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path: root/scene/gui/split_container.cpp
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2023-01-22Fix SplitContainer rendering and themingRedMser
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-11-21Code simplifications found by cppcheckMarkus Sauermann
They are based on: - Boolean arithmetic simplifications - setting variables that are not accessed - constant variables
2022-09-07Allow SplitContainer to have a grab area larger than its visual grabberGilles Roudière
2022-09-02Improve SplitContainer behavior, keeping asked split whenever possibleGilles Roudière
2022-09-01Rework oriented containerskobewi
2022-09-01Add a lifecycle method for manual theme item caching to ControlYuri Sizov
2022-08-29Rename `CanvasItem.update()` to `queue_redraw()`Micky
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
2022-08-26Revert SplitContainer minimum size splitting changes (#64676 and #64800)Rémi Verschelde
This reverts commits 185b1a5bd333c5e75da5219e66cb759b5e6c3684 and 19ad31b89fc293cbd3c826b4dab6140b65895121. The original PR and its fixup still had regressions, so we're going back to the drawing board to reattempt fixing #43749. Fixes #64785. Fixes #64851. Fixes #64866.
2022-08-24Merge pull request #59226 from Rindbee/better-setters-in-gui-controlsYuri Sizov
Improve the setters in gui, return directly if the value does not change.
2022-08-23Handle child control size changes in SplitContainerkobewi
2022-08-23Add some codes, returnes directly if the value is not changed.风青山
Avoid executing the following value-changed logics if the value does not really change.
2022-08-21Improve SplitContainer minimum size splittingkobewi
2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-02-15Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde
2022-02-10Reorganize inspector layout workflow for Control nodesYuri Sizov
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-06Rename minimum_size_changed() methodkobewi
2021-11-12Use "enum class" for input enumsAaron Franke
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-02Make invisible `SplitContainer` nodes correctly calculate the minimal size ↵Michael Alexsander
of its children
2021-05-25Tweak dozens of editor property hints for consistencyHugo Locurcio
- Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints.
2021-04-05Fix crashes in *_input functionsRafał Mikrut
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
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 🎆
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-10-01Renamed toplevel to be top_levelDuroxxigar
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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
2020-03-26Popups are now windows also (broken!)Juan Linietsky
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
2020-02-08Uses split cursor for SplitContainerHaoyu Qiu
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.
2019-02-22Make 'SplitContainer' update drawing only if actually needs toMichael Alexsander Silva Dias
2019-02-21Fix 'SplitContainer's showing their handles when they shouldn'tMichael Alexsander Silva Dias
Fixes #25735.
2019-01-24Updates containers minimum size when some constants are modifiedgroud
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-01Fixes collapsed SplitContainersgroud
2018-11-15Keep the SplitContainer offset value when it is shrinkedgroud
2018-05-14Fixed some warnings found with Cppcheck.Michael Alexsander Silva Dias
2018-01-20Fixes a bas resizing with SplitContainerGilles Roudiere
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!
2017-12-20Fixed SplitContainer showing the "resize" cursor when it shouldn't.Michael Alexsander Silva Dias
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/