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path: root/scene/gui/base_button.cpp
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2018-10-02Merge pull request #22062 from Leytak/patch-1Rémi Verschelde
Discard button pressing flags on disable
2018-09-24Added hover_pressed style to CheckBox and CheckButtonDualMatrix
Added hover_pressed style to CheckBox and CheckButton. If no style is defined for this property it will default to the pressed property.
2018-09-14Discard button pressing flags on disableAlexey Kashlakov
Is it a bug? 1) Click the button and hold 2) Disable it (for example I bind this action on keyboard) 3) Release the mouse and move it outside the button 4) Enable the button 5) It's still pressed, but shouldn't
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.
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-05-07Merge pull request #17451 from Goutte/feat-base-button-maskJuan Linietsky
Allow configuration of which mouse buttons the BaseButton responds to
2018-04-10Merge pull request #17081 from endragor/no-press-when-scrollRémi Verschelde
Make Button not emit press when container is scrolled
2018-04-09Make BaseButton not emit press when container is scrolledRuslan Mustakov
This fixes the problem described in #13996 in a proper way. This also adds "deadzone" property to ScrollContainer. It can be used on mobile, where taps are not as precise as mouse clicks. Player could slightly move their finger when tapping, in which case we still want the button to be pressed rather than the container to be scrolled.
2018-03-13Add a binary mask to allow configuration of which mouse buttons the ↵Goutte
BaseButton will respond to.
2018-03-05Fix BaseButton not always calling _pressed()bncastle
Fix "ui_accept" action in BaseButton.cpp not calling _pressed() func in GDScript
2018-02-162D editor GUI input rework. Changes are:Gilles Roudiere
- The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
2018-01-28Allow focus on disabled buttonsHein-Pieter van Braam
This behavior better matches other gui toolkits. A selected disabled button still can't be interacted with but it can now be selected. This seems to be what QT and GTK do also. This fixes #16131
2018-01-09Fix signal arguments shadowing member variablesRémi Verschelde
Fixes #10212.
2018-01-06Remove button from button_group when freevolzhs
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-21Consistent display of shortcut names in tooltipspoke1024
2017-09-26Fix toggle mode of BaseButton.Ferenc Arn
..which got broken with #11480.
2017-09-21Ensure pressed is set to false in BaseButton::_unpress_group.Ferenc Arn
2017-08-31Fix inconsistent toggle button behaviorMatthias Hoelzl
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-05Renames properties and methods to avoid ambiguitiesIgnacio Etcheverry
- Method Node2D.scale(Vector2) renamed to Node2D.apply_scale(Vector2) - Property BaseButton.is_pressed renamed to BaseButton.pressed
2017-07-19Add object type hint for docsPoommetee Ketson
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-10Prevent to uncheck selected item with button groupvolzhs
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
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
2017-01-14Style: 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.
2017-01-13Renamed button functions to be more verboes, same with Range unit value -> ratioJuan Linietsky
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
2017-01-10Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky
being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-08Removed the "released" signal from button, it's pointless now that ↵Juan Linietsky
button_down and button_up exist.
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
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()
2017-01-01Welcome 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!
2016-10-10Button focus hoveringAnthony Fieroni
Signed-off-by: Anthony Fieroni bvbfan@abv.bg
2016-08-26Add button_down and button_up signalsGeorge Marques
2016-07-21Implement missing ShortCuts in CanvasItemEditorIgnacio Etcheverry
2016-07-01Fixed the order of input, reverts #4384, closes #5361Juan Linietsky
2016-06-27Figured out a way to fix event propagation for shortcuts and some other ↵Juan Linietsky
cases so they properly stop shortcuts if a modal window is open, closes #4848
2016-06-23Make button aware of it being dragged and reset state, closes #4178Juan Linietsky
2016-06-11BaseButton: Add identifier for shortcut in tooltipIgnacio Etcheverry
2016-06-04-customizable shortcuts in editorJuan Linietsky
-editor settings now save to .tres instead of .xml -buttons can now hold a shortcut