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path: root/scene/main/window.h
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2022-08-30Allow to change the Stop shortcut used at runtimekobewi
2022-08-29Revert "Remove NOTIFICATION_ENTER_TREE when paired with ↵Rémi Verschelde
NOTIFICATION_THEME_CHANGED" This reverts commit 4b817a565cab8af648c88cfc7ab6481e86ee3625. Fixes #64988. Fixes #64997. This caused several regressions (#64988, #64997, https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605) which point at a flaw in the current logic: - `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with `NOTIFCATION_THEME_CHANGED` as introduced in #62845. - Some classes use their `THEME_CHANGED` to cache theme items in member variables (e.g. `style_normal`, etc.), and use those member variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE` notification is now deferred, they end up accessing invalid state and this can lead to not applying theme properly (e.g. for EditorHelp) or crashing (e.g. for EditorLog or CodeEdit). So we need to go back to the drawing board and see if `THEME_CHANGED` can be called earlier so that the previous logic still works? Or can we refactor all engine code to make sure that: - `ENTER_TREE` and similar do not depend on theme properties cached in member variables. - Or `THEME_CHANGE` does trigger a general UI update to make sure that any bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE` does arrive for the first time. But that means having a temporary invalid (and possibly still crashing) state, and doing some computations twice which might be heavy (e.g. `EditorHelp::_update_doc()`).
2022-08-27Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGEDAaron Record
2022-08-26Merge pull request #64777 from bruvzg/extend_to_titleRémi Verschelde
[macOS] Extend editor contents to the window title bar for better space usage.
2022-08-26[macOS] Extend editor contents to the window titlebar for better space usage.bruvzg
2022-08-26Merge pull request #64574 from Begah/fix_transient_window_wrap_mouseRémi Verschelde
2022-08-25Refactor and remove excessive calls of `NOTIFICATION_THEME_CHANGED`Aaron Record
2022-08-25Fix warp_mouse for transient windows, smoother mouse positioning when ↵MathieuRoux
releasing mouse for spinbox
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-03-28Fix using Viewport::warp_mouse within ViewportsMarkus Sauermann
2022-03-10Revert "Update mouse cursor shape after changes"Markus Sauermann
This reverts commit 0fce98b4b5f568298477b175c70510924793f6b0.
2022-03-09Update mouse cursor shape after changesMarkus Sauermann
This fixes some cases where the mouse cursor shape did not change automatically, but instead required a MouseMove to update.
2022-02-25Improve popup window handling.bruvzg
Add window FLAG_POPUP and a platform specific routines to control popup auto-hiding and event forwarding.
2022-02-04[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).
2022-01-03Update 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
2021-10-04Add the base scale factor to the Theme resourceYuri Sizov
2021-08-13Fix some unnecessary includesAaron Franke
2021-07-29Add `auto_translate` toggle for automatic translationMichael Alexsander
2021-07-13Add type variations to ThemeYuri Sizov
2021-05-17Add theme_custom_type property to Control and WindowYuri Sizov
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
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
2020-07-02Fix content scale mode, closes #37941Juan Linietsky
2020-07-02Merge pull request #40020 from reduz/fix-tree-edit-focusRémi Verschelde
Fix doubleclick on tree item, restore input focus on previous windows.
2020-07-01Add ability to clamp embedded subwindows to parent, fixes #37792Juan Linietsky
2020-07-01Fix doubleclick on tree item, restore input focus on previous windows.Juan Linietsky
Closes #37335
2020-07-01Ensure embedded mode works againJuan Linietsky
Also implemented application in/out notifications in X11.
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-03-26Fixes to X11, still pretty brokenJuan Linietsky
2020-03-26Reworked tooltips to use the popup system.Juan Linietsky
2020-03-26Popups have also been converted to windowsJuan Linietsky
Controls using the old modal API have been replaced to use popups.
2020-03-26Open sub-windows as embedded if the OS does not support themJuan Linietsky
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-03-26Support for transient windowsJuan 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.