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path: root/editor/editor_audio_buses.cpp
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* Fix crashes in *_input functionsRafał Mikrut2021-04-051-0/+2
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-1/+1
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* Reorganize Project Settingsreduz2021-02-181-3/+3
| | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* Improve resource load cachereduz2021-02-111-3/+3
| | | | | | -Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
* Change themes *_color_* to *_*_colorMarcel Admiraal2021-01-241-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | Changed: font_color_accel -> font_accelerator_color font_color_bg -> font_unselected_color font_color_disabled -> font_disabled_color font_color_fg -> font_selected_color font_color_hover -> font_hover_color font_color_hover_pressed -> font_hover_pressed_color font_color_pressed -> font_pressed_color font_color_readonly -> font_readonly_color font_color_selected -> font_selected_color font_color_shadow -> font_shadow_color font_color_uneditable -> font_uneditable_color icon_color_disabled -> icon_disabled_color icon_color_hover -> icon_hover_color icon_color_hover_pressed -> icon_hover_pressed_color icon_color_normal -> icon_normal_color icon_color_pressed -> icon_pressed_color Also includes: font_outline_modulate -> font_outline_color tab_fg -> tab_selected tab_bg -> tab_unselected
* 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 Control margin to offsetMarcel Admiraal2020-12-231-1/+1
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* Rename the TextureProgress node to TextureProgressBarHugo Locurcio2020-12-141-4/+4
| | | | | | | | Advantages: - When searching for "progressbar", you'll see both nodes in the search results. - More consistent with Button/TextureButton.
* Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-reworkRémi Verschelde2020-11-281-18/+12
|\ | | | | Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
| * Implement new shortcuts system.Eric M2020-11-231-14/+9
| | | | | | | | unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
| * Removed unhandled_key_input from editor AudioBus and instead connect to ↵Eric M2020-11-231-4/+3
| | | | | | | | gui_input signal on tree for handling of effects shortcuts.
* | [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-3/+6
|/ | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Renamed toplevel to be top_levelDuroxxigar2020-10-011-1/+1
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* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-3/+3
| | | | resource depency dialogs).
* Prefer the highlight version of the "GuiTabIcon" icon for buttons, and make ↵Michael Alexsander2020-07-111-2/+2
| | | | their width/height equal
* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-3/+6
| | | | | | | | | | | 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.
* Delete bus effect with Delete keyTomasz Chabora2020-06-151-0/+13
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-18/+36
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+2
| | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-85/+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.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-5/+1
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Rename InputFilter back to InputRémi Verschelde2020-04-281-3/+3
| | | | | | | | | | | | | | | | 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.
* Replace NULL with nullptrlupoDharkael2020-04-021-4/+4
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-36/+36
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* Working multiple window support, including editorJuan Linietsky2020-03-261-5/+5
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* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-3/+3
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-1/+1
|\ | | | | Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-1/+1
| | | | | | | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-56/+28
|/ | | | | | | | | 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.)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-28/+28
| | | | objects and made them default.
* Texture refactorJuan Linietsky2020-02-111-3/+3
| | | | | | | | -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
* Merge pull request #35068 from akien-mga/containers-mouse-filter-passRémi Verschelde2020-02-061-1/+0
|\ | | | | Use MOUSE_FILTER_PASS for all containers
| * Use MOUSE_FILTER_PASS for all containers (but PanelContainer)Rémi Verschelde2020-01-131-1/+0
| | | | | | | | | | | | | | | | | | | | Containers are meant to forward mouse input to their the Controls they contain. PanelContainer has a visible Panel stylebox, so it still defaults to STOP. Fixes #34933.
* | fix audio buses editor not save, close #26683RaphaelHunter2020-01-191-3/+3
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* Makes more strings translatableHaoyu Qiu2020-01-041-1/+1
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* 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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* Fixed initial title in audio buses editorDanil Alexeev2019-11-081-1/+2
| | | | | Previously, 'default_bus_layout.tres' was always displayed at startup, even if 'audio/default_bus_layout' was changed in Project Settings.
* Replace "GuiMiniTabMenu" with "GuiTabMenu" and tweak itMichael Alexsander Silva Dias2019-09-251-2/+2
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* Merge pull request #32021 from Calinou/editor-audio-bus-snappingRémi Verschelde2019-09-231-3/+19
|\ | | | | Implement snapping in the audio bus editor
| * Implement snapping in the audio bus editorHugo Locurcio2019-09-071-3/+19
| | | | | | | | Holding Ctrl will round the value to the nearest decibel.
* | Merge pull request #32055 from qarmin/some_code_fixesRémi Verschelde2019-09-231-2/+2
|\ \ | | | | | | Changed some code found by Clang Tidy and Coverity
| * | Changed some code found by Clang Tidy and Coverityqarmin2019-09-221-2/+2
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* / Display audio buses' current volume in a tooltip when hovering sliderHugo Locurcio2019-09-061-1/+2
|/ | | | | | This also removes an unused editor icon. This closes #30884.
* Use base `Color()` constructors instead of `Color::html()`Hugo Locurcio2019-07-081-3/+3
| | | | | This results in slightly smaller binaries (-17 KB for an editor binary) as no strings need to be allocated.
* Some code changed with Clang-Tidyqarmin2019-06-261-21/+17
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* Enhancements for the audio bus editorMichael Alexsander Silva Dias2019-06-091-169/+248
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* Fix typos with codespellRémi Verschelde2019-05-191-11/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear 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 ```
* Change font of audio notches to default fontGuilherme Felipe2019-04-081-2/+2
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