Added TreeItem::last_child to avoid needing to iterate through all children to get to the end. This mainly helps in cases where one TreeItem has many children (1000s), and new children are added to the end, as each add had to iterate through all previously added children.
Prior to this fix, scrolling via mouse drag on touchscreen devices, and
drag&drop operation on a `TreeItem` element would conflict with each other
preventing the drag scroll from being released when the mouse button is
released.
The issue is addressed by disabling drag&drop when drag scrolling is ongoing.
- Fix incorrect tooltip and `get_button_id_at_position()` when column
title is visible and when RTL layout is used
- Take `button_margin`, `h_separation`, and `item_margin` into account
This PR adds the "inner_item_margin" Theme constant to the Tree Control.
It behaves like a horizontal padding (in CSS), but only in the active
writing direction (So on LTR it'll apply a left padding and on RTL right
padding).
The Editor Theme has been updated to make use of this and a result items
in Trees and ItemLists no longer "hugs" their border, expressing a proper
spacing instead.
Also:
- Add an option to limit the icon size in PopupMenu.
This is similar to how this works in Tree and TreeItem.
- Add the same option to TabBar.
- Add a theme constant for Tree, PopupMenu, Button, and
TabBar to apply this limit on the control level.
Co-authored-by: Daylily-Zeleen <daylily-zeleen@foxmail.com>
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".
`set_tooltip` -> `set_tooltip_text`
`get_tooltip` -> `get_tooltip_text`
For consistency:
`get_button_tooltip` -> `get_button_tooltip_text`
And the `tooltip` parameter in `add_button` was renamed to `tooltip_text`
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.