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2021-07-15Misc cleanup of header includesRémi Verschelde
Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
2021-07-13Separate underscore from grapheme punctuation to enable doubleclick and ↵Leonardo Christino
caret jump over snakecase variables in editor
2021-07-04Improvements to Label's layout optionsHendrik Brucker
- Added options to trim the text in case it overruns - Added more autowrap modes - Improved line breaking, which ignores trailing spaces
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-10[CTL] Improve font fallback order selection.bruvzg
2021-06-01Remove server platformFabio Alessandrelli
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-17Make all file access 64-bit (uint64_t)Pedro J. Estébanez
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-04-22ICU: Update to version 69.1, improve ICU data export process.bruvzg
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde
2021-03-31[Complex Text Layouts] Provide access to glyph contour points.bruvzg
2021-03-16HarfBuzz: Update to version 2.8.0bruvzg
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-08Improve bitmap font scaling. Fix default theme font size.bruvzg
2021-02-24Merge pull request #46045 from bruvzg/text_server_bmp_createRémi Verschelde
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-19Make FreeType optional for export templates.bruvzg
2021-02-15[Text Server] Restores bitmap font dynamic construction functions.bruvzg
2021-02-15[TextServer] Restore character and space extra spacing support.bruvzg
2021-02-14[CTL] Fix scaling of the underline position and size.bruvzg
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-31Use integer coordinates for the font glyphs rendering.bruvzg
2021-01-25[CTL] Do not break line on the span (e.g. RTL BBCode tag) edges.bruvzg
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-21Use integer text position in scroll container, TextEdit and canvas editor, ↵bruvzg
to ensure sharp text rendering. Use integer font align/advance with any font scaling, to ensure sharp text rendering.
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-14Add word breaks on punctuation characters.bruvzg
2020-12-13[Complex Text Layouts] Add variable fonts support.bruvzg
2020-12-09Static analyzer fixes:bruvzg
Removes unused code in OS. Fixes return types. Fixes few typos.
2020-12-07Merge pull request #43981 from bruvzg/ctl_font_spacingRémi Verschelde
[Complex Text Layouts] Adds missing Font::SPACING_* to the controls, align glyphs to pixel grid.
2020-12-07Load dynamic fonts to memory on all platforms, to avoid locked files.bruvzg
2020-12-07[Complex Text Layouts] Performance optimizations.bruvzg
2020-12-06[Complex Text Layouts] Fix bitmap font memory leak.bruvzg
2020-12-06[Complex Text Layouts] Align glyph offsets and advances to the pixel grid.bruvzg
2020-12-06[Complex Text Layouts] Adds missing Font::SPACING_* to the Label, LineEdit, ↵bruvzg
TextEdit, TextLine and TextParagraph. Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
2020-11-26[Complex Text Layouts] Implement GDNative interface for TextServer.bruvzg
2020-11-26[Complex Text Layouts] Implement ICU / HarfBuzz based TextServer module.bruvzg
2020-11-26[Complex Text Layouts] Add third-party TextServer dependencies (ICU, ↵bruvzg
HarfBuzz, Graphite).