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path: root/scene/gui/tree.h
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2022-01-28Improve some method bindings to use specific `Object` subtypesRémi Verschelde
This was made possible by changes to `VariantCaster` which now make it possible to pass any `Object`-derived type as pointer.
2022-01-27Merge pull request #57205 from TechnoPorg/variant-template-castRémi Verschelde
Allow method binds to take Object subclasses as arguments
2022-01-25Allow method binds to take Object subclasses as argumentsTechnoPorg
This commit adds a condition to VariantCaster that casts Variants of type OBJECT to any type T, if T is derived from Object. This change enables a fair bit of code cleanup. First, the Variant implicit cast operators for Node and Control can be removed, which allows for some invalid includes to be removed. Second, helper methods in Tree whose sole purpose was to cast arguments to TreeItem * are no longer necessary. A few small changes also had to be made to other files, due to the changes cascading down all the includes.
2022-01-18Addded methods to propagate checks & refactored classes to use new methods.Kevin Fischer
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
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-12Use "enum class" for input enumsAaron Franke
2021-10-04Remove EDSCALE dependency from /scene/guiYuri Sizov
2021-09-26Fix minimum size of TreeItemfloppyhammer
2021-09-01Cache TreeItem minimum size for performance.Gilles Roudière
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
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.
2021-08-16Added icons and API for indeterminate checkmarks for the Tree class.Kevin Fischer
2021-08-02Implements TileMap layers and move TileSetPlugins's functions to the TileMap ↵Gilles Roudière
node instead
2021-07-04Clean up Treereduz
Fixes some problems introduced by #49917 * Tree used minimum size as a stretch ratio, so it forced a minimum size of 1. * Minimum size redone, stretch ratio moved to a separate setting * Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired. * Added a clip content option for situations where fit to contents does not apply. * Icon would scroll with the item, making it invislbe if the item is too long. * Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
2021-06-28Implement Tree's internal minimum width calculationGilles Roudière
2021-06-25Allow disabling scrolling in TreeGilles Roudière
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-16Documentation search fixesGregory Basile
Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
2021-06-02Use bold fonts in editorreduz
* Labels are now bold * Categories in trees are bold * Main editor buttons are bold * Fixed section folding arrows in inspector
2021-05-25Add highlight to the relationship lines of selected Tree itemsYuri Sizov
2021-05-17Improve TreeItem API and allow to move nodestrollodel
2021-05-06Merge pull request #44831 from gongpha/dont-update-tree-if-selectedRémi Verschelde
Blocking updating in SceneTreeEditor when an item was selected
2021-05-04Rename `doubleclick` to `double_click`Aaron Franke
2021-03-22Improved 3D Scene ImporterJuan Linietsky
* Added option for importers to show an Advanced settings dialog * Created advanced settings dialog for Scene Importer * Cleaned up importers (remove many old/unused options) * Added the ability to customize every node, material, mesh and animation individually * Saving to animations and meshes to files is now a manual process, making it more predictable * Added the ability for materials to be replaced by external files (or to be made external, up to you). * When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it. WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-02-14[CTL] Add missing font outline drawing routines and theme constants.bruvzg
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-02-08Expose Tree::scroll_to_item()Pedro J. Estébanez
2021-01-24Change themes *_color_* to *_*_colorMarcel Admiraal
Changed: font_color_accel -> font_accelerator_color font_color_bg -> font_unselected_color font_color_disabled -> font_disabled_color font_color_fg -> font_selected_color font_color_hover -> font_hover_color font_color_hover_pressed -> font_hover_pressed_color font_color_pressed -> font_pressed_color font_color_readonly -> font_readonly_color font_color_selected -> font_selected_color font_color_shadow -> font_shadow_color font_color_uneditable -> font_uneditable_color icon_color_disabled -> icon_disabled_color icon_color_hover -> icon_hover_color icon_color_hover_pressed -> icon_hover_pressed_color icon_color_normal -> icon_normal_color icon_color_pressed -> icon_pressed_color Also includes: font_outline_modulate -> font_outline_color tab_fg -> tab_selected tab_bg -> tab_unselected
2021-01-06Blocking updating in SceneTreeEditor when editing an itemgongpha
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 🎆
2020-12-09Cleanup unused engine codeTomasz Chabora
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
2020-07-10Add override keywords.Marcel Admiraal
2020-07-02Prevent dragging from SceneTree buttonsHaoyu Qiu
2020-07-01Fix doubleclick on tree item, restore input focus on previous windows.Juan Linietsky
Closes #37335
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.
2020-05-14Modernize remaining uses of 0/NULL instead of nullptr (C++11)Rémi Verschelde
Using clang-tidy's `modernize-use-nullptr`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Popups have also been converted to windowsJuan Linietsky
Controls using the old modal API have been replaced to use popups.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
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
2020-02-02Fixes add group in Group Editor dialogHaoyu Qiu
Before this fix, new group can't be created if any existing group starts with the new name.
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.
2019-11-20Fix some overflows and unitialized variablesRafał Mikrut
2019-10-04Merge pull request #22834 from lupoDharkael/recursive-itemRémi Verschelde
Add call_recursive method to TreeItem
2019-09-26#14011: Implement `TreeItem.get_button_tooltip(column, idx)`.Nolan Darilek
When added to `TreeItem`, buttons are given tooltips. When returned via `get_button(...)`, however, the button is a `Texture` and the tooltip information isn't included. For accessibility purposes, it is useful to have access to the tooltip text. As such, we can retrieve a button's tooltip to use as a button label.