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path: root/scene/gui/line_edit.h
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2022-04-05[Input] Add extra `shortcut_input` input processing step to process Unicode ↵bruvzg
character input with Alt / Ctrl modifiers, after processing of shortcuts.
2022-03-04Add optional constructor arguments to more Control nodesHugo Locurcio
This can be used to make editor code more compact. However, as of writing, these constructor arguments cannot be used from the scripting API. This was already provided for Label and CheckBox, but it was missing for other Control nodes where it made sense to provide a default value.
2022-01-30Move placeholder color to theme itemPaulb23
2022-01-09[TextServer] Improve ligature cursor handling.bruvzg
Fix mid-grapheme hit test. Fix OpenType features property handling, add default features override option. Enable mid-grapheme cursor by default.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke
2021-11-15Fix drag and drop on LineEditConteZero
2021-11-12Use "enum class" for input enumsAaron Franke
2021-10-31Add functions for getting name and font style from dynamic and bitmap fonts.bruvzg
Add font selection toolbar editor plugin.
2021-10-27Merge pull request #54166 from ConteZero/unique_selectionRémi Verschelde
2021-10-27Add option to make selection uniqueConteZero
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-18Added primary clipboard for LinuxConteZero
2021-09-29Merge pull request #53000 from Chaosus/lineedit_expose_selection_methodsRémi Verschelde
2021-09-26Fix LineEdit and TextEdit double-click and triple-click selectionjmb462
2021-09-24Add selection getter methods to `LineEdit` Yuri Roubinsky
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-17Improve Undo/Redo menu itemsHaoyu Qiu
* Make Undo/Redo menu items disabled when clicking it does nothing. * Context menu of `TextEdit` * Context menu of `LineEdit` * Editor's Scene menu * Script editor's Edit menu and context menu (for Script and Text) * Make editor undo/redo log messages translatable. * Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`. * Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
2021-07-19Optimize LineEdit and TextEdit menu item generation.bruvzg
2021-07-17Create many types of popups on demandreduz
* LineEdit popups created on demand. * TextEdit popups created on demand. * SpinSlider popups created on demand. * ResourcePicker popups created on demand. Improves editor responsiveness.
2021-05-04Rename `doubleclick` to `double_click`Aaron Franke
2021-04-17Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal
2021-03-07Merge pull request #46643 from YeldhamDev/hide_all_the_thingsRémi Verschelde
Hide more options of disabled properties
2021-03-03Hide more options of disabled propertiesMichael Alexsander
2021-03-01LineEdit: Now double click to select a word, and triple click to select all ↵Mateo Kuruk Miccino
the content using the new TextServer TextEdit: Update the method to search words with the new TextServer
2021-02-18Removed hardcoded shortcuts from /scene and converted to input actionsEric M
This removes hardcoded actions from things like LineEdit and TextEdit. Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-01-26[GUI] Enforce virtual keyboard redisplay on clearSergey Minakov
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 🎆
2020-11-26[Complex Text Layouts] Refactor Label and LineEdit controls.bruvzg
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-11Expose LineEdit scroll offset to scriptsPouleyKetchoupp
2020-07-23Merge pull request #39737 from Cevantime/add_force_caret_displayed_to_line_editRémi Verschelde
add force caret display to line edit
2020-07-22Add option to disable virtual keyboard for LineEditPouleyKetchoupp
Co-authored-by: Alexander Holland <alexander.holland@live.de>
2020-07-15add force caret display to line editCevantime
2020-07-10Add override keywords.Marcel Admiraal
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.
2020-02-11Texture 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
2020-02-08Update cached_width of the line_edit element when setting it to be secretsumit0190
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.
2019-12-01Fixed LineEdit alignment when removing text or undo / redoPaulb23
2019-09-23Merge pull request #32048 from YeldhamDev/lineedit_right_icon_fixRémi Verschelde
Expose LineEdit's 'right_icon' and fix icon size
2019-09-22Merge pull request #29895 from ptrojahn/menukeyRémi Verschelde
Support menu key in TextEdit and LineEdit controls
2019-09-22Support menu key in TextEdit and LineEdit controlsPaul Trojahn
Related to #15542
2019-09-21Expose LineEdit's 'right_icon' and fix icon sizeMichael Alexsander Silva Dias
2019-09-07Add Ability to Enable/Disable Shortcuts for LineEdit/TextEditEmmanuel Barroga
This PR adds the ability to enable/disable shortcut keys and selection for LineEdit/TextEdit. It also updates the context menu when you disable/enable the shortcut keys or selection.
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-06-24Line edit placeholders now react properly to translation changes.Florian Marchal
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-23Changes IME input to use notification instead of callback, exposes IME ↵bruvzg
methods to gdscript/gdnative.