance the tilemap transform buttons 2018-10-30 14:43:52 +01:00
Superwaitsum e5041ad0f5 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
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
groud 5b5191ccf0 Fix a mistake in itemlist multiselect signal 2018-08-24 23:05:17 +02:00
Rémi Verschelde 099f74584a Bind ItemList's item_custom_fg_color methods
Fixes #21086.
2018-08-17 13:46:33 +02:00
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Rémi Verschelde 13239cd4cc Export: Properly reload preset when opening dialog
Fixes #20119 where newly installed templates were not detected.

Also fix a bug with preset deletion where it would attempt to
edit an already removed preset. For this I made it so that
ItemList::deselect_all() also resets `current` to -1, as a manual
ItemList::deselect(idx) already does.
2018-07-18 13:49:34 +02:00
Guilherme Felipe b2e78e117c Fix performance for godot's interface 2018-07-01 09:48:03 -03:00