Commit Graph

48 Commits

Author SHA1 Message Date
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
Gregory Basile
8ab13f8ace Documentation search fixes
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
2021-06-16 09:43:34 -07:00
trollodel
bca0d36fe6 Improve TreeItem API and allow to move nodes 2021-05-17 22:06:46 +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
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Marcel Admiraal
8509c8c8fc Rename AcceptDialog get_ok() to get_ok_button()
Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-14 18:43:52 +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
Hugo Locurcio
31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +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
48ed841dd0 Signals: Fix some regressions from #36426
- Fix `callable_mp` bindings to methods which used to have default
  arguments passed to `bind_method`. We now have to re-specify them
  manually when connecting.
- Re-add `GroupsEditor::update_tree` binding.
- Misc code quality changes along the way.
2020-03-03 11:44:06 +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
Rémi Verschelde
15e6a82faf Signals: Fix invalid connections to missing callbacks
These bugs existed since those lines were added, so I assume that
their intended use is no longer relevant.
2020-02-23 23:48:44 +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
421ea09195 Fixes add group in Group Editor dialog
Before this fix, new group can't be created if any existing group starts
with the new name.
2020-02-02 11:11:20 +08:00
Haoyu Qiu
715c0f9dfd Trims user provided group name 2020-01-10 16:08:47 +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
Haoyu Qiu
3e1adfc3ef Fixes Groups Editor batch add/remove nodes 2019-12-31 10:47:37 +08:00
Haoyu Qiu
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Haoyu Qiu
0693718164 Makes more editor strings translatable
* "Add" button text in Groups Editor
* "Receiver Method" in Connect Signal Dialog
* "Play Mode" in Animation State Machine Editor
* "Mesh Library" button text in Mesh Library editor plugin
* Compose Array node button texts in Visual Script
* Various button texts in TileSet Editor
* Various Run Script errors
2019-12-21 20:58:17 +08:00
Haoyu Qiu
bbaf212c62 Fixes wrong minimum size of Group Editor
Takes current editor scale into account when setting the minimum size.
2019-12-15 13:41:01 +08:00
PouleyKetchoupp
13c88878c4 Fixed cases where labels with autowrap can overflow the editor ui
Fixes #33155
2019-11-04 10:12:36 +01:00
Michael Alexsander Silva Dias
dd511c411b Major enhancements for the group editor 2019-08-28 21:26:00 -03:00
Rémi Verschelde
b0ce9401ff
Merge pull request #30126 from qarmin/remove_unnecessary_code
Remove unnecessary code and add some error explanations
2019-07-01 14:32:04 +02:00
qarmin
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
Nils ANDRÉ-CHANG
d2833d4f4d Replace + "/" + with String::file_add() 2019-06-23 13:33:50 +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
Rémi Verschelde
17c3c64a80 i18n: Sync translation template with current source
Also French translation update and misc fixes to source strings.
2018-12-13 14:47:24 +01:00
willnationsdev
5436abefe4 Refactor editor icon retrieval 2018-09-14 09:27:56 -05:00
Łukasz Rutkowski
81fb81de9d Do not use theme to set LineEdit right_icon 2018-08-11 12:04:26 +02:00
Łukasz Rutkowski
e8a435c8cd Add clear text button to LineEdit
- Add pressed state to clear button
- Enable clear button on all inputs with search icon
- Remove duplicate clear buttons
- Fix rendering of icon for center and right alignments
- Add clear button to more search fields
- Add clear icon to default theme
- Add method to control enabled state of clear button
- Add property to enable clear button from inspector
2018-08-11 12:04:26 +02:00
Guilherme Felipe
8c37df17ac Makes the group dialog resizable 2018-07-02 16:32:53 -03:00
Michael Alexsander Silva Dias
03a6b0d926 Small visual changes for some filter bars. 2018-05-17 21:50:14 -03:00
Paulb23
2fe05383df Added multi group editor dialog, issue 13997 2018-04-15 19:42:48 +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
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
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
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
Rémi Verschelde
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00