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path: root/scene/gui/rich_text_label.h
AgeCommit message (Collapse)Author
2018-05-08Change from "search dialog" to "search bar" on help screenGuilherme Silva
2018-05-07Merge pull request #18122 from olivergs/wip/rtl-content-heightMax Hilbrunner
RichTextLabel, doc: Added new method to get total content height
2018-04-12Implement font shadows for RichTextLabelMarkus Törnqvist
2018-04-11RichTextLabel, doc: Added new method to get total content heightOliver Gutierrez
2018-03-18Fix bad rendering of BBCode tables in `RichTextLabel`robfram
Text overflowed canvas as tables didn't calculate correctly the width of their columns. They used the whole table width available for each column. Also, the `cell` parameter was wrongly parsed if used with its optional argument (expand ratio). This PR fixs the parsing of `cell` parameter (i.e. `cell=e`) and the distribution of the full table width between columns, but it overrides automatically the `expand` flag if the column is smaller than it could be, to allow a better UX out-of-the-box. It keeps the `expand_ratio` flag to let the user customize how every column grows in relation to the rest. Partially fix #6289.
2018-01-14Fixes wrong vertical font layout in RichTextLabelBernhard 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!
2017-12-10Fix crash in RichTextLabel::selection_copy()Bernhard Liebl
2017-11-17Adding ability for single meta hoveringWill Nations
2017-10-15Merge pull request #11407 from toger5/selection_override_colorRémi Verschelde
added option to keep font color on selection + use consistent selection color in help (fixes: #11501)
2017-09-28keep font color on selection as defaulttoger5
2017-09-21RichTextLabel: Added get_visible_line_count method.Ferenc Arn
Also exposed get_line_count to GDScript.
2017-09-02richTextLable implemented stylebox supporttoger5
- also fixed issue with total_chars ignoring first line
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-07-08Added additional functions to RichTextLabel:TwistedTwigleg
* Added set_text function to RichTextLabel * Added percent_visible attributes and functions to RichTextLabel This should make switching from Label to RichTextLabel easier.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
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
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-16RichTextLabel add function remove_lineVincent
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
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!
2016-06-29Adding support to get the raw text without formatting information from a ↵Jean Jung
RichTextLabel.
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-26-Added table support to RichTextLabelreduz
-Made help more readable, closes #2851
2015-06-01-fixes to navigation, so edge-merging is more flexible on conflictJuan Linietsky
-add tab support to richtextlabel -some click fixes to audio stream resampled -ability to import largetextures (dialog)
2015-04-21-Many fixes and demo for RichTexLabelJuan Linietsky
-Proper ability to edit BBCode in RTL.
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-02-15-project settings are saved when changedJuan Linietsky
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D -fix how documentation is generated, built in doc browser should be always up to date -copypaste, scrolling, etc in builtin doc -built-in scripts get saved now (though debugger may not always work on them) -Theme can be set to controls as a property
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky