summaryrefslogtreecommitdiff
path: root/scene/2d/canvas_item.cpp
AgeCommit message (Collapse)Author
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-14Renamed call_group to call_group_flags, made call_group without flags the ↵Juan Linietsky
default
2017-01-13New API for visibility in both CanvasItem and SpatialJuan Linietsky
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
2017-01-12Must now register with set_transform_notify() to get ↵Juan Linietsky
NOTIFICATION_TRANSFORM_CHANGED
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10It is now possible to name layers of different kinds!Juan Linietsky
2017-01-09Fix modulate property bind to Colorvolzhs
2017-01-03Begin modifying properties to make them more friendly to script and doc.Juan Linietsky
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-02Merge pull request #7382 from volzhs/fix-visibilityRémi Verschelde
Able to change visibility when ancestor node is hidden
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-12-28Able to change visibility when ancestor node is hiddenvolzhs
2016-10-102D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky
general
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-08-31draw_line: Properly bind antialiased argumentRémi Verschelde
2016-08-30More visual script improvementsJuan Linietsky
-Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-07-10Conversion function for screen coords to local Canvas coordsKyle Luce
- Useful if you need to Convert screen coords to the coordinate space of a CanvasItem, but don't have an associated InputEvent to use in #make_event_local. For example, if you have a particular point on the screen you'd like to project into World Space, for various reasons, you would use this function on the root of the scene. This is analogous to ray casting from screen space in 3D.
2016-06-27Properly deliver localized coordinates when passing gui events through ↵Juan Linietsky
parents, closes #4215
2016-06-26Ability to set draw transform as a matrix, closes #5428Juan Linietsky
2016-06-23Rename CanvasItem.edit_get() to edit_get_state()George Marques
This makes more sense of what it does and correlates to edit_set_state()
2016-06-20fix CanvasItem.get_global_transform() and CanvasItem.get_local_transform(), ↵Juan Linietsky
closes #4075
2016-06-20Remove unused connection. ShaderEditor should'nt handle ShaderGraphs.MarianoGNU
Fixes #4678 && #4745
2016-06-13added a function CanvasItem.get_item_and_children_rect() , fixes #4738Juan Linietsky
2016-06-07Fix indentation issues in last commitsRémi Verschelde
Ping @reduz.
2016-06-06-Fix small bug regarding to canvas layer detection, closes #4381Juan Linietsky
2016-05-04Fix wrong return and argument types in documentationIgnacio Etcheverry
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-24-Take in consideration canvas layers for GUI inputJuan Linietsky
2016-01-02-Fix global transform cache not being cleared in 2D nodes, fixes many editor ↵Juan Linietsky
bugs, closes #2115
2016-01-02-Fix TouchScreenButton to work with stretch and viewport canvas transform, ↵Juan Linietsky
closes #2286
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-29Fix CanvasItem.draw_set_transform to act according to docs, fixes #2487reduz
2015-12-28Add missing argument names in GDScript bindingsRémi Verschelde
All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-14-implement arrows on tabs, when too many tabs are present, fixes #2806Juan Linietsky
2015-12-10Merge pull request #2306 from dbsGen/patch-1Rémi Verschelde
Fixed the mouse position for control when it is in a canvas_layer.
2015-11-26Added set_hidden method to Spatial and CanvasItemromulox_x
2015-09-26Fix propagation of NOTIFICATION_VISIBILITY_CHANGEDeska
2015-09-15Ability to keep collisionshapes and collisionpolygons when running the game.reduz
Works for 2D and 3D These are still just helpers in case you want to animate them or access them directly. Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape. Have Fun!
2015-07-27Fixed the mouse position for control when it is in a canvas_layer.Gen
2015-07-20Added a proper name and an explanation to arg4 on CanvasItem.draw_texture_rect*.Ovnuniarchos
2015-06-29Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
2015-05-19more fixesJuan Linietsky
fix ctrl-a for some cases, mentioned in #1704 fix toggling visibility not updating, fixes #1923
2015-05-01-Fixed android export options (screen sizes, orientation should work)Juan Linietsky
-added functions to get mouse position in CanvasItem
2015-04-20-Changed Godot exit to be clean.Juan Linietsky
-Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-03Changes to LightJuan Linietsky
-=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D