Commit graph

368 commits

Author SHA1 Message Date
Rémi Verschelde
a09846e015
Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-28 09:04:25 +01:00
Rémi Verschelde
a6751e6c58
Merge pull request #41100 from bruvzg/ctl_text_server_interface
[Complex Text Layouts] Implement TextServer interface.
2020-11-28 09:03:15 +01:00
reduz
1bcf3c305b Implement signed distance fields for 2D shaders 2020-11-26 10:49:50 -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
Eric M
efe5c250d5 Implement new shortcuts system.
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23 21:14:26 +10:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
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
Rémi Verschelde
afef8e30ea
Merge pull request #39635 from Meriipu/master_nodrop
do not drop mouseover on WM_MOUSE_EXIT
2020-11-03 20:28:11 +01:00
Rémi Verschelde
c5d8dafec4
Tooltips: Improve code clarity and docs
The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.

Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.

Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.

Fixes #39677.
2020-11-03 09:19:03 +01:00
reduz
0e6664539d Refactor pixel snapping.
-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful

Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
2020-10-30 08:57:32 -03:00
reduz
84d734da0e Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
Juan Linietsky
85ebf40b6c
Merge pull request #38097 from Calinou/add-viewport-debanding
Add a debanding property to Viewport
2020-10-19 14:15:44 -03:00
Rémi Verschelde
19f72beebb
Merge pull request #42451 from Duroxxigar/rename-toplevel
Renamed toplevel to be top_level
2020-10-02 10:57:23 +02:00
Rémi Verschelde
12091b39d2
Merge pull request #38743 from arrowinaknee/node-config-warnings
Update all get_configuration_warning() to retrieve warnings from the parent
2020-10-01 14:03:29 +02:00
Duroxxigar
b687ace7f9 Renamed toplevel to be top_level 2020-10-01 03:17:33 -04:00
Rémi Verschelde
c217498aa6
Merge pull request #41895 from 11thPenguin/master
Fix minor typo, gui_hid -> gui_hide
2020-09-29 10:35:12 +02:00
Meriipu
e8804b9978 Make the currently hovered control get updated on mouse-release
Previously, when the mouse was released after dragging a scrollbar,
its highlight was not dropped (if the mouse cursor was still inside
the viewport). This seems to be because the currently hovered control
only gets updated when the mouse is moved.

This commit fixes the dropping of the cosmetic highlight by running
the check for whether the currently hovered control has changed on
mouse-clicks, in addition to to the existing mouse-movements.
2020-09-28 16:04:01 +02:00
Eric M
07cb95bbda Tooltip flickering and targeting fixes. 2020-09-15 17:34:29 +10:00
Jonah Stich
f6b14238c7 Fixed minor typo, gui_hid -> gui_hide. 2020-09-08 18:08:21 -07:00
Meriipu
44657db3e2 If the mouse is held on notification_wm_mouse_exit, do not drop focus
This fixes a bug where users of the scrollbar had to be very careful
not to move the mouse outside the viewport, otherwise the scrollbar
would drop its drag-action and stop scrolling until clicked again.

The existing behaviour had the side-effect of also dropping the
cosmetic highlighting of the scrollbar (in addition to the dragging),
for the specific case where the mouse was move outside the window.
The previous behaviour did nothing to remove the highlight if the
mouse was released (but not moved) inside the viewport.

This separate issue with the lingering highlight of the scrollbar
(until a mouse-movement action is performed inside the viewport) is
fixed in an immediate followup to this commit.

Closes bug #39634
2020-09-07 04:11:27 +02:00
Hugo Locurcio
8891579068
Add a debanding property to Viewport
It can be enabled in the Project Settings
(`rendering/quality/screen_filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
It will also slightly brighten the scene's dark areas.

As a result, it should be enabled only when banding is noticeable enough.

This closes #17006.
2020-08-14 23:12:33 +02:00
George Marques
5cbd032309
Fix input after removing multilevel calls 2020-07-27 15:23:57 -03:00
George Marques
2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
Juan Linietsky
d3adc53ad9 Ensure cursor shape changes when exiting window, fixes #37724 2020-07-02 14:17:46 -03:00
Rémi Verschelde
0636e2a877
Merge pull request #40020 from reduz/fix-tree-edit-focus
Fix doubleclick on tree item, restore input focus on previous windows.
2020-07-02 07:26:13 +02:00
Juan Linietsky
39a77735bd Add ability to clamp embedded subwindows to parent, fixes #37792 2020-07-01 12:49:35 -03:00
Juan Linietsky
058166fb6c Fix doubleclick on tree item, restore input focus on previous windows.
Closes #37335
2020-07-01 12:46:39 -03:00
Juan Linietsky
239942cfef Ensure embedded mode works again
Also implemented application in/out notifications in X11.
2020-07-01 09:27:43 -03:00
Juan Linietsky
438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
Juan Linietsky
201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
ArrowInAKnee
9fc2b0fddc Update all get_configuration_warning to retrieve warnings from the parent 2020-05-16 16:07:42 +03:00
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
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde
f7ca1c805b doc: Sync classref with current source 2020-05-04 16:55:01 +02:00
Rémi Verschelde
878adb22b7
Merge pull request #37717 from qarmin/world_fix
Change non-existent World to World3D
2020-05-04 16:37:40 +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
Rémi Verschelde
b7b46093d8 doc: Sync classref with current source
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
qarmin
559bc3ca87 Change non-existent World to World3D 2020-04-18 11:00:51 +02:00
clayjohn
b50d954cb0 Update many docs with recent rendering changes 2020-04-17 09:47:59 -07:00
Juan Linietsky
5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
Juan Linietsky
16ae2cc1bf Add screen space AA option, with FXAA implementation. 2020-04-12 10:57:18 -03:00
Bastiaan Olij
afc8c6391c Renaming all ARVR nodes to XR 2020-04-09 15:33:01 +10:00
Juan Linietsky
4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
Michael Alexsander
a9e43ac73c Re-expose a simplified version of the stretch properties in SubViewport 2020-04-03 14:11:22 -03:00
Rémi Verschelde
ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Rémi Verschelde
d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00