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
Andreas Haas
0a287cfe4c
Fix more property names in _change_notify calls.
2017-04-03 18:35:15 +02:00
Robert Hernandez
8078b5ecf6
Fixed Node2D/Control not updating properties
2017-04-01 20:13:52 -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
Rémi Verschelde
3cf4103a89
Merge pull request #8023 from CrazyGuy108/master
...
List Control::has_point as a virtual method
2017-03-18 10:36:55 +01:00
CrazyGuy108
9589936d6e
List Control::has_point as a virtual method
...
According to Issue #8018 , a BIND_VMETHOD macro wasn't present in scene/gui/control.cpp, while it was declared to be a virtual method in scene/gui/control.h.
classes.xml was updated to also list this method in Control.
2017-03-14 19:08:13 -07:00
Karroffel
6ab3213a55
fixed ClassDB inconsistencies
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fixes #7960
2017-03-13 21:17:31 +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
Rémi Verschelde
49c065d29c
Refactoring: rename tools/editor/ to editor/
...
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +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
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
...
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -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
Rémi Verschelde
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
Rémi Verschelde
93ab45b6b5
Style: Fix whole-line commented code
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
e53c247cb1
Created new Engine singleton, and moved engine related OS functions to it.
2017-01-13 12:51:14 -03:00
Juan Linietsky
04c749a1f0
New API for visibility in both CanvasItem and Spatial
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visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
2017-01-13 10:45:50 -03:00
Juan Linietsky
83cb84753f
Renamed most signals so they refer to:
...
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-12 00:51:08 -03:00
Juan Linietsky
f698e2be4f
Proper inheritance checking when requesting theem resources
2017-01-11 18:29:59 -03:00
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
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-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
99ceddd11e
Editor settings categories are now tidy and beautiful!
2017-01-05 19:41:36 -03:00
Juan Linietsky
3fae505128
Begin modifying properties to make them more friendly to script and doc.
2017-01-03 00:38:16 -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
Avril
958dbc1173
fixes #6464 lost icons in dock and file dialog, also #6443 , #6302
...
Fixes lost icons in docks, file manager, sample library, settings and
various other places.
2016-11-18 06:13:36 +01:00
Andreas Haas
8dd026e4f9
Prevent crash on focus change when no valid next control has been found.
...
Fixes the crash discussed in #6714 .
2016-10-05 08:56:58 +02:00
Juan Linietsky
b874cede20
Add argument options for the theme override functions in Control
2016-09-11 11:48:31 -03:00
Juan Linietsky
95eb7466df
-Added a ColorFrame control, kind of like Texture but for color.
...
-Added dropping nodes to text editor for them to become a path
-Fixed issues with font not properly being set in code editor
2016-09-11 11:28:01 -03:00
Juan Linietsky
1bf684cea2
-Cleaned up find/replace bar for replace (made selection only default if selection exists), also made buttons look like buttons
...
-Fixed a bug related to theme propagation, may be able to solve #6443 , #6302 and others. Please test.
2016-09-11 10:05:46 -03:00
Juan Linietsky
fb4d6d1db0
More visual script improvements
...
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Juan Linietsky
9c6175db11
More visual script work
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-Block switches to 2d/3d editor if editing visual script
-Added cast node in flow control
-Added ability to do RPC in visual script
-Comment nodes
-Fix bug with inverted cable in connecting backwards
-Copy and paste nodes, including from different scripts
2016-08-25 17:45:20 -03:00
Juan Linietsky
259418f827
VisualScript can now execute visual scripts, but there is no debugger or profiler yet.
2016-08-05 22:48:00 -03:00
Johan Manuel
fc4ace3120
Fix the rotation not updating in the inspector with Controls
2016-07-21 00:26:36 +02:00
Juan Linietsky
f10bd217a2
properly fixed notificaitons for theme changed, closes #5774
2016-07-18 16:41:59 -03:00
Juan Linietsky
88e28af5e3
Add a small workaround to avoid modal tabs to be closed if they are spawned in the same frame, closes #3837
2016-06-27 11:22:13 -03:00
Juan Linietsky
e2d208f122
Ability to rotate controls using tool, closes #3800
2016-06-27 10:47:51 -03:00
Juan Linietsky
a8f8f52b19
Fix issue saving flags (size fill expand), fixes #4176
2016-06-23 17:03:34 -03:00
Juan Linietsky
6a68ce9c93
Fix bug in GridContainer not updating minimumsize when columns changes, fixes #4677
2016-06-17 16:40:40 -03:00
Juan Linietsky
55b83157e7
Keep track of when fonts change, so theme or controls that use fonts as overrides get properly updated.
...
closes #4622 , probably closes many other issues too
2016-06-17 16:01:30 -03:00
Juan Linietsky
944c7e2603
fix crash when clearing dynamicfontdata, closes #4877
2016-06-13 22:24:11 -03:00
Juan Linietsky
4866713bc3
added a function CanvasItem.get_item_and_children_rect() , fixes #4738
2016-06-13 21:37:04 -03:00
Juan Linietsky
26d63b5594
propagate theme changes properly even through 2D nodes, fixes #4754
2016-06-13 21:11:24 -03:00
Juan Linietsky
c1056a9bfb
Fixed ancient bug that prevented proper theme editing, closes #4924
2016-06-12 15:31:38 -03:00
Juan Linietsky
736b65e566
Merge pull request #4977 from SaracenOne/scripting_expose
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Expose extra methods and constants to scripts
2016-06-06 20:27:40 -03:00
Saracen
b160a26abd
Expose control theme element and override detection methods to scripting side.
2016-06-04 16:42:07 +01:00
Rémi Verschelde
cbba9c4506
Merge pull request #4300 from leezh/control_focus_mode
...
Exposed Control::focus_mode to the scene editor
2016-06-04 14:41:36 +02:00
Juan Linietsky
df139f57b3
Some cleanup to GDScript
...
separated GDFunction (VM) from GDScript in two different files
2016-05-31 22:33:43 -03:00
Zher Huei Lee
0ccf153a15
GUI Focus mode improvements
...
Exposed `get_focus_mode()` to the script
Added `focus_mode` to the property panels for line-edit and sliders
Added `enabled_focus_mode` to the property panels for buttons
enabled_focus_mode is used when button is enabled/disabled
2016-05-23 15:08:50 +01:00
Rémi Verschelde
7b471068cf
Merge pull request #4612 from bojidar-bg/fix-anchor-builds
...
Fix #4588 (crash in Control::_set_anchor)
2016-05-11 17:46:29 +02:00
Bojidar Marinov
0b572b35c2
Fix #4588 (crash Control::_set_anchor)
...
Thanks to @vnen for testing this
2016-05-10 20:23:58 +03:00
Rémi Verschelde
bc31be9812
Sync classes.xml with current sources
...
Also fix a typo in the binding of Control::set_drag_forwarding.
2016-05-09 22:20:35 +02:00
Rémi Verschelde
4eab767a6f
Rotation APIs: Better exposure for degrees methods
...
Made public the various set/getters for rotations in degrees.
For consistency, renamed the exposed method names to remove the leading
underscore, and kept the old names with a deprecation warning.
Fixes #4511 .
2016-05-06 23:38:08 +02:00
Juan Linietsky
c7e8def446
Add ability to send drag events to another object
...
will be documented/tested later
2016-05-03 11:10:28 -03:00
Aren Villanueva
d75856146c
Adds a remove class item option in the theme editor.
...
I've also added a get_stylebox_types helper function to the theme class in order to figure out exactly what types are available to a theme.
2016-04-21 11:58:53 +10:00
sanikoyes
5ec7d3f264
Fix warn print when hide an control does not inside_tree
2016-04-07 15:46:38 +08:00
Rémi Verschelde
15d1fca061
Merge pull request #4102 from SaracenOne/dynamic_margin_properties
...
Dynamic property list for control margins
2016-03-23 09:36:18 +01:00
sanikoyes
0c6f089ce4
Fix GDScript crash when call show/hide in func _exit_tree
2016-03-22 12:46:33 +08:00
Saracen
d8392dd117
Dynamic property list for control margins allowing floating point properties to be used with ratio anchors.
2016-03-20 05:59:18 +00:00
Bojidar Marinov
bac875be66
Fix a crash when running a game with Controls with a tools build
...
Regression from #3997
TOOLS_ENABLED is defined, even when running from editor, but EDITOR_DEF SEGFAULTs
2016-03-10 21:01:49 +02:00
Bojidar Marinov
0e8a8d2cb1
Add option to keep margins when changing anchors, closes #3979
...
Amend: Fixed an issue for non-tool builds
Amend2: Same, just fixed doing nothing at some times
2016-03-09 21:14:17 +02:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Juan Linietsky
9109e41a20
Property handle rotated controls in 2D editor, fixes #3613
2016-02-08 11:29:32 -03:00
Juan Linietsky
b587614653
Make sure variant parser recognizes "nil" for compatibility with old engine.cfg style cofig. Closes #3531
2016-02-01 19:01:06 -03:00
Juan Linietsky
35a28f3442
-Take in consideration canvas layers for GUI input
2016-01-24 10:57:42 -03:00
Juan Linietsky
5a1593951b
-Added a "modal_close" signal for controls
...
-Used it to keep changes on lineedit when focused out
2016-01-23 11:45:36 -03:00
Juan Linietsky
891e31b139
-Some fixes to drag and drop and canvas offset for GUI that were introduced after rewrite
2016-01-19 20:28:20 -03:00
Rémi Verschelde
c0b9634235
Merge pull request #2854 from MarianoGnu/color_picker
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new ColorPicker
2016-01-18 13:52:51 +01:00
Juan Linietsky
74a48a0140
-Massive editor dialog cleanup
...
-Added a bottom menu list
2016-01-17 20:03:57 -03:00
Juan Linietsky
72fcb8a35b
-Moved all the "root" input handling for GUI from individual Controls to Viewport.
...
-Should fix several reported bugs when controls don't have a common parent
This may have added new bugs, so please report if so!
2016-01-16 22:41:10 -03:00
MarianoGNU
1f3d6824c8
Move shaders to default theme and add shader_override related methods to Control class
2016-01-15 17:23:19 -03:00
Juan Linietsky
3a3ce982b0
removed this fix, which brought more problems than solutions
2016-01-10 00:26:35 -03:00
Rémi Verschelde
a0c39a4b33
Merge pull request #3191 from neikeq/filedialog_hotkeys
...
Add keyboard shortcut to toggle "show hidden files" in FileDialog
2016-01-07 07:50:26 +01:00
Ignacio Etcheverry
3ca800226e
FileDialog: keyboard shortcut to toggle "show hidden files"
2016-01-02 12:58:38 +01:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
reduz
2f19260fb7
-restrict gui root from being removed while performing input, fixes #2578
2015-12-29 10:01:29 -03:00
Juan Linietsky
890b462ffb
added rotation and scale support to gui controls
2015-12-12 13:54:26 -03:00
Juan Linietsky
ab22203791
misc cleanup
2015-10-17 10:29:54 -03:00
Juan Linietsky
95047562d7
Several performance improvements, mainly in loading and instancing scenes and resources.
...
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky
9a58960d28
some editor window changes
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-ability to make dock position configurable, and it gets saved
-editor starts maximized default
2015-06-13 22:12:53 -03:00
Juan Linietsky
65c96a71bd
fix crash on exit for popup, fixes #1676
2015-04-26 15:42:02 -03:00
Juan Linietsky
93ce7d92c1
-Many fixes and demo for RichTexLabel
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-Proper ability to edit BBCode in RTL.
2015-04-21 16:01:58 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
1572238adb
merging okam changes
2015-04-02 07:22:17 -03:00
Juan Linietsky
09489e3a78
lot of work on 2D lighting and isometric maps
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added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
Juan Linietsky
4333aa240c
Godot UI is quick and snappy again!
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Changed linked listed sort to use auxiliary memory
this fixes user interface performance issues.
2015-02-15 12:38:25 -03:00
Juan Linietsky
d2f86cc09b
fixes to mouse warp
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-can warp now from viewport and control, in their respective coordinate
systems
-warp is now local to the window on Windows and OSX.
IF YOU RUN OSX, PLEASE TEST THIS! And make sure it works!, new code is
in OS_OSX::warp_mouse_pos. I don't have OSX so i can't test!
2015-02-14 19:22:06 -03:00
Juan Linietsky
167c1027be
-fixed bug on focus capture, now respets line/text edit
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-when playing animations, property editor is now refreshed properly, fixes #1046
2015-01-03 15:39:01 -03:00
Juan Linietsky
fa7a3ac0d3
removed deadcode
2015-01-03 00:25:21 -03:00
Juan Linietsky
0df45672e7
-ability to scale and modulate texturebutton, closes #818
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-fixed bug in ordering of modal subwindows, closes #1001
2015-01-03 00:23:14 -03:00
Juan Linietsky
bcf27feb98
New Code Completion
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-=-=-=-=-=-=-=-=-=-
-Massive improvement to code completion
-Argument hinting for functions
If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.
Please enter the commit message for your changes. Lines starting
2014-12-16 22:31:57 -03:00
Juan Linietsky
0dbedd18fc
SceneMainLoop -> SceneTree
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*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
Juan Linietsky
fa004d5c0f
Small Fixes
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-----------
-Added Ability for centering on top left for centercontainer
-Added ability to bind more than 5 parameters (must include an extra file)
2014-09-17 11:53:29 -03:00
Juan Linietsky
01632a824e
Bug Fixes
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-=-=-=-=-
-Documentation now shows overridable theme values (though this needs to be documented).
-Detect when object transform is flipped and flip normals too.
-TileMap can specify bounce and friction for collision.
-Removed limit of 4 lights per object
-Added is_hovered() to buttons.
2014-06-29 22:41:02 -03:00
Juan Linietsky
0360b454a4
-Fixed viewport stretch bugs
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-Fixed input in viewport stretch bugs
-Fixed tilemap pixel overlap (really?)
2014-04-18 11:43:54 -03:00