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* Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal2021-04-171-1/+1
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* Fix crashes in *_input functionsRafał Mikrut2021-04-051-0/+2
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* Change themes *_color_* to *_*_colorMarcel Admiraal2021-01-241-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | 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
* Merge pull request #35505 from dalexeev/rtl_colorsRémi Verschelde2021-01-081-40/+1
|\ | | | | Unified named colors in RichTextLabel
| * Unified named colors in RichTextLabelDanil Alexeev2020-11-171-40/+1
| | | | | | | | | | Now the BB tag `[color]` uses the color names from the `Color` class. Also, the use of the `#` symbol in an HTML color code has become optional.
* | 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 Admiraal2020-12-281-17/+17
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* | Rename Control margin to offsetMarcel Admiraal2020-12-231-2/+2
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* | [Complex Text Layouts] Refactor RichTextLabel.bruvzg2020-12-111-4/+4
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* | Refactor DocData into core and editor (DocTools) partsThakee Nathees2020-12-021-4/+4
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* | Documentation generation for GDScriptThakee Nathees2020-11-291-52/+158
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - ClassDoc added to GDScript and property reflection data were extracted from parse tree - GDScript comments are collected from tokenizer for documentation and applied to the ClassDoc by the GDScript compiler - private docs were excluded (name with underscore prefix and doesn't have any doc comments) - default values (of non exported vars), arguments are extraced from the parser - Integrated with GDScript 2.0 and new enums were added. - merge conflicts fixed
* | Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-reworkRémi Verschelde2020-11-281-14/+0
|\ \ | | | | | | Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
| * | Remove unused unhandled_key_input method in EditorHelp. Search popup and ↵Eric M2020-11-231-14/+0
| |/ | | | | | | focus is handled by an external MenuButton shortcut.
* / [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-1/+2
|/ | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* [Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg2020-09-031-8/+8
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* Add multiple programming language support to class referenceHaSa10022020-07-231-0/+49
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-2/+4
| | | | | | | | | | | 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.
* Merge pull request #38934 from KoBeWi/where_to_setgetRémi Verschelde2020-06-161-2/+21
|\ | | | | Link exposed setters/getters in property descriptions
| * Link exposed set/getters in property descriptionsTomasz Chabora2020-06-151-2/+21
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* | Change in-editor documentation style to be closer to online docs.bruvzg2020-06-161-11/+29
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* | Added a "title" attribute for the link tag in the docs xmlSaviHex2020-06-101-2/+2
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-57/+91
| | | | | 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/+1
| | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2020-05-141-103/+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.
* Enforce use of bool literals instead of integersRémi Verschelde2020-05-141-4/+4
| | | | | Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
* Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-2/+4
| | | | Part of #33027.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-1/+2
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Merge pull request #37293 from Janglee123/ctrl-click-improvementsRémi Verschelde2020-05-051-0/+2
|\ | | | | Improved go-to definition (Ctrl + Click)
| * Improved go-to definition (Ctrl + Click)janglee2020-05-051-0/+2
| | | | | | | | Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
* | [Core] Rename linear_interpolate to lerpAaron Franke2020-04-291-6/+6
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* | Merge pull request #36960 from pycbouh/docs-improve-shortcutsRémi Verschelde2020-04-291-0/+11
|\ \ | | | | | | Improve shortcut formatting in docs
| * | Improve shortcut formatting in docsYuri Sizov2020-04-101-0/+11
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* | | Rename InputFilter back to InputRémi Verschelde2020-04-281-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | Add ability to bind typed arrays to script APIJuan Linietsky2020-04-211-1/+13
|/ / | | | | | | | | | | | | Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells Note: Will do a mass replace on later PRs of whathever I can find, but probably need a tool to grep through doc. Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
* | Merge pull request #35720 from Calinou/remove-request-docs-buttonRémi Verschelde2020-04-021-2/+0
|\ \ | | | | | | Remove Request Docs button in the script editor due to various issues
| * | Remove Request Docs button in the script editor due to various issuesHugo Locurcio2020-04-021-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | The Request Docs button is partly responsible for layout overflow issues on narrow displays, such as #31133. It also tended to attract spam and low-effort issues that were difficult to act upon. A "Send Docs Feedback" menu option has been added to replace it.
* | | Replace NULL with nullptrlupoDharkael2020-04-021-2/+2
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* | Reworked tooltips to use the popup system.Juan Linietsky2020-03-261-1/+7
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* | Popups are now windows also (broken!)Juan Linietsky2020-03-261-32/+32
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* | Refactored input, goes all via windows now.Juan Linietsky2020-03-261-2/+2
| | | | | | | | 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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* i18n: Add support for translating the class referenceRémi Verschelde2020-03-201-10/+9
| | | | | | | | | | | | | | - 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 Verschelde2020-03-171-5/+5
| | | | | | | | | | 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`.
* Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-2/+2
|\ | | | | Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-2/+2
| | | | | | | | | | 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 Verschelde2020-02-281-19/+9
|/ | | | | | | | | 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 Linietsky2020-02-201-9/+9
| | | | objects and made them default.
* Tweak the editor help comment color for better readabilityHugo Locurcio2020-02-131-1/+1
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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
* Don't show an Online Tutorials section if the class has no tutorialsHugo Locurcio2020-01-271-21/+13
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