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path: root/scene/gui/grid_container.cpp
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2019-10-08Merge pull request #32411 from YeldhamDev/fix_grid_overflowRémi Verschelde
Fix GridContainer's children overflowing it when not all slots of a row are occupied
2019-10-01FIX: GridContainer children visibility check for min size evaluationternvein
2019-09-28Make empty columns automatically expand in GridContainerMichael Alexsander Silva Dias
2019-09-28Fix GridContainer's children overflowing it when not all slots of a row are ↵Michael Alexsander Silva Dias
occupied
2019-01-24Updates containers minimum size when some constants are modifiedgroud
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-07Revert "Created a new function named get_element in GridContainer. This ↵Rémi Verschelde
funct…"
2018-05-01Merge pull request #16977 from SASUPERNOVA/masterRémi Verschelde
Created a new function named get_element in GridContainer. This funct…
2018-04-23Fix GridContainer's children visibility breaking the layoutgroud
2018-04-15Updated fork to match current version of Godot.SASUPERNOVA
2018-03-18Fixes wrong calculation of gridcontainer's children sizeGilles Roudiere
2018-03-13Merge pull request #17410 from groud/fix_grid_containerRémi Verschelde
Fixes infinite loop in GridContainer
2018-03-10Fix infinite loop in GridContainer layoutGary Oberbrunner
I had a grid container and tried to set rect.min_height larger in the editor; that caused an infinite loop in GridContainer::_notification at line 118. The reason is max_index was being set to the *height* of the row, not the *index* of the row. So later when it tried to erase that row and try again, there was nothing to erase. I applied the same fix to the width code.
2018-03-10Fixes infinite loop in GridContainerGilles Roudiere
2018-03-07Prevent division by zero in GridContainerLeon Krause
2018-01-19Fixes a Gridcontainer wrong children fitting with expanded+non-zero minisizeGilles Roudiere
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!
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
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.
2017-01-13New 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
2017-01-08-removed stop mouse and ignore mouse from control, which were confusing, ↵Juan Linietsky
replaced by mouse filter
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!
2016-06-30throw error if GridContainer::set_columns goes below 1, closes #5316Juan Linietsky
2016-06-17Fix bug in GridContainer not updating minimumsize when columns changes, ↵Juan Linietsky
fixes #4677
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-06-08grid container supports separate h and v spacingJuan Linietsky
closes #2049
2015-04-28bad lookup in grid container corrected, cells are properly aligned again. ↵Juan Linietsky
Fixes #1462
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-01-12-Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky
there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky