Commit Graph

89 Commits

Author SHA1 Message Date
Lightning_A
97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Aaron Franke
10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Marcel Admiraal
3dcdb84660 Rename Sprite.region_enabled getter and setter to match properties
Also renames Sprite2D.region_filter_clip property and its setter to
region_filter_clip_enabled and set_region_filter_clip_enabled.
2021-03-14 17:31:49 +00:00
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
Michael Alexsander
2d4cda89e1 Make margins obey the snap option in the TextureRegion editor 2021-02-03 22:44:17 -03:00
Hugo Locurcio
656aba1273
Draw a "background" line behind the dashed line in TextureRegion editor
This makes the dashed line visible on any background.
2021-01-13 17:22:37 +01:00
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
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Marcel Admiraal
a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
reduz
f2397809a8 Refactored Variant Operators.
-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-06 12:45:50 -03:00
Zak
7d7727bade Adds automatic update for region_rect
When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
2020-08-29 19:46:52 +02:00
Juan Linietsky
438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
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
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
dankan1890
671e97d254 TextureRegion: fixed Autoslice not created/updated properly. 2020-04-06 10:36:59 +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
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +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
d1b1edba84 Adds pan and zoom gestures to TextureRegion editor 2020-01-30 11:39:13 +08:00
Haoyu Qiu
b420618c46 Fixes scrollbar positions on HiDPI display
* TextureRegion editor
* Ploygon2D UV editor
2020-01-23 08:55:52 +08:00
dankan1890
a2170dcd40 TextureRegionEditor: Corrected typo 2020-01-20 20:58:42 +01:00
Michael Alexsander
34bf81fa7c Cleanup unnecessary code from before the scrollbar overlapping fixes 2020-01-14 18:19:12 -03:00
Michael Alexsander
e69593842e Fix more scrollbar anchorings 2020-01-14 08:25:55 -03:00
Haoyu Qiu
93aa3a0126 Fixes TextureRegion editor drag handle for HiDPI
Before this fix, it's easy to miss the drag handle on a HiDPI monitor.
2020-01-09 13:45:53 +08:00
Haoyu Qiu
cca03b57ff Fixes scaled scrolling of TextureRegion editor 2020-01-05 19:52:21 +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
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Rafał Mikrut
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Rémi Verschelde
ab3bccdb78 Fix typos with codespell
Using codespell 1.16.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-11-22 08:35:03 +01:00
Aaron Franke
8754e21f48
Fix "seperate" typos 2019-10-31 08:52:26 -04:00
Tomasz Chabora
cf2ae78956 Fix region editor for NinePatchRect 2019-09-17 19:26:20 +02:00
Rémi Verschelde
d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
qarmin
6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Bojidar Marinov
b648d3e110
Fix TextureRegionEditorPlugin popping up even when explicitly hidden
Fixes #27468
2019-07-13 21:55:32 +03:00
qarmin
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
Guilherme Felipe
f662f1505e Fix scroll for texture_region and polygon_2d editor 2019-04-25 10:51:27 -03:00
LATRio
f38173fb19 Fix TextureRegion margin bug introduced in #27122 2019-04-05 22:33:53 +09:00
LATRio
22030d4cc4 Fixing zooming in TextureRegion
Fixes #20710
2019-03-17 10:37:58 +09:00
Michael Alexsander Silva Dias
f1cd587bbd Make the Texture Region Editor able to edit regions of Sprite3Ds 2019-01-21 16:52:57 -02:00
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
e4d0ecce7a General enhancements to the Polygon2D, TextureRegion, and TileSet editors 2018-12-06 03:29:27 -02:00