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path: root/scene/gui/item_list.cpp
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2021-01-31Use integer coordinates for the font glyphs rendering.bruvzg
2021-01-24Change themes *_color_* to *_*_colorMarcel Admiraal
Changed: font_color_accel -> font_accelerator_color font_color_bg -> font_unselected_color font_color_disabled -> font_disabled_color font_color_fg -> font_selected_color font_color_hover -> font_hover_color font_color_hover_pressed -> font_hover_pressed_color font_color_pressed -> font_pressed_color font_color_readonly -> font_readonly_color font_color_selected -> font_selected_color font_color_shadow -> font_shadow_color font_color_uneditable -> font_uneditable_color icon_color_disabled -> icon_disabled_color icon_color_hover -> icon_hover_color icon_color_hover_pressed -> icon_hover_pressed_color icon_color_normal -> icon_normal_color icon_color_pressed -> icon_pressed_color Also includes: font_outline_modulate -> font_outline_color tab_fg -> tab_selected tab_bg -> tab_unselected
2021-01-15Merge pull request #33685 from Scony/improve-item-lists-add-item-methodsRémi Verschelde
ItemList's add_(icon_)item method returns id of added item
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 🎆
2020-12-28Merge pull request #44569 from madmiraal/rename-unselect-deselectRémi Verschelde
Rename unselect to deselect
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-21Rename unselect to deselectMarcel Admiraal
2020-12-06[Complex Text Layouts] Fix missing ItemList item text buffer init in ↵bruvzg
`add_icon_item`.
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.
2020-11-07Reorganized 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
2020-07-01ItemList's add_(icon_)item method returns id of added itemPawel Lampe
- docs updated
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: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
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.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
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
2020-01-14Don't allow to use too big index in ItemListRafał Mikrut
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.
2019-12-31Improves ItemListHaoyu Qiu
* Adds range hint for integer properties * Adds missing descriptions in documentation * Updates some method descriptions to match the actual behavior * Fixes second param name of `set_item_icon_transposed` from `rect` to `transposed`
2019-12-09Fixed strange behaviour of scroll in the ItemList.allkhor
2019-11-26Range: Fix cases where max was set to or below min valueRémi Verschelde
It will now raise an error whenever this happens so that we can fix these situations. `max == min` is not allowed as it could lead to divisions by zero in ratios, and `max < min` doesn't make much sense. Fixes #33907.
2019-11-06Fixes ItemList max column updatecodecustard
When setting the max column of an ItemList, the layout does not update until it is resized.
2019-10-08Merge pull request #32571 from DavidSichma/rect_flipRémi Verschelde
Correctly flip texture src region
2019-10-05Fix crash in Control functionsqarmin
2019-10-05Correctly flip texture src regionDavid Sichma
2019-07-05Give up finding item if started at beginningCameron Reikes
When the current item is -1, then the loop will infinitely repeat, constantly setting i to zero and never exiting.
2019-06-02Fixed get_item_at_position being weirdTomasz Chabora
2019-06-01Merge pull request #28841 from KoBeWi/option_button_optionsRémi Verschelde
Improvements to incremental search
2019-05-31Improvements to incremental searchTomasz Chabora
2019-05-24Improvements to scroll handlingTomasz Chabora
2019-05-09Revert "Merge pull request #26053 from qarmin/back_scroll_to_start"volzhs
This reverts commit b5deb1dc72d8c4c92c9850379522926e60ddf7d0, reversing changes made to 2cc8848c3c3815c6f72ce5f9b75bfab8a1498292. This change causes unwanted regression. It's too risky to have scroll back to top in ItemList.clear()
2019-04-30Merge pull request #26053 from qarmin/back_scroll_to_startRémi Verschelde
Back scroll bar to start when changing folder
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-19Back scroll to start when changing folderqarmin
2019-02-13Fix typos with codespellRémi Verschelde
Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-01-18ItemList: ignore `ui_select` action if Select Mode is not "Multi"homer666
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-08-Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky
-Removed one and zero hints for properties, replaced by default value
2018-11-07Fixes icons in itemlist not workinggroud
2018-10-30Enhance the tilemap transform buttonsgroud
2018-10-24Add some limits on the Editor SettingsSuperwaitsum
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.
2018-08-24Fix a mistake in itemlist multiselect signalgroud
2018-08-17Bind ItemList's item_custom_fg_color methodsRémi Verschelde
Fixes #21086.
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.