Commit graph

70 commits

Author SHA1 Message Date
Yuri Sizov
01888ae7ab Fix theme application in various editor dialogs
99% of the time we shouldn't rely on the signal, we
should use the notification instead. I left some comments
in places where I couldn't quickly improve the code.
2023-12-04 13:18:48 +01:00
Rémi Verschelde
ff5ac866e8
Donors: Change tiers to match Dev Fund, sync latest data
The new list includes all donors listed on fund.godotengine.org,
together with the ones still on Patreon on matching tiers.

We haven't yet updated Patreon tiers to match the Dev Fund, so donors
who used to be listed under "Silver donors" are now grandfathered under
the "Gold members" category from the Dev Fund.
2023-11-14 15:40:44 +01:00
Yuri Sizov
215e036600 Add bulk change guards to successive theme overrides in Editor and GUI 2023-10-19 18:14:14 +02:00
kobewi
6de34fde27 Add EditorStringNames singleton 2023-09-03 19:58:18 +02:00
lawnjelly
b69c8b4791 Single Compilation Unit build.
Adds support for simple SCU build (DEV_ENABLED only).
This speeds up compilation by compiling multiple cpp files within a single translation unit.
2023-06-06 15:36:51 +01:00
Stanislav Labzyuk
0bde4a95e3 Fix UTF-8 encoding for copyright in About dialog 2023-01-08 16:15:26 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00
Rémi Verschelde
fd6453c45e Revert "Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED"
This reverts commit 4b817a565c.

Fixes #64988.
Fixes #64997.

This caused several regressions (#64988, #64997,
https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605)
which point at a flaw in the current logic:

- `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with
  `NOTIFCATION_THEME_CHANGED` as introduced in #62845.
- Some classes use their `THEME_CHANGED` to cache theme items in
  member variables (e.g. `style_normal`, etc.), and use those member
  variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE`
  notification is now deferred, they end up accessing invalid state and this
  can lead to not applying theme properly (e.g. for EditorHelp) or crashing
  (e.g. for EditorLog or CodeEdit).

So we need to go back to the drawing board and see if `THEME_CHANGED` can be
called earlier so that the previous logic still works?

Or can we refactor all engine code to make sure that:
- `ENTER_TREE` and similar do not depend on theme properties cached in member
  variables.
- Or `THEME_CHANGE` does trigger a general UI update to make sure that any
  bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE`
  does arrive for the first time. But that means having a temporary invalid
  (and possibly still crashing) state, and doing some computations twice
  which might be heavy (e.g. `EditorHelp::_update_doc()`).
2022-08-29 11:11:29 +02:00
Rémi Verschelde
f7f8af232c
Merge pull request #64885 from Mickeon/rename-tooltip-hint
Rename `hint_tooltip` to `tooltip_text` & setter getter
2022-08-28 17:43:01 +02:00
Aaron Record
4b817a565c Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGED 2022-08-27 11:52:29 -06:00
Micky
ef5b9a06a9 Rename hint_tooltip to tooltip_text & setget
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`

Updates documentation, too.
2022-08-27 01:35:01 +02:00
bruvzg
b5c96df277
Move duplicate AutoWrap, Overrun and VisibleChar behavior enums to the TextServer. 2022-06-16 16:49:37 +03:00
FireForge
eb573da2b5 Use "odd" style for TabContainers on base BG color
- Use the "odd" style for TabContainers that are on a background with the same color as the default TabContainer background color to add contrast
2022-05-26 21:19:15 -05:00
Aaron Franke
a53b7f0a9d
Tweaks to improve the Project Manager display at small sizes 2022-05-19 23:57:48 -05:00
bruvzg
cfcdfc38e2
[RTL] Add support for shaping in background thread. 2022-05-19 09:34:44 +03:00
Haoyu Qiu
c2a974f045 Keep logo aspect ratio in About dialog 2022-05-01 15:57:00 +08:00
FireForge
3073b85de9 Rename theme properties to include underscores
- check_vadjust -> check_v_adjust
- close_h_ofs -> close_h_offset
- close_v_ofs -> close_v_offset
- commentfocus -> comment_focus
- hseparation -> h_separation
- ofs -> offset
- selectedframe -> selected_frame
- state_machine_selectedframe -> state_machine_selected_frame
- table_hseparation -> table_h_separation
- table_vseparation -> table_v_separation
- vseparation -> v_separation
2022-04-23 11:16:18 -05:00
Hugo Locurcio
6d4514c95e
Decrease the default line spacing in the script editor
This brings the level of line spacing closer to what it was like
in Godot 3.x, which improves usability on small displays.

This also decreases the default line spacing for fixed-width texts
in the About dialog (license text).
2022-03-21 02:00:58 +01:00
Haoyu Qiu
4d73899352 Improves editor property name extraction 2022-03-18 17:56:45 +08:00
Michael Alexsander
deb1342036 Make TabBar/Container default their alignments to the left instead of center 2022-03-17 18:12:23 -03:00
Rémi Verschelde
11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Rémi Verschelde
90162851a7
Core: Move generated VERSION_HASH to a .cpp file
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
2022-02-09 09:20:17 +01:00
Rémi Verschelde
fc076ece3d
Revert "Add missing SNAME macro optimization to all theme methods call"
This reverts commit a988fad9a0.

As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
2022-02-08 10:17:25 +01:00
jmb462
a988fad9a0 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +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
Nathan Franke
41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +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
kobewi
f4b361dd15 Add header theme type variations to labels 2021-07-13 15:42:09 +02:00
Hendrik Brucker
56a8d3f30c Improvements to Label's layout options
- Added options to trim the text in case it overruns
- Added more autowrap modes
- Improved line breaking, which ignores trailing spaces
2021-07-04 16:43:55 +02:00
Andrii Doroshenko (Xrayez)
293550f56a Separate version hash from version number in editor and project manager
When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
2021-06-08 17:30:37 +03:00
Hugo Locurcio
be01025376
Make it possible to copy the Godot version identifier by clicking it
This closes #24317.
2021-04-28 17:35:57 +02:00
Hugo Locurcio
76722b5108
Add the About dialog to the project manager
The About button is located in the bottom-right corner of the
project manager.

This allows removing the copyright notice from the window title
(which looked a bit ugly in comparison to other applications).
2021-04-16 17:14:05 +02:00
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
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
9568bcf166
i18n: Sync translations with Weblate
Add translators comment for the two 'Project Manager' strings,
and fix some of the translations.

(cherry picked from commit c5f6d2097b)
2020-09-08 15:18:17 +02:00
Rémi Verschelde
d2d4c1c957 Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@hinlopen, @naithar, @rrcore, @SkyLucilfer, @TwistedTwigleg

Thanks to all contributors and donors for making Godot possible!

---

Also changes to relevant code that parses the DONORS.md to match
the new tiers.
2020-08-14 00:06:51 +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
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
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky
4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +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
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
64da703c6f Make text in the "About" dialog reset its position when changed 2019-11-06 17:20:37 -03:00
Hugo Locurcio
0550c41ab6
Increase the size of the About dialog
This makes third-party license texts display without any soft
wrapping.

The About dialog still fits in the editor when using the smallest
window size permitted (1024x600).
2019-10-05 17:18:25 +02:00
Hugo Locurcio
3ae0306a1f
Tweak a few strings displayed in the editor for consistency 2019-08-21 19:33:29 +02:00
Hugo Locurcio
dc981d8af7
Display longer Git hashes in engine version dialogs
Due to the high number of commits in the Godot repository,
7-character hashes were starting to become occasionally ambiguous.

In contrast, 9-character hashes are currently unambiguous for
all commits.
2019-06-01 13:52:58 +02:00