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path: root/scene/gui/rich_text_label.h
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2021-02-15Expose RichTextLabel selection to scriptPouleyKetchoupp
Expose existing get_selection_text and add methods to get the current selection index from and index to.
2021-02-14[CTL] Add missing font outline drawing routines and theme constants.bruvzg
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-01-24Change themes *_color_* to *_*_colorMarcel Admiraal
Changed: font_color_accel -> font_accelerator_color font_color_bg -> font_unselected_color font_color_disabled -> font_disabled_color font_color_fg -> font_selected_color font_color_hover -> font_hover_color font_color_hover_pressed -> font_hover_pressed_color font_color_pressed -> font_pressed_color font_color_readonly -> font_readonly_color font_color_selected -> font_selected_color font_color_shadow -> font_shadow_color font_color_uneditable -> font_uneditable_color icon_color_disabled -> icon_disabled_color icon_color_hover -> icon_hover_color icon_color_hover_pressed -> icon_hover_pressed_color icon_color_normal -> icon_normal_color icon_color_pressed -> icon_pressed_color Also includes: font_outline_modulate -> font_outline_color tab_fg -> tab_selected tab_bg -> tab_unselected
2021-01-18RichTextLabel: adds separate `get_total_x_count`, `get_visible_x_count` and ↵bruvzg
`scroll_to_x` functions for wrapped lines and paragraphs (newlines).
2021-01-08Merge pull request #35505 from dalexeev/rtl_colorsRémi Verschelde
Unified named colors in RichTextLabel
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 🎆
2020-12-29Merge pull request #43691 from bruvzg/ctl_dropcapRémi Verschelde
[Complex Text Layouts] Add drop-cap support to RTL.
2020-12-21Fix RichTextLabel content height and scrollbar calculations.bruvzg
2020-12-13[Complex Text Layouts] Add drop-caps support to TextParagraph and RTL.bruvzg
2020-12-11[Complex Text Layouts] Refactor RichTextLabel.bruvzg
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-17Unified named colors in RichTextLabelDanil Alexeev
Now the BB tag `[color]` uses the color names from the `Color` class. Also, the use of the `#` symbol in an HTML color code has become optional.
2020-09-14Improvement for the Copy button in the Output LogDanil Alexeev
Now if no text is selected, pressing the Copy button copies the entire text.
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