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path: root/scene/gui/text_edit.h
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2018-02-14Merge pull request #15618 from ianb96/fold_commentRémi Verschelde
TextEdit folding over unindented comments
2018-01-12Add special coloring to members, to make shadowing more obvious.Juan Linietsky
2018-01-12TextEdit folding over unindented commentsIan
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
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.
2018-01-03Merge pull request #15063 from poke1024/textedit-select-last-lineRémi Verschelde
Fix key down on last line in TextEdit
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-26Fix shift-key down on last line in TextEditBernhard Liebl
2017-12-20Adds an option to move cursor with right click in TextEditMattUV
Fixes #14832 - Added an option in the editor settings/cursor to make the cursor move with right click. - If the option is activated (true by default), a right click will move the cursor before displaying context menu. - If there is a selection, a right click on it will keep it selected, a right click outside it will unselect it. - The option is available in textEdit via an inspector property (or via GDScript): caret_moving_by_right_click - The option is available in the script editor and the shader editor via the editor settings - The documentation has been updated with the new property, and a few other entries in TextEdit.xml.
2017-12-17Fix cut-copy-line breaking paste (issue 14539)Bernhard Liebl
2017-12-15Modifies indentation behavioursMattUV
Partially fixes #14559 (see the issue for details); Removes some code redondancy ; Adds the possibility to indent left and right without selecting text ; Adds the entries to the context menu when text is not selected ; Renames indent_selection_left() and indent_selection_right() to indent_left() and indent_right() ; Unifies context menus of shader text editor and script text editor.
2017-12-08Modify shortcuts and menus to fold/unfold codeMattUV
Fix #13180 As the same shortcut cannot be assigned to two actions, I removed the ability to fold (fold_line()) or unfold (unfold_line()) via menu (still possible by code), and there is a single fold/unfold action (toggle_fold_line()). The new default shortcut is now Alt+F
2017-12-07Changed current line draw order and added code folding colorPaulb23
2017-12-07Merge pull request #14352 from ianb96/get_hidden_widthRémi Verschelde
Fixes horizontal scrolling over hidden lines
2017-12-07Merge pull request #13362 from groud/fix_foldingRémi Verschelde
Fixes folding of blank lines
2017-12-06fixes horizontal scrolling over hidden linesIan
2017-12-01Add disabled theme to TextEdit.Michael Alexsander Silva Dias
2017-11-28Fixes folding of blank linesGilles Roudiere
2017-11-21Native pan and zoom for macOSBernhard Liebl
2017-11-18scrolling fixesIan
2017-11-17TextEdit code foldingIan
2017-11-14Merge pull request #12842 from ianb96/shader_editor_fixRémi Verschelde
Shader Editor context menu and line operations and style fix
2017-11-11Added "is_readonly()" to TextEdit and made it a property.Michael Alexsander Silva Dias
2017-11-11shader editor context menu and line operations and style fixIan
2017-11-11add context menu enable getters, setters, and properties in LineEdit and ↵Ian
TextEdit
2017-11-05Changed line and word mouse selectionPaulb23
2017-10-22Added setting to toggle current line highlightingPaulb23
2017-09-28keep font color on selection as defaulttoger5
2017-09-06second take at autocomplete logic, using a TextOperation check.Paulo Gomes
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24-Code completion for enumerationsJuan Linietsky
-Disabled GDNative and GDNativeScript so build compiles again
2017-08-22Stops scrolling when the user issues another commandPaulb23
2017-08-21Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky
ClassDB: Provide the enum name of integer constants
2017-08-21Increased smooth scroll speed and added user settingPaulb23
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-19Added smooth scrolling to TextEditPaulb23
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-09Implement NSTextInputClient protocol for IMEbruvzg
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-18Added support for space indentationPaulb23
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06Fix highlight typosupaiku
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
2017-01-28Fixed line lenght guideline drawing with color optionPaulb23
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.
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
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!
2016-11-06Made background and symbol color follow the color APIPaulb23