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path: root/scene/resources/text_line.cpp
AgeCommit message (Collapse)Author
2023-01-28Mark dirty flags when shaped texts are invalidatedMinusKube
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".
2022-12-15[RTL/TextServer] Add baseline inline alignment mode for objects and RTL tables.bruvzg
2022-11-07Code simplificationsMarkus Sauermann
CanvasItemEditor: - p_result == ADD_MOVE is always true in this switch-clause - both parts of the if-else-clause do the same thing and simplified an affine_inverse call ControlEditorToolbar: - private function ControlEditorToolbar::_anchor_to_position is used nowhere. Looks like copy and paste from CanvasItemEditor::_anchor_to_position ScrollContainer: - screen_is_touchscreen is always true, because otherwise the function already returned TextLine: - both parts of the if-else-clause do the same thing and simplified return statement
2022-10-26Fix `TextLine` and `TextParagraph` `get_*_object_rect` methods not ↵bruvzg
accounting for alignment and drop cap.
2022-07-21Fix various typos not caught by codespellluz paz
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-15Use BitField hint for the TextServer enums. Add missing parts for BitField ↵bruvzg
support to the GDextension API.
2022-07-06Refactor Font configuration and import UI, and Font resources.bruvzg
2022-06-16Move duplicate AutoWrap, Overrun and VisibleChar behavior enums to the ↵bruvzg
TextServer.
2022-05-12Capitalize/fix some property enum hintsFireForge
2022-04-04Fix center aligned text clipping.bruvzg
2022-03-17Unify TextServer built-in module and GDExtension code.bruvzg
2022-02-02[TextServer] Add function to change font, font size, and OpenType features ↵bruvzg
without invalidating line break points, justification points, or recreating shaped text buffer.
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
2021-10-01Implement TextServer GDExtension interface, remove TextServer GDNative ↵bruvzg
interface.
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.
2021-08-11Merge pull request #51178 from Geometror/layout-options-textline-textparagraphRémi Verschelde
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11Various text layout improvements (TextLine, TextParagraph, Label, TextServer)Hendrik Brucker
2021-08-08[Text Server] Improve object (image/table) inline alignment.bruvzg
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.
2021-02-15Fix `TextLine`/`TextParagraph` crash when `add_string` / `set_dropcap` is ↵bruvzg
called null font reference.
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 empty() to is_empty()Marcel Admiraal
2020-12-06[Complex Text Layouts] Adds missing Font::SPACING_* to the Label, LineEdit, ↵bruvzg
TextEdit, TextLine and TextParagraph. Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
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.