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* 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 🎆
* 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
* Added search box to signals dock.Eric M2020-08-081-0/+3
| | | | Also made localised code changes for better documentation and readability.
* Add override keywords.Marcel Admiraal2020-07-101-1/+1
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-3/+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.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* 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`.
* Signals: Port more uses of connect_compatRémi Verschelde2020-02-281-0/+2
| | | | | | | | | 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.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-3/+33
| | | | objects and made them default.
* Fixes crash when pressing enter in ConnectDialog with nothing selectedHaoyu Qiu2020-02-161-1/+0
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* Refactor (and fix) how the connect button is disabled.asynts2020-01-161-0/+1
| | | | | | | | | | 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.
* Prevent crash described in #34555.asynts2020-01-141-0/+1
| | | | | | | | | | 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.
* 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.
* ConnectionsDock: Add tooltip with signal descriptionRémi Verschelde2019-07-021-1/+10
| | | | | | | Had to create a custom Tree to override `make_custom_control` for the rich text display, similar to EditorProperty. Fixes #30244.
* Minor cleanup in connections dialog fileMichael Alexsander Silva Dias2019-06-131-1/+1
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* Improve conections dialogMichael Alexsander Silva Dias2019-06-061-4/+4
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* Update signal connections error dialoghomer6662019-04-171-1/+1
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* Reorganized connection dialog for much improved ease of use.Juan Linietsky2019-04-111-3/+9
| | | | | | | | -Removed dest path field -Added a "Source" signal -Added an "Advanced" button to hide complexity -Fix bug on Tree to make sure "ensure visible" works on hidden trees -Fix bug on TextEdit to ensure signals created with script not open sill focus the right line
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Replace last occurrences of PropertyEditor by EditorInspectorRémi Verschelde2018-09-111-2/+2
| | | | | | | | | Updates the following plugins: - ConnectionsDialog - ScriptEditorDebugger - ItemListEditorPlugin Also drop now unnecessary compatibility methods.
* Added disconnect_all and edit functionality to ConnectionsDock.Eoin O'Neill2018-04-291-36/+43
| | | | | | Refactor: Changed function order so header and source are in sync, renamed functions and members to be more clear. Replaced pointers with references where appropriate.
* Added connection editing. Some refactoring.Eoin O'Neill2018-04-291-4/+12
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* Basic context menu added to connections docker w/ code cleanup.Eoin O'Neill2018-04-291-4/+26
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Enhance undoredo action name, TTR, cleanupPoommetee Ketson2017-12-121-4/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Update script signals in real-time when script changes. Fixes #8980Juan Linietsky2017-08-181-2/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-20/+14
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+134
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.