summaryrefslogtreecommitdiff
path: root/editor/action_map_editor.cpp
AgeCommit message (Collapse)Author
2022-03-03Make `TabContainer` use `TabBar` internallyMichael Alexsander
2022-02-16Port existing _notification code to use switch statements (part 1/3)jmb462
2022-02-15Editor: Cleanup some includes dependenciesRémi Verschelde
Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-01-13Merge pull request #56221 from YeldhamDev/inputmap_undo_masterRémi Verschelde
2022-01-12Check if action name exists before adding it or renaming an action to itMarcel Admiraal
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-24Fix undo/redo operations in Input MapMichael Alexsander
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-09align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-16Rename built-in `SGN()` macro to `SIGN()`Hugo Locurcio
This matches the name of the GDScript function (except it's uppercase here).
2021-11-12Use "enum class" for input enumsAaron Franke
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-12Create key inputs as physical by default in the input action editorHugo Locurcio
Physical Key should be used for most game inputs as it allows keys to work on non-QWERTY layouts out of the box. This is especially important for WASD movement layouts. In contrast, remapped (non-physical) keys are mainly useful in non-game applications, where shortcuts are expected to match a precise letter rather than a location on the keyboard.
2021-10-09Fix crash when searching action map creates empty catagoriesPaulb23
2021-09-20Allow mouse button event detection in Action Map Editorjmb462
2021-09-14Fix wrong behavior of Action Map Editor with non QWERTY layoutsjmb462
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-07-20Make "remove action" translatable in Input Mapfoxydevloper
2021-07-19Make various strings translatablefoxydevloper
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-13Add header theme type variations to labelskobewi
2021-07-04Clean up Treereduz
Fixes some problems introduced by #49917 * Tree used minimum size as a stretch ratio, so it forced a minimum size of 1. * Minimum size redone, stretch ratio moved to a separate setting * Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired. * Added a clip content option for situations where fit to contents does not apply. * Icon would scroll with the item, making it invislbe if the item is too long. * Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
2021-06-28Implement Tree's internal minimum width calculationGilles Roudière
2021-06-20Use mouse and joypad enums instead of plain integersAaron Franke
Also MIDIMessage
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-16Documentation search fixesGregory Basile
Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
2021-06-12Consistently prefix bound virtual methods with _kobewi
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2021-05-17Improve TreeItem API and allow to move nodestrollodel
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-05-05Improve ActionMapEditorDanil Alexeev
- CheckBox replaced with CheckButton. - Removed unnecessary code.
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-02-19New ActionMapEditor to replace InputMapEditor. Used in ProjectSettings.Eric M
Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required. This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.