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path: root/scene/gui/control.h
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2021-04-11Use Array for node configuration warningsNathan Franke
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-03-31Merge pull request #47252 from KoBeWi/themecideRémi Verschelde
Add methods to remove theme overrides
2021-03-23Add methods to remove theme overrideskobewi
2021-03-19Use real_t in non-physics 2D nodesAaron Franke
2021-02-19Warn when setting Control size inside ready()Tomasz Chabora
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
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
2020-12-21Merge pull request #44300 from KoBeWi/🧹🧹Rémi Verschelde
Move initialization of some classes to headers
2020-12-15Rename neighbour in Control to neighborDaniel Ting
This keeps things consistent with the rest of Godot, which uses the American English spelling of Color.
2020-12-11Move initialization of some classes to headersTomasz Chabora
2020-12-09Cleanup unused engine codeTomasz Chabora
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.
2020-11-26Removed unused property 'pending_resize' from ControlEric M
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-16Merge pull request #42008 from Calinou/theme-rename-node-typeRémi Verschelde
Rename the `type` parameter to `node_type` in Theme and Control
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-27Rename the `type` parameter to `node_type` in Theme and ControlHugo Locurcio
This makes it clearer that it expects a node type as a string (such as "Label") instead of a type like "TYPE_ARRAY". This is backwards-compatible since only the name of the parameter is changed, not its order.
2020-10-02Updated getters and setters names for toplevelDuroxxigar
2020-07-10Add override keywords.Marcel Admiraal
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.
2020-03-27Rename more 2D and 3D nodes to follow conventionRémi Verschelde
Rename editor plugins to match the new node names.
2020-03-26Open sub-windows as embedded if the OS does not support themJuan Linietsky
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
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
2020-01-09Don't compile editor-only function when tools=noGilles Roudière
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.
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-08-07Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin
2019-06-30Add a configuration warning when using Ignore mouse filter with tooltipHugo Locurcio
This closes #30144.
2019-06-26Some code changed with Clang-Tidyqarmin
2019-05-13Improve the anchors and margin workflowGilles Roudiere
2019-02-25Update controls when a stylebox or icon override changes; change to ↵Bojidar Marinov
CONNECT_REFERENCE_COUNTED Also, cleanup unnessesary calls to update() and NOTIFICATION_THEME_CHANGED. Fixes #25904.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-12Add expand/collapse all buttons for the "Errors" tabMichael Alexsander Silva Dias
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.
2018-08-11[Core] Completely kill math_2d.h, change includesAaron Franke
2018-07-24Opens the menu with the same parent on mouse focusGuilherme Felipe
2018-07-20-Fix tooltips in inspector, now they show as rich text.Juan Linietsky
2018-07-03Merge pull request #18634 from groud/fix_control_child_of_node2dMax Hilbrunner
Fixes the bad calculation of margin & anchors when child of Node2D
2018-07-02-Fixes to how hashing happened, now StringName and NodePath use default ↵Juan Linietsky
hasher, this was leading to some severe slowdown in scenarios -Fixes to some duplication scenarios for instanced scenes
2018-06-07Fixes the bad calculation of margin & anchors when child of Node2Dgroud
2018-05-15-New inspector.Juan Linietsky
-Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
2018-04-13Merge pull request #17502 from groud/2Deditor_rectJuan Linietsky
Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
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.