summaryrefslogtreecommitdiff
path: root/scene/gui/tab_container.h
AgeCommit message (Collapse)Author
2023-01-09Removed unused property hints and `Object::get_translatable_strings()`Juan Linietsky
* Remove unused `EditorPropertyMember` and related hints, previouly used by VisualScript. Such logic should be implemented in the VS module itself. * As the above broke compatibility with the VS module, clean up the other hacks that were still in core in support of VisualScript. * `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's `get_translatable_strings()`, which is a legacy function not used anywhere. So both are removed. * Reordered some usage flags after the above removal to minimize the diff. * General clean up. Fixes #30203. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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".
2022-10-27Fix problems with `tab_changed` signal when removing multiple tabs at onceMichael Alexsander
2022-09-01Add a lifecycle method for manual theme item caching to ControlYuri Sizov
2022-07-18Fix getting outdated tab controlsRindbee
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
2022-04-04Add action map editor for OpenXRBastiaan Olij
2022-03-04Fix renaming `TabContainer` children not updating tab names when outside the ↵Michael Alexsander
tree
2022-03-03Make `TabContainer` use `TabBar` internallyMichael Alexsander
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!
2021-12-09align to horizontal_alignment, valign to vertical_alignment, relatedNathan 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.
2021-08-04TabContainer: Fix error on removing top-level Control child, Remove _get_tab ↵kleonc
method
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 🎆
2020-12-13Refresh TextLine buffer when moving tabgongpha
2020-12-10Add option to draw all tabs in frontvolzhs
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.
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-10-13Put unselected tabs back in TabContainer controlvolzhs
2020-07-10Add override keywords.Marcel Admiraal
2020-06-24Handle gone TabContainer popup nicelyPedro J. Estébanez
2020-06-13Fix TabContainer emitting spurious tab_selected signals when a theme is changedLisandro Lorea
- The repaint code was moved outside of set_current_tab() and to a "_repaint()" private function - _on_theme_changed() will now only call _repaint() and update() This means _on_theme_changed() will do only what it needs (repainting the TabContainer to account for the new theme) fixes #39498
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.
2020-02-11Texture 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
2020-01-30Fix tab container too large when tabs are hiddennathanwfranke
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.
2019-09-22Fix various problems with tab-related iconsMichael Alexsander Silva Dias
2019-08-30Merge pull request #25353 from azagaya/masterRémi Verschelde
Use also invisible tabs to calculate minimum size of tab container
2019-08-30Make tab containers in editor, project settings, and export dialog, to use ↵azagaya
hidden tabs for min size computation.
2019-04-08Add ability to edit editor feature profilesJuan Linietsky
Allows enabling/disabling parts of the editor and storing/loading profiles for that.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-06-13Fix "find and replace" initializing with wrong sizeGuilherme Felipe
Fix the code editor outside the allowed limits.
2018-04-08Drag to rearrange Tabs and TabContainerianb96
2018-02-20Keep to show current script when closing all docsvolzhs
also fix error when removing multiple tabs from TabContainer at same frame. like closing multiple docs at once. Fix #16403
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!
2017-12-11Fix Index p_current=0 error at starting editorvolzhs
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-05-20Removal 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
2017-03-05- `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
2017-01-08renamed _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!