Micky
64bd36ecee
Rename Label & RichTextLabel.percent_visible
to visible_ratio
...
Also updates the documentation of both `visible_characters` and `visible_ratio` to, better describe what they do and improve consistency between the two Classes.
2022-08-26 12:15:57 +02:00
风青山
e561c68256
Add some codes, returnes directly if the value is not changed.
...
Avoid executing the following value-changed logics if the value does not really change.
2022-08-23 23:25:22 +08:00
Micky
9a63792a08
Clamp Label's percent_visible
properly between 0 and 1.0
...
Also applies to RichTextLabel
2022-08-22 12:03:03 +02:00
Juan Linietsky
d4433ae6d3
Remove Signal connect binds
...
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Rémi Verschelde
715f556cd4
Merge pull request #62139 from bruvzg/label_font_setttings
...
Add LabelSettings resource for quick Label theme property override.
2022-07-19 20:16:01 +02:00
bruvzg
cbe3a2dcb7
Use BitField hint for the TextServer enums. Add missing parts for BitField support to the GDextension API.
2022-07-15 08:49:50 +03:00
bruvzg
f63d54126d
Add LabelSettings resource for quick Label theme property override.
2022-07-12 16:05:12 +03:00
bruvzg
344ba0ffaf
Refactor Font configuration and import UI, and Font resources.
2022-07-06 14:12:36 +03:00
bruvzg
b5c96df277
Move duplicate AutoWrap, Overrun and VisibleChar behavior enums to the TextServer.
2022-06-16 16:49:37 +03:00
bruvzg
be611c1c05
Implement Label3D node.
...
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
bruvzg
f19cd44346
Unify TextServer built-in module and GDExtension code.
2022-03-17 08:15:29 +02:00
Rémi Verschelde
0f5455230c
Use switch
consistently in _notification
(scene
folder)
2022-02-15 18:44:55 +01:00
bruvzg
2e01a0d7a3
[RTL / Label] Reorganize property order to ensure "visible_characters" / "percent_visible" are set after the "text".
2022-02-11 12:31:13 +02:00
bruvzg
215bede6ff
[TextServer] Add function to change font, font size, and OpenType features without invalidating line break points, justification points, or recreating shaped text buffer.
2022-02-02 11:20:44 +02:00
bruvzg
40c56ed410
Improve locale detection.
...
Use separate language, script and country lists.
Add locale selection dialog and property hint.
2022-01-18 14:30:00 +02:00
bruvzg
e02a097280
[TextServer] Implement locale and context sensitive case conversion functions.
2022-01-17 14:23:36 +02:00
bruvzg
baec983d8a
[TextServer] Improvements for line breaking, "Fill" alignment, overrun, and interaction between these modes.
...
Fix "Fill" alignment processing wrong side of the text if overrun trim was applied.
Improve "Fill" alignment to avoid adding excessive subsequent spaces or elongations.
Add font detection to the overrun, to correctly add ellipsis (was using last glyph font, which doesn't necessary have dot character).
Improve line breaking to avoid adding excessive subsequent soft break points for languages without word separator.
Port missing overrun/justification code to the Fallback text server.
Fix inferred text direction detection by controls.
Add tests for "Fill" alignment and line breaking glyph flags.
2022-01-13 08:53:28 +02:00
bruvzg
c89c515ccf
[TextServer] Improve ligature cursor handling.
...
Fix mid-grapheme hit test.
Fix OpenType features property handling, add default features override option.
Enable mid-grapheme cursor by default.
2022-01-09 19:03:48 +02:00
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
1906b59675
Merge pull request #55636 from bruvzg/vis_char_modes
...
Add different "visible characters" behavior modes.
2021-12-23 00:43:33 +01:00
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
Nathan Franke
41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related
2021-12-09 01:38:46 -06:00
kobewi
ea7cc1dea9
Rename minimum_size_changed() method
2021-12-06 14:02:34 +01:00
bruvzg
ad4408d413
Add different "visible characters" behavior modes.
2021-12-06 12:14:49 +02:00
bruvzg
5f9cd9ccbc
Fix Label and RichTextLabale text shadows and shadow outlines.
2021-11-06 10:22:09 +02:00
bruvzg
0c0b5c84b0
Implement TextServer GDExtension interface, remove TextServer GDNative interface.
2021-10-01 15:13:29 +03:00
bruvzg
99dc2ec9e1
Fix RTL layout Label text, VBox child, 3D node editor controls, and popup menu alignment.
2021-09-21 10:35:23 +03:00
bruvzg
9d0e3cff09
Fix Label
and RichTextLabel
visible_characters
and percent_visible
methods.
2021-09-20 09:35:24 +03:00
Rémi Verschelde
c7455d9d42
Merge pull request #52012 from bruvzg/fix_label_outline
2021-09-13 14:23:52 +02:00
bruvzg
4c3f7d1290
Makes FontData importable resource.
...
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
bruvzg
54345f11fb
Fix label outline overlaps.
2021-08-23 14:13:13 +03:00
Hendrik Brucker
403f4902d0
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 00:09:48 +02:00
Michael Alexsander
94a64d557e
Add auto_translate
toggle for automatic translation
2021-07-29 18:30:34 -03:00
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
Hendrik Brucker
56a8d3f30c
Improvements to Label's layout options
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- 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
Haoyu Qiu
a57a51750a
Update min size on Label::set_text
2021-06-21 19:54:40 +08:00
Rémi Verschelde
1129439f09
Merge pull request #49011 from KoBeWi/totally_h
...
Fix valign with stylebox borders
2021-06-15 16:25:49 +02:00
Hugo Locurcio
87f503310b
Tweak dozens of editor property hints for consistency
...
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
2021-05-25 02:50:35 +02:00
kobewi
47108202c6
Fix valign with stylebox borders
2021-05-23 22:39:38 +02:00
jmb462
3bd44f3cb6
fix Label visible_characters bad precision
2021-03-07 23:18:16 +01:00
kleonc
d7bb7cad47
Label::set_lines_skipped Fail if passed a negative value
2021-02-21 14:23:57 +01:00
Michael Alexsander
85dc55a82c
Keep Label's min height when empty
2021-02-12 21:13:49 -03:00
reduz
1aa2823fa3
Removed _change_notify
...
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -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
0ef483e9a9
[Complex Text Layouts] Performance optimizations.
2020-12-07 08:53:02 +02:00
bruvzg
a458e90179
[Complex Text Layouts] Adds missing Font::SPACING_* to the Label, LineEdit, TextEdit, TextLine and TextParagraph.
...
Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
2020-12-06 20:30:59 +02:00
bruvzg
d66eb77c9c
[Complex Text Layouts] Refactor Label and LineEdit controls.
2020-11-26 14:25:49 +02:00