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path: root/editor/editor_spin_slider.cpp
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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.
2019-07-23Inspector: Make default float step configurableRémi Verschelde
Also allow lifting the decimal step formatting with a hint range step of 0. A new `range_step_decimals()` is added for this to avoid breaking compatibility on the general purpose `step_decimals()` (which still returns 0 for an input step of 0). Supersedes #25470. Partial fix for #18251.
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-16Ensure cursor is visible when EditorSpinSlider exits the treeRémi Verschelde
Supersedes and closes #22581.
2018-12-06Merge pull request #23608 from RySchmitt/fix_spin_sliderRémi Verschelde
Improve dragging behavior of editor_spin_slider
2018-11-28Fix many errors found by PVS-StudioAaron Franke
Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
2018-11-08Improve dragging behavior of editor_spin_sliderRyan Schmitt
Fixes issues with changing the size or position of a Rect. Fixes #23011
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-08-08-Add Expression class, used to evaluate expressionsJuan Linietsky
-Added expression evaluation to EditorSpinSlider, fixes #20813, fixes #18932
2018-08-07Several improvements to inspector.Juan Linietsky
-Added optional horizontal/vertical modes for vector editing (default false for vec2, true for vec3) -Some clean ups with fonts and styles