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path: root/scene/gui/spin_box.cpp
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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.
2019-12-10Update minimum size of SpinBox on theme changeTomasz Chabora
2019-10-21Fixes spinbox not releasing focus on value changeEmmanuel Barroga
Trying to release focus of the spinbox's lineedit would not work when done in the "value_changed" callback. The reason is because the "value_change" signal is called first, then the "get_focus" method is called next. This causes the spinbox to get_focus after you try to release focus within the "value_changed" callback. To resolve this, spinbox should get focus first and then emit "value_changed".
2019-08-30Ignore the prefix and suffix in the SpinBox expressionHugo Locurcio
This fixes a regression caused by 86a31e9e385c7909a0cdd24a5ee790c3dca03b98.
2019-08-29Calculate the SpinBox value using the Expression classHugo Locurcio
This closes #31780.
2019-08-12Fix Right-Click Menu Deselecting Edits ContentEmmanuel Barroga
Right-clicking a property to open the context menu deselects the text field. This causes the context menu to be useless because it doesn't have anything to edit.
2019-07-23Inspector: Make default float step configurableRémi Verschelde
Also allow lifting the decimal step formatting with a hint range step of 0. A new `range_step_decimals()` is added for this to avoid breaking compatibility on the general purpose `step_decimals()` (which still returns 0 for an input step of 0). Supersedes #25470. Partial fix for #18251.
2019-07-10Use reference to constant in functionsqarmin
2019-05-21Pass mouse events to SpinBox from its LineEditTomasz Chabora
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-10Fixed issue #11893 (SpinBox Capturing mouse)Rodolphe Suescun
To prevent the SpinBox from capturing mouse, added a "drag.allowed" variable that is set to true only when clicking inside the control. Entering the control with the left mouse button pressed will not trigger drag anymore. Also modified the value update code when dragging so it does not modify the base_val.
2018-11-08-Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky
-Removed one and zero hints for properties, replaced by default value
2018-10-02Merge pull request #21395 from mrcdk/spin_box_expose_alignRémi Verschelde
Expose the align property of the SpinBox's LineEdit control
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-25Expose the align property of the SpinBox's LineEdit controlMrCdK
2018-02-05SpinBoxes calculate correctly their width before first redraw.Ovnuniarchos
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!
2017-09-22Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere
set_anchors_and_margins_preset(PRESET_WIDE)
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Fix spinboxes bad lookGilles Roudiere
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-07-23Add object type hint for docsPoommetee Ketson
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-20Merge pull request #8631 from volzhs/editor-theme-customRémi Verschelde
New customizable editor theme
2017-05-07Implemented scrolling factor for smooth trackpad scrollingtoger5
Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
2017-05-03Revert "Add new editor and default theme (WIP)"volzhs
This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
2017-04-27Add new editor and default theme (WIP)Daniel J. Ramirez
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
2017-02-14Spinbox: don't ignore double clicks.Andreas Haas
Fixes the problem with spinboxes not updating when clicking too fast.
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-16Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-12Renamed most signals so they refer to:Juan Linietsky
-An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
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!
2016-11-25Prevent Spinbox value update while not focused or disabledvolzhs
2016-11-05Fix updating value of SpinBox with prefixvolzhs
2016-07-26Changed the way the step decimals are computed to a safer way, fixes many ↵Juan Linietsky
issues.
2016-01-21Fix wrong local mouse pos when holding spinbox and improve behaviourIgnacio Etcheverry
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-10Spinbox: increase/decrease with mouse heldneikeq
2015-08-30-fix compile issue (pow)Juan Linietsky
-ask user for track to call nodes when adding call track
2015-08-29-fixes to capture modeJuan Linietsky
-ability to drag spinboxes and tree ranges to change values, like in Unity or Unreal