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path: root/editor/editor_file_dialog.h
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* Improve includes of EditorNode (and everything else)Yuri Sizov2023-04-071-293/+0
| | | | | | Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
* Defer invalidation on FileDialog nodesMichael Alexsander2023-03-251-1/+3
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* Add some missing EditorFileDialog methods and properties.bruvzg2023-02-221-0/+2
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* Add a custom icon for the `project.godot` file in the EditorFileDialogYuri Sizov2023-02-171-1/+1
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Use forward-declarations in big editor classestrollodel2022-11-291-8/+5
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* Port remaining connections to callable_mpTomasz Chabora2022-09-181-1/+3
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* Improve naming of theme properties throughout GUI codeYuri Sizov2022-09-061-1/+1
| | | | | | | | | | | | | | Rename ItemList's bg -> panel Rename ItemList's bg_focus -> focus Rename ProgressBar's bg -> background Rename ProgressBar's fg -> fill Rename Tree's bg -> panel Rename Tree's bg_focus -> focus Rename ScrollContainer's bg -> panel Rename FileDialog's *_icon_modulate -> *_icon_color Rename FileDialog's files_disabled -> file_disabled_color Rename CheckButton's on/off -> checked/unchecked Rename check_v_adjust -> check_v_offset
* Fix theme propagation in various parts of the editorYuri Sizov2022-09-021-0/+30
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* Seperate filter and description in FileDialog.add_filter()FireForge2022-07-091-1/+1
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* Cleanups after changes in ItemList signalsAleksey Smirnov2022-05-101-1/+1
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* Changed signals of ItemListVitika92022-05-061-3/+3
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* Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde2022-05-021-9/+9
| | | | | | | | | | | Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
* Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-111-1/+1
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* [Input] Add extra `shortcut_input` input processing step to process Unicode ↵bruvzg2022-04-051-1/+1
| | | | character input with Alt / Ctrl modifiers, after processing of shortcuts.
* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-39/+39
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Initialize bools in the headers in editorAaron Franke2022-03-121-4/+4
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* Use EditorFileDialog instead of FileDialog in the project managerHendrik Brucker2022-02-121-8/+16
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* [Windows] Add support for handling network share paths.bruvzg2022-01-241-1/+1
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* Create function focus_file_textGer Hean2022-01-121-0/+2
| | | | | This function focuses the text field when saving a file It is called when the save file dialogue is opened
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz2021-08-231-1/+1
| | | | | | | | * `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
* Documentation search fixesGregory Basile2021-06-161-2/+2
| | | | | | Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Merge pull request #42779 from volzhs/editor-file-dialogRémi Verschelde2021-01-031-1/+0
|\ | | | | Enhance editor file dialog
| * Enhance editor file dialogvolzhs2021-01-021-1/+0
| | | | | | | | | | | | | | 1. show valid directory path when opening editor file dialog 2. keep file name when changing path by entering path 3. add first extension in filter automatically if not given 4. remove directory in recent list if it's not valid anymore
* | 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 🎆
* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-0/+1
| | | | resource depency dialogs).
* Add override keywords.Marcel Admiraal2020-07-101-1/+1
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-11/+10
| | | | | | | | | | | 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.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+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.
* Dissolving class EditorLineEditFileChooser into EditorAutoloadSettings.unknown2020-04-051-22/+0
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* Working multiple window support, including editorJuan Linietsky2020-03-261-10/+10
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* Improve UX of drive lettersPedro J. Estébanez2020-03-031-0/+2
| | | | | | | | | | Namely, move the drive dropdown to just the left of the path text box and don't include the former in the latter. This improves the UX on Windows. In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its dropdown is kept at the original location.
* Texture refactorJuan Linietsky2020-02-111-4/+4
| | | | | | | | -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
* 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.
* Improved UX of selecting directories in (Editor)FileDialog by hiding unused ↵MCrafterzz2019-10-291-1/+2
| | | | gui elements and moving the drive selection
* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-3/+0
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* Auto-change file extension in EditorFileDialog when filter changesChaosus2019-06-281-0/+1
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* Merge pull request #29638 from YeldhamDev/editor_file_hidden_toggleRémi Verschelde2019-06-131-0/+2
|\ | | | | Add button for toggling hidden files in EditorFileDialog
| * Add button for toggling hidden files in EditorFileDialogMichael Alexsander Silva Dias2019-06-101-0/+2
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* | Apply a better fix for the EditorFileDialog crash on favoriteMichael Alexsander Silva Dias2019-06-091-1/+0
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* Fix crash when selecting favorate directory on EditorFileDialogvolzhs2019-06-101-0/+1
| | | | | | | The problem was that favorite tool button kept to change pressed and unpressed state with toggled event. This is a quick fix for crash. EditorFileDialog might need to be refactor later.
* Remove unused 'fav_rm' ToolButton in EditorFileDialogMichael Alexsander Silva Dias2019-03-161-1/+0
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Change EditorLineEditFileChooser to use the "Folder" iconMichael Alexsander Silva Dias2018-12-131-0/+1
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* Add thumnails to the tree viewgroud2018-09-141-2/+2
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* 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.
* Fixes open button not appearing with multiple selectionGuilherme Felipe2018-01-311-0/+1
| | | | Fix #16231
* 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.