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* Removed _change_notifyreduz2021-02-101-1/+1
| | | | | | -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.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-5/+5
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Merge pull request #41095 from ThakeeNathees/GDScript-DocumentationRémi Verschelde2020-12-021-1/+2
|\ | | | | GDScript(2.0) Documentation generation system
| * Refactor DocData into core and editor (DocTools) partsThakee Nathees2020-12-021-1/+2
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* | Show editable children in the connect dialogTomasz Chabora2020-11-301-0/+1
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Show correct name of signal when editing an existing oneMelvin Louwerse2020-09-151-1/+2
| | | | | | | | | | | | | Use popup_dialog() instead of popup_centered() to show edit dialog/ With popup_centered it is not possible to change the displayed signal name. When this is not set the previous shown name is show for the current dialog. This is no problem when creating a new conenction as popop_dialog is used there and this would update the title. Fixes #42074
* [Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg2020-09-031-1/+1
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* Make the editor's 'CheckButton' icon be smallerMichael Alexsander2020-08-141-5/+0
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* Added search box to signals dock.Eric M2020-08-081-16/+37
| | | | Also made localised code changes for better documentation and readability.
* Prevent having spaces in signal's method in Connect DialogDominik 'dreamsComeTrue' Jasiński2020-06-191-2/+11
| | | | Fixes: #39647
* Use translated docs in PropertySelectorRémi Verschelde2020-05-281-1/+1
| | | | | | And do the dedent and stripping for both translated and non-translated strings for consistency, and so that we don't need to do it at the call site.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-25/+49
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-57/+0
| | | | | | | | | | | | | | 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.
* Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-14/+42
| | | | Part of #33027.
* Replace NULL with nullptrlupoDharkael2020-04-021-5/+5
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-11/+11
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* Working multiple window support, including editorJuan Linietsky2020-03-261-17/+13
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* i18n: Add support for translating the class referenceRémi Verschelde2020-03-201-1/+1
| | | | | | | | | | | | | | - Parse `.po` files from `doc/translations/*.po` like already done with `editor/translations/*.po`. - Add logic to register a doc translation mapping in `TranslationServer` and `EditorSettings`. - Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`). Strings are automatically dedented and stripped of whitespace to ensure that they would match the translation catalog. - Use `DTR()` to translate relevant strings in `EditorHelp`, `EditorInspector`, `CreateDialog`, `ConnectionsDialog`. - Small simplification to `TranslationLoaderPO`, the path argument was not really meaningful.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* ConnectionsDock: Fix error when parsing CustomCallable connectionsRémi Verschelde2020-02-281-2/+3
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* Signals: Port more uses of connect_compatRémi Verschelde2020-02-281-4/+10
| | | | | | | | | Those were problematic as they call a method of their parent class, but callable_mp does not allow that unless it's public. To solve it, we declare a local class that calls the parent class' method, which now needs to be protected to be accessible in the derived class.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-24/+12
| | | | | | | | | 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.)
* Don't show a copy of the property's name in the inspector's tooltip if ↵Michael Alexsander2020-02-261-1/+0
| | | | there's no description
* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-2/+2
| | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* Added StringName as a variant type.Juan Linietsky2020-02-211-0/+2
| | | | Also changed all relevant properties defined manually to StringName.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-30/+37
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-3/+3
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Fixes crash when pressing enter in ConnectDialog with nothing selectedHaoyu Qiu2020-02-161-12/+4
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* Texture refactorJuan Linietsky2020-02-111-1/+1
| | | | | | | | -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
* Refactor (and fix) how the connect button is disabled.asynts2020-01-161-4/+27
| | | | | | | | | | It should not be possible to click the "Connect" button unless - a node is selected, and - that node is valid in the current mode. The modes are the default and advanced modes which allow connecting to scripts and nodes respectively.
* Merge pull request #35123 from asynts/asynts.crash-on-double-clickRémi Verschelde2020-01-161-1/+12
|\ | | | | Prevent crash described in #34555.
| * Prevent crash described in #34555.asynts2020-01-141-1/+12
| | | | | | | | | | | | | | | | | | | | Normally it wouldn't be possible to click on the "Connect" button if no node is selected, because the button would be disabled. However, double clicking on a node is also hooked up to the same signal and double clicking is possible even if the "Connect" button is disabled. This caused a crash described in #34555.
* | Don't close the connection dialog when the validation failed.asynts2020-01-151-0/+3
|/ | | | | | | | | | Currently the connection dialog is closed when 1. no method name is specified, or 2. no script is attached and if the method name isn't a buildin. That's really annoying.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
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* Makes more editor strings translatableHaoyu Qiu2019-12-211-1/+1
| | | | | | | | | | * "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
* Add accept-dialog enter-key functionality to the Connect Dialog's Method ↵Jairo Honorio2019-10-151-0/+1
| | | | textfield.
* Format arguments in connections dialog in GDScript styleMichael Alexsander Silva Dias2019-09-251-35/+33
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* Fix incorrect typing when creating methods via the connection dialogMichael Alexsander Silva Dias2019-09-191-1/+1
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* Minor improvements to the Node dockMichael Alexsander Silva Dias2019-08-171-2/+5
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* ConnectionsDock: Add tooltip with signal descriptionRémi Verschelde2019-07-021-7/+59
| | | | | | | Had to create a custom Tree to override `make_custom_control` for the rich text display, similar to EditorProperty. Fixes #30244.
* Some code changed with Clang-Tidyqarmin2019-06-261-1/+1
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* Check for inherited methods before attempting to create one when connecting ↵Michael Alexsander Silva Dias2019-06-131-7/+24
| | | | a signal
* Minor cleanup in connections dialog fileMichael Alexsander Silva Dias2019-06-131-24/+11
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* Improve conections dialogMichael Alexsander Silva Dias2019-06-061-35/+35
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* Merge pull request #28104 from homer666/connections-error-dialogRémi Verschelde2019-04-291-3/+4
|\ | | | | Update signal connections error dialog
| * Update signal connections error dialoghomer6662019-04-171-3/+4
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