Commit graph

134 commits

Author SHA1 Message Date
Michael Alexsander
8bde86da10 Make popups from MenuButton, OptionButton, and submenus obey the layout direction 2022-02-06 23:07:08 -03:00
Michael Alexsander
21bf23d966 Enhancements and fixes for OptionButton and PopupMenu 2022-02-06 16:03:18 -03:00
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
Ricardo Buring
4562106cbf OptionButton::pressed(): give focus to selected 2022-01-15 22:52:12 +01:00
Rémi Verschelde
fcc2648e18
Fix missing arg name in bindings for GDExtension API 2022-01-07 14:24:06 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
kobewi
c68e93ad52 Implement property array for OptionButton 2021-12-21 08:53:09 +01:00
Nathan Franke
41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Yuri Sizov
12838bd99d Add focus font color to Button and derivatives 2021-10-26 17:42:40 +03:00
Rémi Verschelde
b334560f05
Merge pull request #49376 from menip/OptionButtonFix 2021-09-17 16:00:42 +02:00
menip
4f4c9a5f57 Make Color Picker, Menu Button, Option Button consider camera position scale for popup position. 2021-08-30 08:42:33 -07:00
kobewi
a913ae8d56 Add support for internal nodes 2021-08-28 02:07:23 +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
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
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
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
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
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
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
Zak Grumbles
a8de034f78 Fix OptionButton docs godotengine#36803
* item_selected and item_focused docs incorrectly had 'id' as the parameter. Changed to
'index'.
* Fix parameter name in ADD_SIGNAL callin code.
2020-04-10 20:35:40 -05:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +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
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
ddc397d9ff Fixes OptionButton min size 2020-01-27 14:52:04 +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
Michael Alexsander
c4cd2c44c8 Make OptionButton itself take into account the arrow margin instead of relying on the theme 2019-12-28 12:03:04 -03:00
Emmanuel Barroga
c2b902af4b Fixes OptionButton Not Updating if Current Selection Already Selected
When the option button's current selection is updated to a different text/icon, the selected option does not update until you unselect the option and then select it again.
2019-09-05 22:17:48 -07:00
NilsIrl
abceb74b49 Remove useless variable and line in OptionButton 2019-07-29 17:41:28 +02:00
NilsIrl
dfecd62235 Change if to switch in OptionButton 2019-07-29 16:47:47 +02:00
qarmin
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
James Buck
17e1be6478 Connect OptionButton selection to menu's "index_pressed" signal
Simplifies code and fixes bug where only the first item with a given
ID could be selected.
2019-06-09 14:44:36 -05:00
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
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
azagaya
7051685a77 Fixes differences between docs and item_selected and item_focused signals in optionbutton
Description in docs about item_selected and item_focused signals in optionbutton is fixed to match the real behaviour. Also, get_item_index function is added.
2019-02-11 08:52:09 -03:00
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
8f9447310d Enable toggle behaviour for buttons that trigger popups 2018-12-11 19:23:26 -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
Juan Linietsky
f6ce73f724 Visual Shaders are back. 2018-07-14 18:16:18 -03:00
Geequlim
9ee8ddcd8d Add default paramater value for OptionButton::add_icon_item 2018-05-08 13:40:52 +08:00
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
Pedro J. Estébanez
a6dc160d5c Use radio-button-like menu entries where applicable 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
Alexander Alekseev
66c39b1426 Fixes OptionButton selection index being reset to zero at instanciation
Bug: engine tries to set selected item before items were added during save scene/run project, because of wrong properties order.
Fixes #10213.
2018-02-19 20:25:34 +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
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
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Michael Alexsander Silva Dias
096b5a65c6 Added "get_popup" method for OptionButton and minor changes. 2017-12-25 13:49:27 -02:00
Bernhard Liebl
efc3ffb816 fix certain popup close clicks with popup buttons 2017-12-10 10:55:48 +01:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
TwistedTwigleg
00f6c85928 Synchronize parameter names in definition and declaration
Fixes #10244.
2017-08-16 17:22:23 +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
Daniel J. Ramirez
17c3422431 Added separators using StyleBoxLine, some theme style fixes, added variant icon 2017-07-18 01:09:19 -05:00
ducdetronquito
074801e7a9 [#7212] Fixed missing 'Variant' return values in documentation. 2017-07-11 13:25:51 +02:00
volzhs
17e8e343fb Revert "Add new editor and default theme (WIP)"
This reverts commit f045efe007.
2017-05-03 06:19:15 +09:00
Daniel J. Ramirez
f045efe007 Add new editor and default theme (WIP) 2017-04-27 08:04:57 +02:00
Sergey Pusnei
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Juan Linietsky
fa170cbc58 PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188 2017-01-08 18:18:54 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Rémi Verschelde
d4993b74fc Add missing argument names in GDScript bindings
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
Juan Linietsky
709de124c1 ability to export scene to zip 2015-12-13 01:08:36 -03:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky
0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00