Commit graph

128 commits

Author SHA1 Message Date
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
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.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
b3080bc2f4 Popups have also been converted to windows
Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
Juan Linietsky
c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
janglee
77b70aa79d Corrected text selection in color picker
Fixes #35603
2020-03-25 08:13:31 +00:00
Rémi Verschelde
f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Michael Alexsander
5f5ccfc361 Fix hiding ColorPicker's presets not fully hiding its controls 2020-02-15 02:19:28 -03:00
Juan Linietsky
3f335ce3d4 Texture refactor
-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
2020-02-11 11:53:26 +01:00
Haoyu Qiu
78e9ca58af Makes more strings translatable 2020-01-04 13:46:38 +08:00
Rémi Verschelde
5b173c4bf1
Merge pull request #34654 from Calinou/colorpicker-move-preview-under-picker
Move the ColorPicker preview under the picker area
2020-01-01 11:38:04 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Hugo Locurcio
bbd5e39165
Move the ColorPicker preview under the picker area
This moves it to be closer to the sliders, which in turn makes it easier
for the user to preview the color.

This also makes it clearer that the Pick button can only pick colors
in the editor window, not outside.
2019-12-28 18:23:28 +01:00
Marcel Admiraal
a8836ba28d Remove dependency on the editor directory being in the build's include path.
- Add or remove the necessary subdirectorires to the includes to remove
dependency on the editor directory being in the build's include path.
- Ensure includes in modified files conform to style guideline.
- Remove editor from the build include path.
2019-10-10 08:57:00 +02:00
Hugo Locurcio
70c4e96623
Draw an indicator to denote overbright colors in ColorPicker
This makes it faster to distinguish overbright colors from
"standard" colors.
2019-09-27 15:28:42 +02:00
Bhupendra Aole
1de3ec911f Default ColorPicker color mode setting
There is a new setting for Default ColorPicker color mode in Editor Settings->Interface->Inspector. Initially this setting will be RGB. Editor ColorPicker will always start with mode defined in this settiing.
Fixes #30755 and #30754
2019-08-31 00:34:33 -04:00
Tomás Antunes
606b56b5fb Increase color preset slots 2019-07-30 12:03:00 +01:00
Chaosus
eb6e260918 Fix some bugs inside ColorPicker 2019-06-28 17:25:00 +03:00
Tomasz Chabora
9bdf110840 Fix set_pick_color error 2019-06-19 14:52:54 +02:00
Tomasz Chabora
86e4677fb4 Add HSV mode to color picker 2019-05-28 18:00:52 +02:00
Rémi Verschelde
88c0a8d4b8
Merge pull request #26252 from ZahFox/colorpicker
ColorPicker: Properties to toggle the editability and visibility of presets
2019-04-30 13:31:51 +02:00
Michael Alexsander Silva Dias
b8e09f98c4 Make buttons that trigger popups have the same scale 2019-04-29 13:07:47 -03:00
Rémi Verschelde
7e87a410fa
Merge pull request #28205 from mikolasan/26937-hide-popup-menu
Hide popup menu when OptionButton is hidden
2019-04-29 17:28:49 +02:00
Rémi Verschelde
cce2e4b07c
Merge pull request #22301 from YeldhamDev/button_popup_highlight
Enable toggle behaviour for buttons that trigger popups
2019-04-25 17:47:23 +02:00
Nikolay Neupokoev
ebe54833a9 Fix popup visibility for OptionButton, MenuButton and ColorPickerButton
Hide popup when its button or another parent object is hidden

Fixes #26937
2019-04-22 15:11:49 -07:00
will
eb9c92f996 ColorPicker: New properties to toggle the editability and visibility of presets 2019-02-24 23:16:56 -06:00
Michael Alexsander Silva Dias
4fd7115e13 General cleanup of script and doc search bars 2019-02-10 14:18:08 -02:00
Michael Alexsander Silva Dias
8d3ae29e8f Small fixup on button toggle behaviour in ColorPicker 2019-01-28 15:51:57 -02:00
Michael Alexsander Silva Dias
182f26fe5e Make some small enhancements to the ColorPicker 2019-01-27 12:44:39 -02:00
Hugo Locurcio
4b78306459
Fix a rounding error in ColorPicker
This closes #25063.
2019-01-18 22:19:19 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
merumelu
61ceb59f1d ColorPicker fixes
- Fix regression from #22402 which made presets invisible ingame
with `tools=yes` builds.
- Don't emit `color_changed` signal when deleting a preset
as no color change happens.
2018-12-12 22:30:49 +01:00
Michael Alexsander Silva Dias
8f9447310d Enable toggle behaviour for buttons that trigger popups 2018-12-11 19:23:26 -02:00
Rémi Verschelde
d303a7e6d7
Merge pull request #22680 from lupoDharkael/color-picker-presets
ColorPicker: extend access to presets from gds
2018-12-07 22:39:12 +01:00
lupoDharkael
e19520e8fe ColorPicker: extend access to presets from gds 2018-10-24 01:07:33 +02:00
R. K
2ef29d35bd Fix to ColorPicker behaviour when entering html. 2018-10-05 13:04:23 +02:00
DualMatrix
4980ae5632 Made ColorPicker save it's presets while in editor.
Made ColorPicker save it's presets while in editor.
2018-09-24 19:32:36 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Alexander Holland
bf3c81f20b fix ColorPickerButton.get_popup() 2018-07-10 15:06:36 +02:00
Chaosus
cf38270ef7 Increase settings apply speed and added deferred color apply 2018-05-31 11:33:36 +03:00
Rémi Verschelde
e8dce91481
Revert "Fix color-picker sliders" 2018-05-18 01:49:45 +02:00