godot/editor/gui
Marius Hanl 74f64aaf98 Use InputMap actions consistently across all LineEdit's that filter an underlying Tree or ItemList.
- Instead of checking for Key::UP, Key::DOWN, Key::PAGEUP, Key::PAGEDOWN etc., we rather check for the action like 'ui_up' or 'ui_down'.
- Also use AcceptDialog's 'register_text_enter' functionality to consistently close a dialog when ENTER is pressed while the LineEdit has focus (instead of redirecting ENTER keys to e.g. the underlying Tree).
- Unify the LineEdit filter behavior for the SceneTreeDialog and corresponding usages
- Improve OK Button disablement (something should be selected)
2024-08-31 21:10:27 +02:00
..
editor_bottom_panel.cpp [Scene] Add SceneStringName::toggled 2024-08-28 15:14:26 +03:00
editor_bottom_panel.h
editor_dir_dialog.cpp
editor_dir_dialog.h
editor_file_dialog.cpp [Scene] Add SceneStringName::toggled 2024-08-28 15:14:26 +03:00
editor_file_dialog.h
editor_object_selector.cpp
editor_object_selector.h
editor_run_bar.cpp [Scene] Add SceneStringName::toggled 2024-08-28 15:14:26 +03:00
editor_run_bar.h
editor_scene_tabs.cpp
editor_scene_tabs.h
editor_spin_slider.cpp
editor_spin_slider.h
editor_title_bar.cpp
editor_title_bar.h
editor_toaster.cpp
editor_toaster.h
editor_validation_panel.cpp
editor_validation_panel.h
editor_zoom_widget.cpp
editor_zoom_widget.h
scene_tree_editor.cpp Use InputMap actions consistently across all LineEdit's that filter an underlying Tree or ItemList. 2024-08-31 21:10:27 +02:00
scene_tree_editor.h Use InputMap actions consistently across all LineEdit's that filter an underlying Tree or ItemList. 2024-08-31 21:10:27 +02:00
SCsub