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path: root/editor/editor_spin_slider.cpp
AgeCommit message (Collapse)Author
2021-11-12Use "enum class" for input enumsAaron Franke
2021-10-26Make EditorSpinSlider wait for text on key_up/downFrancois Belair
2021-10-01Implement TextServer GDExtension interface, remove TextServer GDNative ↵bruvzg
interface.
2021-09-28Add up/down keys to inc/dec val in spin sliderFrancois Belair
Fixes #godotengine/godot-proposals#29
2021-09-21Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra
2021-09-05Apply set_read_only() to child classes of EditorProperty elementsSilc 'Tokage' Renew
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-14Make sure stylebox is valid in EditorSpinSlider before using itYuri Sizov
2021-08-02Use Command+Drag in EditSpinSlider on macOSHaoyu Qiu
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.
2021-07-18Fix crash in EditorSpinSliderkobewi
2021-07-17Create many types of popups on demandreduz
* LineEdit popups created on demand. * TextEdit popups created on demand. * SpinSlider popups created on demand. * ResourcePicker popups created on demand. Improves editor responsiveness.
2021-06-30Add right-to-left layout support for `EditorSpinSlider`.bruvzg
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
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"
2021-05-23Mouse ptr reappears at drag start positionamor
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-05-04Fixed wrong mouse position after releasing grabberkobewi
2021-04-05Fix crashes in *_input functionsRafał Mikrut
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-13fix-EditorSpinSlider-grabber-zoomed-positionjmb462
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-10-01Renamed toplevel to be top_levelDuroxxigar
2020-09-27Allow using a comma as decimal separator in EditorSpinSliderHugo Locurcio
This closes https://github.com/godotengine/godot-proposals/issues/1576.
2020-06-30Add a separate application focus/in notification out from Window focus ↵Juan Linietsky
notification.
2020-05-15Hide editor_spin_slider grabber when closing Editor's windowsDominik 'dreamsComeTrue' Jasiński
Fixes: #38740
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
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.
2020-05-06Updated editor spin slider to have better behaviour and adjusted control's ↵Eric M
size_flags_stretch_ratio value range
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Popups have also been converted to windowsJuan Linietsky
Controls using the old modal API have been replaced to use popups.
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Refactored input, goes all via windows now.Juan Linietsky
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
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.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-15Add a margin to EditorSpinSlider to visually line up the edited numberHugo Locurcio
This means clicking on an EditorSpinSlider to edit its value will no longer cause the number to be visually offset while it's being edited.
2020-02-11Texture refactorJuan Linietsky
-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
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-11-05Fix dragging spinner without controlRafał Mikrut
2019-10-24Fix incorrect text rendering with smaller display scalevolzhs
2019-09-06Improve Ctrl snapping in EditorSpinSliderHugo Locurcio
- Remove FPS dependency by using a simpler implementation that just rounds the final number - Make it possible to combine Ctrl and Shift together for slow, precise snapping
2019-09-03Merge pull request #31346 from sparkart/Add_scrollwheel_input_to_spinsliderRémi Verschelde
Add scrollwheel input to spin slider
2019-08-17Update Slider grabber position when using mouse wheelTomasz Chabora
2019-08-13Add scrollwheel input to spin sliderEmmanuel Barroga
Adds the ability to adjust the editor's spin slider using the mouse scrollwheel.
2019-08-12Fix Right-Click Menu Deselecting Edits ContentEmmanuel Barroga
Right-clicking a property to open the context menu deselects the text field. This causes the context menu to be useless because it doesn't have anything to edit.