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path: root/scene/gui/tab_container.cpp
AgeCommit message (Collapse)Author
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/
2017-08-18Rename localization method to `tr` againRémi Verschelde
Partial revert of #10380 based on contributor ~~bullying~~ feedback.
2017-08-17Rename `XL_MESSAGE` aka `tr` to `localize`Rémi Verschelde
Also renames `set_message_translation` to `set_message_localization` for consistency.
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-13Replace GUI anchor type by a float between 0 and 1Gilles Roudiere
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
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..
2017-05-03Revert "Add new editor and default theme (WIP)"volzhs
This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
2017-04-27Add new editor and default theme (WIP)Daniel J. Ramirez
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
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
2017-03-05- `tab_changed` signal emits only by selecting a different tab.Thaer Razeq
- Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again. - Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index. - Add documentation for the added function and signals. Fix a typo too.
2017-02-27Add disabled tabsRay Koopa
2017-02-27Fix several drawing and logic issues in TabContainerRay Koopa
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
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-13New API for visibility in both CanvasItem and SpatialJuan Linietsky
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
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!
2016-08-05VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky
profiler yet.
2016-07-07Remove unused variables (third pass) + dead codeRémi Verschelde
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-06-19Merge pull request #5234 from Paulb23/fix_error_tab_printRémi Verschelde
Fixed error: set_current_tab print on project open
2016-06-17TabContainer now reports proper minimum size, closes #4896Juan Linietsky
2016-06-15Fixed error: set_current_tab print on project openPaulb23
2016-06-06Fix error tab index out of size print, issue 4997Paulb23
2016-05-30-Some fixes to OSX retina scaling for window functionsJuan Linietsky
-Implemented HiDPI detection and support for Godot Editor!
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-10-20-work in progress implementation of NDEE's theme It's NOT DONE YETJuan Linietsky
2015-06-13some editor window changesJuan Linietsky
-ability to make dock position configurable, and it gets saved -editor starts maximized default
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-01-02-proper minimum size computation for TabContainerJuan Linietsky
2014-08-28was fetching incorrect meta data for tab titlesDana Olson
closes #650
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky