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path: root/scene/resources/style_box.cpp
AgeCommit message (Collapse)Author
2023-01-28Add a theme usability setting which updates the touch area of UI elements ↵Fredia Huya-Kouadio
(e.g: scrollbar) for the editor on touchscreen devices
2023-01-26Don't change region_rect when setting texturekobewi
2023-01-26Remove size restrictions from StyleBoxTextureYuri Sizov
2023-01-19Clean-up, harmonize, and improve StyleBox APIYuri Sizov
- Make all margin properties follow the same naming convention (their getter and setter too). - Remove a virtual counterpart of `get_style_margin` from API. - Allow to override `get_minimum_size` from scripting and remove `get_center_size`.
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-11-30Simplify GDVIRTUAL_REQUIRED_CALL callskobewi
2022-10-19Simplify GDVIRTUAL_CALL callskobewi
2022-09-07Unbind StyleBox*.set_*_individual() methodsFireForge
Unbinds the following methods: - StyleBox.set_default_margin_individual() - StyleBoxFlat.set_corner_radius_individual() - StyleBoxFlat.set_expand_margin_individual() - StyleBoxTexture.set_expand_margin_individual() - StyleBoxTexture.set_margin_size_individual()
2022-09-07Add set_default_margin_all/individual to StyleBoxFireForge
2022-09-02Add `is_zero_approx` methods to `Vector2`, `3`, and `4`Jonathan Nicholl
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-05-26Improve StyleBox previewreduz
* Show checkerboard on background. * Add margins. * Show Ninepatch lines (toggleable). * Move the region to its own section so it does not pollute.
2022-04-28Merge pull request #58599 from Calinou/styleboxflat-add-skewRémi Verschelde
Add a Skew property to StyleBoxFlat
2022-04-28Merge pull request #52624 from e8newallm/52577Rémi Verschelde
Corrected ordering of Left/Top/Right/Bottom properties
2022-03-10Discern between virtual and abstract class bindingsreduz
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
2022-02-26Add a Skew property to StyleBoxFlatHugo Locurcio
This makes it possible to create more aesthetically pleasing styleboxes for GUI theming, especially in games that have a futuristic appearance (where skewed buttons and progress bars are common).
2022-01-12Use List Initializations for Vectors.Anilforextra
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-03Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-09-19Corrected directional properties to be ordered Left->Top->Right->BottomMatthew Newall
2021-08-12Use real_t and double where appropriate in ParticlesAaron Franke
2021-08-10StyleBox fake AA improvements (aa_size float property)Hendrik Brucker
2021-06-12Fixed a bunch of connection errors in TextureEditorPluginYuri Roubinsky
2021-03-03Hide more options of disabled propertiesMichael Alexsander
2021-02-16Fix StyleBoxLine's incorrect style margin valuesMichael Alexsander
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-02-01Merge pull request #37547 from aaronfranke/tauRémi Verschelde
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-01-18Fix typo in theming methods ("botton" -> "bottom")Hugo Locurcio
2021-01-09Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke
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 🎆
2020-12-28Rename Rect2 and Rect2i grow_margin() to grow_side()Marcel Admiraal
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-10-24Refactored 2D shader and lighting systemreduz
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
2020-09-24Add a property hint to StyleBoxFlat `shadow_size` for editor usabilityHugo Locurcio
This adds a visible range to the slider so it can be dragged more easily. This closes #42309.
2020-08-29Adds automatic update for region_rectZak
When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
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.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-27Rename more 2D and 3D nodes to follow conventionRémi Verschelde
Rename editor plugins to match the new node names.
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
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
2020-01-05Fixed StyleBoxFlat antialiasing with aa size of 1PouleyKetchoupp
Also made aa size consistent when computing uv coordinates and fixed a warning about aa_border_width not initialized in some cases. fixes #34830
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.
2019-12-22Merge pull request #34488 from nekomatata/style_box_flat_aaRémi Verschelde
Fixed StyleBoxFlat border size with aa on
2019-12-20Fixed StyleBoxFlat border size with aa onPouleyKetchoupp
The different Rect used to draw rings were wrongly calculated when anti-aliasing was enabled. Also getting rid of some overlapping glitches when using transparent colors for the filling or borders. Fixes #34104
2019-12-14Lower the maximum StyleBoxFlat corner detail to 20Hugo Locurcio
This value should be sufficient even for very large corner radii. This closes #34354.