Commit graph

297 commits

Author SHA1 Message Date
Rémi Verschelde
5e39a8eded
Merge pull request #56992 from YeldhamDev/smarter_popmenu_focus 2022-02-03 17:15:06 +01:00
eikobear
3b146c5eaa Make various improvements to OptionButton
- Allow OptionButton selection to be set to -1 to signify no selection, both via API and in the editor.
- Reset OptionButton selection to -1 when the selected item has been removed.
- Fully convert PopupMenu to a zero-based ID system, which improves an inconsistency in generated IDs when making new items in the editor.
2022-01-28 17:03:45 -05:00
Michael Alexsander
73c225838f Make popup menus focus items automatically when not using the mouse 2022-01-25 13:51:56 -03:00
bruvzg
5a97184931 [Windows] Fix pop-up dialogs instantly closing. 2022-01-20 16:51:35 +02:00
Ricardo Buring
4562106cbf OptionButton::pressed(): give focus to selected 2022-01-15 22:52:12 +01:00
Rémi Verschelde
cb7daddbeb
Merge pull request #54647 from rafallus/fix/popupmenu_ids
Fix `PopupMenu` items id range in inspector
2022-01-08 11:39:09 +01:00
rafallus
38d578e24e Fix PopupMenu items id range in inspector 2022-01-07 19:58:09 -06:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde
1032c2c434
Merge pull request #55487 from YeldhamDev/scroll_bikeshedding 2022-01-03 14:10:41 +01:00
Rémi Verschelde
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
FelipeMatoba
29178d3564 Increased time delay on selection when opening a popup 2021-12-09 16:44:56 -03:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
kobewi
347e50f73b Improve PopupMenu doc about id and index 2021-12-08 13:02:42 +01:00
Aaron Franke
6eb7179f1c
Rename "items_count" property to "item_count" 2021-12-06 22:02:27 -06:00
jmb462
81efebb3a1
Fix bad popups offset in editor with single window off
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2021-12-06 14:29:48 +01:00
Michael Alexsander
ec4f4c6cda Rename all methods that return ScrollBar nodes to get_*_scroll_bar() 2021-11-30 13:46:36 -03:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
Aaron Franke
3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
Rémi Verschelde
3abb5a9035
Add missing argument names for bindings in GDExtension 2021-11-04 15:27:23 +01:00
rafallus
4554892223 Implement inspector property array for PopupMenu and MenuButton 2021-11-03 09:32:29 -06:00
Matthew Newall
3951a05535 Corrected directional properties to be ordered Left->Top->Right->Bottom 2021-09-19 03:06:36 +00:00
Juan Linietsky
72bf79186e
Merge pull request #30391 from KoBeWi/hiding_children
Add support for internal nodes
2021-08-29 19:36:30 -03:00
Michael Alexsander
565ba91d28
Merge pull request #51906 from requizm/fix/49077
Fix tooltips don't appear for PopupMenus
2021-08-28 15:43:02 +00:00
kobewi
a913ae8d56 Add support for internal nodes 2021-08-28 02:07:23 +02:00
reduz
5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
requizm
6f3d8fa228 Fix tooltip message working incorrectly in PopupMenu
fix
2021-08-20 23:06:00 +03:00
ThreeRhinosInAnElephantCostume
0aa13ecd30 fixed popup_menu buttons getting triggered by lmb press instead of release. 2021-08-19 15:56:33 +02:00
Aaron Franke
fa3a32a2d6
Use Key enum instead of plain integers 2021-08-10 16:26:55 -05:00
Rémi Verschelde
de2c2be19b
Shortcut: Rename shortcut property to event
Having a property which has the same name as its class leads to confusing
situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut`
which has a `shortcut` property of type `InputEvent`).

Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event`
to better reflect what the methods check.
2021-08-05 13:48:43 +02:00
Michael Alexsander
94a64d557e Add auto_translate toggle for automatic translation 2021-07-29 18:30:34 -03:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
jfons
944b5ee639 Fix popup submenu in single-window mode
The internal processing code only works for OS windows, since it takes
the mouse position relative to the window and not the viewport. Now we
make sure it's not called in single-window mode.
2021-07-23 19:45:30 +02:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Lightning_A
97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Rafał Mikrut
504bc5cc67 Fix crashes in *_input functions 2021-04-05 08:52:21 +02:00
Aaron Franke
10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Michael Alexsander
1bece0da7c Fix wrong width with PopupMenus on first opening in the editor 2021-03-20 00:37:09 -03:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Michael Alexsander
96fa719026 Fix various small issues with PopupMenu 2021-02-16 01:12:08 -03:00
Eric M
26c29cc0d7 Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead. 2021-02-15 15:45:25 +10:00
bruvzg
d78336c65e
[CTL] Add missing font outline drawing routines and theme constants. 2021-02-14 14:11:44 +02:00
Rafał Mikrut
7961a1dea3 Initialize class variables with default values in scene/ [2/2] 2021-02-09 18:24:36 +01:00
Marcel Admiraal
8eb39f4e8b Change themes *_color_* to *_*_color
Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color

Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
2021-01-24 06:28:49 +00:00
Rémi Verschelde
321a4d5e79
Merge pull request #44906 from EricEzaM/PR/popup-menu-fix-not-matching-button-size
Fixed PopupMenu not matching parent MenuButton/OptionButton width
2021-01-04 14:47:32 +01:00
Eric M
056fcf3d75 Fixed PopupMenu not matching parent MenuButton/OptionButton width 2021-01-04 18:47:09 +10:00
Eric M
e5aaa7d890 Fixed hover highlight style rect of items being cut off.
This was caused by an incorrect calculation of the height of each item when determining the minimum size, plus a few things which were leftover after the PopupMenu rework.
2021-01-04 18:35:40 +10:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Yuri Roubinsky
ca8c794d04 Added optional id parameter to PopupMenu::add_separator 2020-12-27 15:18:47 +03:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Michael Alexsander
bb39088201 Allow to circle back in 'PopupMenu' even if the first/last item is non-selectable 2020-12-10 09:32:02 -03:00
Rémi Verschelde
2a325f3888
Merge pull request #44233 from YeldhamDev/popupmenu_circle_back
Re-add circle back scrolling to 'PopupMenu'
2020-12-10 11:16:38 +01:00
Michael Alexsander
e8e0abc331 Re-add circle back scrolling to 'PopupMenu' 2020-12-09 13:25:00 -03:00
Michael Alexsander
383e8919e0 Add "font_color_separator" theme property to 'PopupMenu' 2020-12-03 11:36:03 -03:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Rémi Verschelde
94875f5f48
Merge pull request #41851 from EricEzaM/PR/popup-menu-hysteresis
Added hysteresis for popup sub-menus
2020-11-16 09:34:28 +01:00
Eric M
c482e8ec85 Added hysteresis for popup sub-menus
This adds a small lag effect when opening submenus which allow the user to move directly to an item on the submenu without worrying about avoiding the autohide regions.
2020-11-08 13:28:23 +10:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
PouleyKetchoupp
54eaaf456f Fix popup menu item selected when opening the menu
In order to allow selecting items by either holding left click, or click
to open and click again to select, mouse button release was invalidated
based on the amount of mouse motion.

This was causing issues in some scenarios where an item could be
selected while opening the menu if the mouse moved enough between button
press and release.

This case could happen in the language selection of the project manager,
especially on linux, because of the order and timing of the mouse
events on x11.

This change invalidates mouse release based on a timing condition rather
than moved distance to handle any case from the display server properly.
2020-09-18 20:45:59 +02:00
Hugo Locurcio
3e0226515e
Rename ShortCut to Shortcut which is more grammatically correct
See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
2020-09-09 21:54:54 +02:00
Eric M
13fd60572b Fixed get_usable_parent_rect() errors when initialising popup menus. 2020-09-06 13:59:40 +10:00
Nathan Franke
034e123c1d
Fix PopupMenu unresponsive on right side of menu 2020-09-02 01:24:10 -05:00
EricEzaM
73c7fb2118 PopupMenu rework and enhancements
Many scrolling behaviour improvements and the ability to limit popup size.
2020-09-01 17:56:38 +10:00
Hugo Locurcio
c9abc63108
Allow searching with keyboard input by default in PopupMenu
See discussion in https://github.com/godotengine/godot-proposals/issues/43.
2020-05-17 23:28:24 +02:00
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
nobuyuki_nyuu
35f30086de PopupMenu.get_current_index() bound to ClassDB 2020-05-06 15:27:35 -05:00
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
Rémi Verschelde
5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Rafał Mikrut
359bebd8c0 Fix out of bound array access caused by unassigned variable 2020-04-01 19:29:35 +02:00
Leleat
8a5660f3d1 fixed PopupMenus letterjumping on any InputEvent 2020-03-30 21:45:56 +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
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
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
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- 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.
2020-02-25 12:55:53 +01:00
bruvzg
1af06d3d46
Rename scancode to keycode.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
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
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
e539b187a5 Clears button mask before activating menu item 2020-01-03 09:35:00 +08:00
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
Rémi Verschelde
9f68626fb2 doc: Sync classref with current source
Also apply clang-format.
2019-12-13 10:41:06 +01:00
Haoyu Qiu
5bf8e1e426 Fixes long popup menu scroll behavior
Popup menus longer than the viewport have stange behaviors before this
fix:

* They always have one pixel outside the viewport.
* You can scroll down the long menu even if bottom outside screen and
top inside the screen. (Only menus one pixel above the screen is limited
to scroll down.)
2019-12-10 09:49:02 +08:00
Rémi Verschelde
58dd5d0c78 PopupMenu: Fix missing text/xl_text when using add_shortcut
Use macros to ensure that `text`, `xl_text` and `id` are always set
using the same logic.

Fixes #25519.

Also fixes up #26914 when `p_id == -1` handling was only added for a
couple methods instead of all of them.
2019-10-08 09:33:26 +02:00
Rémi Verschelde
63a19df5e6 PopupMenu: Reorder add_* methods in more natural order
Also adds `add_icon_radio_check_shortcut` matching `add_icon_radio_check_item`,
binds them for scripting languages, and binds `add_multistate_item`.
2019-10-08 09:32:01 +02:00
Tomasz Chabora
af5e0fff66 Remove ERR_EXPLAIN from scene/* code 2019-08-09 13:54:52 +02:00
Tomasz Chabora
9de912caf5 Improvements to incremental search 2019-05-31 14:56:49 +02:00
Aaron Franke
702b539405
Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00
Michael Alexsander Silva Dias
d6489374e7 Fix regression in 'PopupMenu' when icons have different values for width and height 2019-05-02 11:40:13 -03:00
Michael Alexsander Silva Dias
48bfa9d17a Fix regression on 'PopupMenu's minimal size 2019-05-01 02:30:56 -03:00
Rémi Verschelde
0da61614c0
Merge pull request #27204 from YeldhamDev/popupmenu_checkicon_offset
Offset items in PopupMenu when Icons and Checks are present
2019-04-30 11:49:16 +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
a342131eba
Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
qarmin
856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
Michael Alexsander Silva Dias
de04003d3f Offset items in PopupMenu when Icons and Checks are present 2019-03-18 10:10:19 -03:00
xDGameStudios
ffc5f360e8 Fixed optional idx argument in add_item (OptionMeny & PopupMenu) 2019-03-11 11:54:12 +00:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde
fe7d2dc4d3
Revert "Fix MenuButton item label disappearing when setting shortcut." 2019-02-15 11:44:27 +01:00
Unknown
3236c9a0e7 Fix MenuButton item label disappearing when setting shortcut. 2019-02-14 23:17:29 +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
Michael Alexsander Silva Dias
04ea79c738 Fix item highlighting in PopupMenu for items with offset 2018-12-15 18:48:10 -02:00
Ibrahn Sahir
ed337085cf Fixed various uninitialised member variables in editor plugins. 2018-11-11 17:32:47 +00:00
Juan Linietsky
f2e54057ae -Moved EditorDefaultValue to ClassDB, made it core
-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
Juan Linietsky
65e3ef705b
Merge pull request #21962 from YeldhamDev/switch_hover_submenu
Fix MenuButton hover switching not happening with submenus open
2018-11-01 17:01:51 -03:00
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
Michael Alexsander Silva Dias
592eda7ad9 Fix MenuButton hover switching not happening with submenus open 2018-09-11 01:44:19 -03:00
Rémi Verschelde
68676c774d
Merge pull request #21091 from hpvb/fix-removing-popup-menu-item
Call minimum_size_changed() in PopupMenu::remove_item()
2018-08-17 02:27:16 +02:00
Hein-Pieter van Braam
2d032c1562 Call minimum_size_changed() in PopupMenu::remove_item()
When removing an item from a PopupMenu we need to update the control's
size cache otherwise the size of the PopupMenu itself lags behind by 1
item size. Meaning the PopupMenu will remain too large.
2018-08-16 21:51:41 +02:00
Hein-Pieter van Braam
fa7eac8a0d Delay emitting pressed signals in PopupMenu
When processing items we may actually delete the item we're processing
in the callback for the signal. To avoid this, call the signal after
we're done processing the items. But before hiding the popupmenu itself.

Thanks to @reduz for writing the whole solution.

This fixes #19842
2018-08-16 21:44:18 +02:00
Ovnuniarchos
9d0de7d417 PopupMenu item_pressed is sent before checking hide flags. 2018-08-16 07:22:18 +02:00
Hein-Pieter van Braam
868efb8184 Emit pressed events after processing items
When processing items we may actually delete the item we're processing
in the callback for the signal. To avoid this, call the signal after
we're done processing the items.

This fixes #19842
2018-08-13 21:55:26 +02:00
Juan Linietsky
0fcc28b6f3
Merge pull request #15269 from ianb96/context_menu_improvements
Context Menu Improvements
2018-07-29 12:31:20 -03:00
Ian
1bb13e95a8 context menu improvements 2018-07-26 08:58:35 -04:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Juan Linietsky
f6ce73f724 Visual Shaders are back. 2018-07-14 18:16:18 -03:00
Andrii Doroshenko (Xrayez)
e3b77b24ac Add ability to set submenu's popup delay time on mouse hovering
This allows to set delay time for the submenu to popup. Setting
this value low can increase responsiveness. If the popup menu is added
as a child of another (acting as a submenu), it will inherit the delay
time of the parent menu item.
2018-07-09 18:37:41 +03:00
Juan Linietsky
b659fd6d74 Entirely new (and much improved) animation editor. 2018-06-07 12:52:00 -03:00
Juan Linietsky
4b5227ff77 -Ability to open resources in the same window
-Plenty of fixes and improvements to new inspector
-Fixes that were needed to make inspector work better
2018-05-17 18:03:05 -03:00
Pedro J. Estébanez
b964a9e678 Add support for radio-looking items with icon
Letting users of `PopupMenu` use them. `OptionButton` was one of those interested and is updated in this commit.

Fixes #18063.
2018-04-09 19:55:54 +02:00
Juan Linietsky
187b14ae24
Merge pull request #17730 from RandomShaper/radio-buttons-in-menus
Radio buttons in menus
2018-04-07 16:41:39 -03:00
Pedro J. Estébanez
259ed1d400 Improve popup menus usability
It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal.

This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item.

This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature.

This improves UX a bit by saving unnecessary clicks.

From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
2018-04-07 01:06:02 +02:00
Pedro J. Estébanez
ab3b1d9f3e Add radio-button-looking entries to PopupMenu
They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.

`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.

Keeping check in the name adds an additional clue about these facts.

Closes #13055.
2018-03-27 19:19:45 +02:00
Fabio Alessandrelli
ff122a7e1f Add item_focused signal to OptionButton
And id_focused to Popupmenu.
2018-02-23 13:01:28 +01:00
Fabio Alessandrelli
4a71483a65 Popupmenu now uses UI actions instead of keys 2018-02-23 12:58:16 +01:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
Bernhard Liebl
249521670d Corrects wrong scrolling for short popups broken in 15405 2018-01-07 02:19:11 +01:00
Bernhard Liebl
3f9a7da857 Allow popup menu scrolling without mouse wheel 2018-01-06 16:21:27 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
volzhs
f2d531bd43 Fix PopupMenu to show & detect properly hover area
Fix #15275
2018-01-05 02:37:46 +09:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde
1ef123c57d
Merge pull request #14748 from YeldhamDev/popupmenu_circleback
Made highlighted item in PopupMenu circle back to the beginning/end when using the keyboard
2017-12-17 20:22:50 +01:00
Michael Alexsander Silva Dias
7e38db631f More changes to PopupMenu's submenu keyboard handling. 2017-12-16 20:57:26 -02:00
Michael Alexsander Silva Dias
c19cc581ec Made highlighted item in PopupMenu circle back to the beginning/end when using the keyboard. 2017-12-16 13:54:43 -02:00
Michael Alexsander Silva Dias
dc80a29dc5 Enhancements and fixes for PopupMenu's submenus. 2017-12-15 18:30:42 -02:00
Poommetee Ketson
9888a56639 Change statable to multistate, remove extra separator 2017-12-12 09:41:17 +07:00
Rémi Verschelde
bf45e569c9
Merge pull request #11510 from AndreaCatania/skel
Added skeleton x-ray
2017-12-10 13:03:53 +01:00
AndreaCatania
63ec5823d1 Implemented skeleton visibility
Removed code visibility code from popup menu
2017-12-10 03:15:52 +01:00
Michael Alexsander Silva Dias
6629cc7a85 Fixed PopupMenu's submenus not showing up in certain situations. 2017-12-06 17:27:21 -02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Rémi Verschelde
18a7315381 Rename localization method to tr again
Partial revert of #10380 based on contributor ~~bullying~~ feedback.
2017-08-18 22:38:38 +02:00
Rémi Verschelde
c72529baf0 Rename XL_MESSAGE aka tr to localize
Also renames `set_message_translation` to `set_message_localization`
for consistency.
2017-08-17 18:10:22 +02:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Bojidar Marinov
7b7c7c8dc0
Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTER
Closes #7695
2017-08-06 16:26:07 +03:00