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path: root/scene/gui/text_edit.cpp
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2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-26Add macOS DisplayServer implementation.bruvzg
Change global menu to use Callable, add support for check items and submenus.
2020-03-26Multiple changes to DisplayServerX11Mateo Kuruk Miccino
- Travis: Change x11 to linuxbsd - SCons: Change x11 plataform to linuxbsd - Plugins: Remove ; to avoid fallthrough warning - DisplayServerX11: Implement set_icon - DisplayServerX11: Fix X11 bug when a window was erased from windows map, all the changes from that erased windows are sending to the main window - DisplayServerX11: Reorder create_window commands - DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i where it belongs + More X11 fixes which have been integrated directly back into reduz's original commits while rebasing the branch.
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Refactored input, goes all via windows now.Juan Linietsky
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26Added a Window node, and made it the scene root.Juan Linietsky
Still a lot of work to do.
2020-03-26Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-03-21Fix potential divisions by 0 reported by MSVCRémi Verschelde
The `TextEdit` one was indeed a potential bug. The `PCKPacker` one seems to be a false positive, it's already in a `for` loop that depends on `files.size()`.
2020-03-12Merge pull request #36518 from Janglee123/no-underlined-keywordsRémi Verschelde
Removed underlining of not clickable symbols
2020-03-11Removed underlining for not clickable symbolsjanglee
2020-03-11Merge pull request #36715 from dreamsComeTrue/fix-text-edit-comment-quotesRémi Verschelde
Allow single quotes [',"] in comments in TextEdit
2020-03-11Allow single quotes in commentsDominik 'dreamsComeTrue' Jasiński
Fixes: #36638
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-27Merge pull request #36232 from Calinou/add-soft-line-length-guidelineRémi Verschelde
Add a soft line length guideline to the script editor
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-23Merge pull request #36089 from dreamsComeTrue/fix-autocomplete-quotesRémi Verschelde
Fix: auto brace complete for quoted strings
2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-21Fix: auto brace complete for quoted stringsDominik 'dreamsComeTrue' Jasiński
Fixes #36002
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Add a soft line length guideline to the script editorHugo Locurcio
The default value is 80. The hard line length guideline's default column has been moved to 100 to account for the new soft line length guideline. It can be disabled by setting its value to the same column as the hard line length guideline. This closes https://github.com/godotengine/godot-proposals/issues/347.
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
2020-02-10Merge pull request #34288 from bojidar-bg/33425-always-suggest-subsequenceRémi Verschelde
Always display subsequence autocompletion matches
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-01-07expose scroll_vertical and scroll_horizontal in TextEdit + documentationKrystof Klestil
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.
2019-12-23Fixed selection indent taking an additional linePaulb23
2019-12-14Fix- using cut in first line of a script file does not remove the lineMikolaj Kaczmarek
2019-12-12Always display subsequence autocompletion matchesBojidar Marinov
Fixes #33425
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-11-26Range: Fix cases where max was set to or below min valueRémi Verschelde
It will now raise an error whenever this happens so that we can fix these situations. `max == min` is not allowed as it could lead to divisions by zero in ratios, and `max < min` doesn't make much sense. Fixes #33907.
2019-11-24Fixed index out of size error in TextEdit when opening scriptsPouleyKetchoupp
2019-11-09Fixed not being able to scroll ending wrapped linePaulb23
2019-11-02Update connection info on script validation rather then saved copyPaulb23
2019-11-01Merge pull request #33233 from hilfazer/dollar-quoted-autocompleteRémi Verschelde
$ autocompletion keeps quotation
2019-11-01$ autocompletion keeps quotationhilfazer
2019-10-31Improved TextEdit search usability & documentationPouleyKetchoupp
2019-10-28Merge pull request #33119 from creikey/fix-quote-malfunctionRémi Verschelde
Remove duplicate quote in displayed quote type
2019-10-27Remove duplicate quote in displayed quote typeCameron Reikes
- fixes #32688 - fixes #32593
2019-10-27Merge pull request #33066 from Tabas32/fix_indentationRémi Verschelde
Fixed indenting issue with comment at end of line
2019-10-27Improve performance of connection info in the script editorPaulb23
2019-10-26Fix text minimap crash when last line is foldedPaulb23
2019-10-25Just initialization, needed by compilerMarian
2019-10-25Fixed indenting issue with comment at end of lineMarian
2019-10-24Don't terminate search if begin_key doesn't fitZatherz
Previously this code would continue onto the next iteration of the loop if the line was smaller in size than begin_key, meaning that a situation where begin_key.length() > end_key.length() would cause weird behavior with newlines. Now both the checks for begin_key and end_key are in their own condition and do not skip the entire iteration if they can't be found.
2019-10-24Fix rendering tooltipvolzhs