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path: root/scene/gui/popup_menu.h
AgeCommit message (Collapse)Author
2018-07-14Visual Shaders are back.Juan Linietsky
2018-07-09Add ability to set submenu's popup delay time on mouse hoveringAndrii Doroshenko (Xrayez)
This allows to set delay time for the submenu to popup. Setting this value low can increase responsiveness. If the popup menu is added as a child of another (acting as a submenu), it will inherit the delay time of the parent menu item.
2018-06-07Entirely new (and much improved) animation editor.Juan Linietsky
2018-04-09Add support for radio-looking items with iconPedro J. Estébanez
Letting users of `PopupMenu` use them. `OptionButton` was one of those interested and is updated in this commit. Fixes #18063.
2018-04-07Merge pull request #17730 from RandomShaper/radio-buttons-in-menusJuan Linietsky
Radio buttons in menus
2018-04-07Improve popup menus usabilityPedro J. Estébanez
It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal. This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item. This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature. This improves UX a bit by saving unnecessary clicks. From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
2018-03-27Add radio-button-looking entries to PopupMenuPedro J. Estébanez
They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually. `is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button. Keeping check in the name adds an additional clue about these facts. Closes #13055.
2018-01-06Allow popup menu scrolling without mouse wheelBernhard Liebl
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!
2017-12-12Change statable to multistate, remove extra separatorPoommetee Ketson
2017-12-10Implemented skeleton visibilityAndreaCatania
Removed code visibility code from popup menu
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-14Fix uncheckable checkboxes in RMB menu. closes #9625Jakub Grzesik
2017-06-20Merge pull request #8407 from Jylhis/popup_item_select_hideThomas Herzog
Update PopupMenu hiding
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-14Update PopupMenu hidingJylhis
Make PopupMenu hiding distinguish between checkable item and non checkable item.
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
2017-01-09-Translation text will change automatically for in-game buttons, labels, ↵Juan Linietsky
poups when translation is changed. -Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code -Sorry, editor will not update automatically because it uses a different translatio method.
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
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()
2017-01-02Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
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!
2016-12-23PopupMenu upgrade: Hide on item selection (#7306)Ivan P. Skodje
* Added the option to set hide on item selection. Usable in GDScript and from within the source code when you want to specify popup menus you don't want to close immediately when selecting an item * Renamed getter from get_ to is_, fixed parent/child behavior, renamed bool variable to match most code and added ADD_PROPERTYNO to save some memory
2016-10-30Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2016-10-01PopupMenu: added toggle_item_checked and exposed set_item_tooltip and ↵J08nY
get_item_tooltip
2016-09-17Click the inspected objet name to see all subresources.Juan Linietsky
2016-06-04-customizable shortcuts in editorJuan Linietsky
-editor settings now save to .tres instead of .xml -buttons can now hold a shortcut
2016-04-06Fix PopupMenu and MenuButton not activating items with shortcut inside submenusBojidar Marinov
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-12make popup emit index when id is not definedJuan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-02-18support for light and normal mapping in 2DJuan Linietsky
2015-01-03-Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky