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path: root/scene/gui/rich_text_label.h
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2020-07-10Add override keywords.Marcel Admiraal
2020-06-19Merge pull request #33235 from nekomatata/rich-text-label-fit-heightRémi Verschelde
Option in RichTextLabel for height to fit content
2020-05-30Add color option for img bbcode tag in RichTextLabel to tint imagesPouleyKetchoupp
2020-05-22Option in RichTextLabel for height to fit contentPouleyKetchoupp
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.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-01Fix out of bound array access caused by unassigned variableRafał Mikrut
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
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
2020-01-01Update 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.
2019-10-25Merge pull request #32870 from bergmannf/27850_rtl_bold_italicRémi Verschelde
Add push_* methods for fonts in rich_text_label
2019-10-16Add push_* methods for fonts in rich_text_labelFlorian Bergmann
Provides method to push different font styles. If no fonts are set nothing will happen, when the methods are used. Fixes #27850
2019-10-16Support for resized images in RichTextLabelPouleyKetchoupp
BBCode Tag: [img=<width>x<height>]{path}[/img]
2019-09-26Implement #32347 - RichTextLabel's Item and Item* structs should not inherit ↵Relintai
Object, it's too expensive
2019-09-24Merge pull request #32202 from Relintai/fix-crash-in-rich-text-labelRémi Verschelde
Fix crash on some platforms in RichTextLabel.
2019-09-22Changed some code found by Clang Tidy and Coverityqarmin
2019-09-19Fix crash on some platforms in RichTextLabel.Relintai
2019-09-03Update RichTextLabel to support real time effects and custom BBCodes.Eoin O'Neill
Added a new ItemFX type to RichTextLabel which supports dynamic text effects. RichTextEffect Resource Type was added which can be extended for more real time text effects.
2019-06-20Fix for #29810Elia Sarti
Ensure indentation works properly in rich text Fix formatting
2019-02-22Use correct meta item in rich text.Kārlis Seņko
Prevent incorrect static cast and unnecesarry meta_hover_ended/started events.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-09Fix richtextlabel meta links shouldn't open when swiping to scrolldennisseong
2018-09-23Add proper strikethrough BBCode to RichTextLabelMichael Alexsander Silva Dias
2018-07-20-Fix tooltips in inspector, now they show as rich text.Juan Linietsky
2018-05-14Fixed some warnings found with Cppcheck.Michael Alexsander Silva Dias
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!