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path: root/scene/main/window.cpp
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2022-02-28Merge pull request #58282 from keptsecret/filedialog_visibility_unresponsiveRémi Verschelde
Fix to prevent AcceptDialog and children class taking over main window
2022-02-25Improve popup window handling.bruvzg
Add window FLAG_POPUP and a platform specific routines to control popup auto-hiding and event forwarding.
2022-02-18fixed wrong ifdef enclosed blockkeptsecret
2022-02-18prevent acceptdialog taking over main editor window when made visiblekeptsecret
2022-02-15Connect notifications from Container to ViewportMarkus Sauermann
mouse enter+exit
2022-02-15Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde
2022-02-12Merge pull request #56953 from bruvzg/ex_wndRémi Verschelde
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-12Add exclusive window handling to DisplayServer (on macOS and Windows).bruvzg
2022-02-04[Windows] Add WS_BORDER flag to windows in WINDOW_MODE_FULLSCREEN mode to ↵bruvzg
allow multi-window interface in full-screen. [Windows] Add WINDOW_MODE_EXCLUSIVE_FULLSCREEN without WS_BORDER flag enabled (no multi-window support).
2022-01-21Fix main window title translation.bruvzg
2022-01-19Merge pull request #56935 from V-Sekai/window_theme_changed_signalRémi Verschelde
2022-01-19Add missing 'theme_changed' signal to Window classSaracenOne
2022-01-18Window management improvements.bruvzg
[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`).
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-17add 2d scale factor propertyAnsraer
2021-11-22Added `reset_size` method to `Control` and `Window` classesYuri Roubinsky
2021-11-12Use "enum class" for input enumsAaron Franke
2021-10-04Add the base scale factor to the Theme resourceYuri Sizov
2021-09-02Changed Window current_screen parameter from string to intJestemStefan
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.
2021-08-17fix bug on window notification propagationJihyun Yu
2021-08-13Fix some unnecessary includesAaron Franke
2021-07-29Add `auto_translate` toggle for automatic translationMichael Alexsander
2021-07-27Multiple cosmetic fixes for embedded windowsMichael Alexsander
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-20Editor StringName and Viewport optimizationsJoan Fons
* 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.
2021-07-18Optimize StringName usagereduz
* 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.
2021-07-13Merge pull request #50299 from YeldhamDev/window_wrap_controls_fixRémi Verschelde
Fix `Window`'s `wrap_controls` not actually doing anything
2021-07-13Add type variations to ThemeYuri Sizov
2021-07-08Fix `Window`'s `wrap_controls` not actually doing anythingMichael Alexsander
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-07-02Expose `Window.get_contents_minimum_size()` to scriptsMichael Alexsander
2021-05-25Tweak dozens of editor property hints for consistencyHugo Locurcio
- Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints.
2021-05-17Add theme_custom_type property to Control and WindowYuri Sizov
2021-03-23Merge pull request #46735 from fabriceci/fix-dialog-translationRémi Verschelde
Fix translations update in window & Dialogs (AcceptDialog/ConfirmationDialog/FileDialog) (Fix 39320, 39258 & 45887)
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.
2021-03-12fix translation not updating in ConfirmationDialog (and Window by inheritance)fabriceci
2021-03-05Merge pull request #46516 from HaSa1002/scrollcontainer-embedRémi Verschelde
Fix Window returning `INVALID_WINDOW_ID` when being embedded
2021-03-01Fix Window.get_window_id() returning -1 when embeddedJohannes
2021-02-28Merge pull request #45201 from EricEzaM/PR/popup-menu-fixRémi Verschelde
Fixed popup not calculating size correctly before adjusting its rect.
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-19New ActionMapEditor to replace InputMapEditor. Used in ProjectSettings.Eric M
Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required. This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-01-15Fixed popup not calculating size correctly before adjusting its rect.Eric M
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