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path: root/editor/editor_spin_slider.cpp
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2022-03-27Rename warp mouse functions to warp_mouseMarkus Sauermann
2022-03-17Unify TextServer built-in module and GDExtension code.bruvzg
2022-03-16Handle NOTIFICATION_WM_CLOSE_REQUEST in EditorSpinSliderMarkus Sauermann
2022-03-12Initialize bools in the headers in editorAaron Franke
2022-03-04Make EditorSpinSlider label color a theme propertyFireForge
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
2022-02-08Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde
This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
2022-02-06Add missing SNAME macro optimization to all theme methods calljmb462
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-15Make EditorSpinSlider grabbers thicker to be more noticeableHugo Locurcio
2021-12-10Merge pull request #55519 from ↵Rémi Verschelde
Calinou/editor-spin-slider-float-draw-filled-slider
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
2021-12-01Draw the filled part of the slider on float EditorSpinSlidersHugo Locurcio
This makes it more obvious that the slider has a "filled" part on the left, which improves visibility especially in wider inspectors (such as the Project Settings and Editor Settings).
2021-11-22Added `reset_size` method to `Control` and `Window` classesYuri Roubinsky
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.