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path: root/scene/gui/menu_button.cpp
AgeCommit message (Collapse)Author
2022-09-06Rename `PopupMenu`'s `set/get_current_index()` to `set/get_focused_item()`Michael Alexsander
2022-08-28Fix some corner cases in the `Menu/OptionButton` item auto-highlightMichael Alexsander
2022-08-26Merge pull request #64768 from bruvzg/popups_hide_if_visibleRémi Verschelde
2022-08-24Merge pull request #64635 from YeldhamDev/menu_buttons_popup_fixRémi Verschelde
Make `Menu/OptionButton` item auto-highlight behave better
2022-08-23Add some codes, returnes directly if the value is not changed.风青山
Avoid executing the following value-changed logics if the value does not really change.
2022-08-23Hide MenuButton / OptionButton popup on click if it's already visible.bruvzg
2022-08-19Make `Menu/OptionButton` item auto-highlight behave betterMichael Alexsander
2022-08-18Implement `MenuBar` control to wrap `PopupMenu`s or native menu, use native ↵bruvzg
menu for editor.
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-05-12Capitalize/fix some property enum hintsFireForge
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.
2022-03-07Fix typo in BaseButton shortcut context methodsHugo Locurcio
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.
2022-02-15Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde
2022-02-06Make popups from `MenuButton`, `OptionButton`, and submenus obey the layout ↵Michael Alexsander
direction
2022-01-25Make popup menus focus items automatically when not using the mouseMichael Alexsander
2022-01-08Merge pull request #54647 from rafallus/fix/popupmenu_idsRémi Verschelde
Fix `PopupMenu` items id range in inspector
2022-01-07Fix `PopupMenu` items id range in inspectorrafallus
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-06Rename "items_count" property to "item_count"Aaron Franke
2021-11-04Add missing argument names for bindings in GDExtensionRémi Verschelde
2021-11-03Implement inspector property array for `PopupMenu` and `MenuButton`rafallus
2021-09-21Fix RTL layout Label text, VBox child, 3D node editor controls, and popup ↵bruvzg
menu alignment.
2021-09-17Merge pull request #49376 from menip/OptionButtonFixRémi Verschelde
2021-08-30Make Color Picker, Menu Button, Option Button consider camera position scale ↵menip
for popup position.
2021-08-28Add support for internal nodeskobewi
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.
2021-08-16Fix MenuButton not emitting about_to_popup signalHaoyu Qiu
2021-08-09Added EditorCommandPaletteBhuvan Vemula
2021-07-26Make `switch_on_hover` work on embedded windowsMichael Alexsander
2021-07-22Make `MenuButton`'s `switch_on_hover` work againMichael Alexsander
2021-04-05Fix crashes in *_input functionsRafał Mikrut
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 🎆
2020-11-23Add is_valid() check for InputEventKey in CanvasItemEditor.Eric M
2020-11-23Implement new shortcuts system.Eric M
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-10-21Remove printing of windowpos/screenpos in MenuButtonYuri Roubinsky
2020-10-13Remove redundant property "enabled_focus_mode"FIF15
Fixes #41529.
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.
2020-03-26Fixes to X11, still pretty brokenJuan Linietsky
2020-03-26Popups have also been converted to windowsJuan Linietsky
Controls using the old modal API have been replaced to use popups.
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
2020-03-26Added a Window node, and made it the scene root.Juan Linietsky
Still a lot of work to do.
2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
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.
2019-04-29Make buttons that trigger popups have the same scaleMichael Alexsander Silva Dias
2019-04-29Merge pull request #28205 from mikolasan/26937-hide-popup-menuRémi Verschelde
Hide popup menu when OptionButton is hidden