Age | Commit message (Collapse) | Author |
|
impossible to get screen rect.
|
|
- Use vertical layout and add text wrapping
- Fix Window.popup_centered() rect calculation
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This reverts commit 0fce98b4b5f568298477b175c70510924793f6b0.
|
|
This fixes some cases where the mouse cursor shape did not change automatically, but instead required a MouseMove to update.
|
|
Fix to prevent AcceptDialog and children class taking over main window
|
|
Add window FLAG_POPUP and a platform specific routines to control popup auto-hiding and event forwarding.
|
|
|
|
|
|
mouse enter+exit
|
|
|
|
|
|
|
|
|
|
allow multi-window interface in full-screen.
[Windows] Add WINDOW_MODE_EXCLUSIVE_FULLSCREEN without WS_BORDER flag enabled (no multi-window support).
|
|
|
|
|
|
|
|
[macOS] Fix transient windows not working in the full-screen mode.
[macOS] Fix moving transient windows to the other screen than parent window.
[macOS] Fix popup menu switch on hover.
[macOS] Use content origin rect for windows position (to ensure `DS.mouse_get_position` is equal to `DS.window_get_position` + mouse position from the input events).
[macOS] Fix incorrect input coordinates, when external display with different scaling in connected/disconnected.
[macOS/Windows] Fix moving fullscreen windows between the screens.
Add auto refocusing of the parent window, when the focused transient window is closed.
Remove redundant `DS.mouse_get_absolute_position` function (returns mouse position in the screen coordinates, same as `DS.mouse_get_position`).
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
* `_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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* Added explicit return type to the SNAME macro.
* Add some extra SNAME usages.
* Change some ClassDB methods to use const StringName & arguments.
* Cache the Window parent in Control because it's used in
is_layout_rtl(), which is called often.
* Only enable internal processing for viewports that need it.
* Change CanvasItem::group to be a StringName because it's only used as
that.
|
|
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
|
|
Fix `Window`'s `wrap_controls` not actually doing anything
|
|
|
|
|
|
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
|
|
|
|
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
|
|
|
|
Fix translations update in window & Dialogs (AcceptDialog/ConfirmationDialog/FileDialog) (Fix 39320, 39258 & 45887)
|
|
* 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.
|
|
|