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path: root/editor/groups_editor.cpp
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* Add ability to rename groups in the GroupsEditorYuri Rubinsky2022-10-041-36/+108
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* Rename TreeItem's `set_tooltip` to `set_tooltip_text`Micky2022-08-301-1/+1
| | | | | | | | | `set_tooltip` -> `set_tooltip_text` `get_tooltip` -> `get_tooltip_text` For consistency: `get_button_tooltip` -> `get_button_tooltip_text` And the `tooltip` parameter in `add_button` was renamed to `tooltip_text`
* Revert "Remove NOTIFICATION_ENTER_TREE when paired with ↵Rémi Verschelde2022-08-291-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | NOTIFICATION_THEME_CHANGED" This reverts commit 4b817a565cab8af648c88cfc7ab6481e86ee3625. Fixes #64988. Fixes #64997. This caused several regressions (#64988, #64997, https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605) which point at a flaw in the current logic: - `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with `NOTIFCATION_THEME_CHANGED` as introduced in #62845. - Some classes use their `THEME_CHANGED` to cache theme items in member variables (e.g. `style_normal`, etc.), and use those member variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE` notification is now deferred, they end up accessing invalid state and this can lead to not applying theme properly (e.g. for EditorHelp) or crashing (e.g. for EditorLog or CodeEdit). So we need to go back to the drawing board and see if `THEME_CHANGED` can be called earlier so that the previous logic still works? Or can we refactor all engine code to make sure that: - `ENTER_TREE` and similar do not depend on theme properties cached in member variables. - Or `THEME_CHANGE` does trigger a general UI update to make sure that any bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE` does arrive for the first time. But that means having a temporary invalid (and possibly still crashing) state, and doing some computations twice which might be heavy (e.g. `EditorHelp::_update_doc()`).
* Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGEDAaron Record2022-08-271-1/+0
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* Add per-scene UndoRedokobewi2022-08-221-0/+9
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* Remove Signal connect bindsJuan Linietsky2022-07-291-2/+2
| | | | | Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
* Rename Control PRESET_WIDE to PRESET_FULL_RECTFireForge2022-07-181-2/+2
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* Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialogFireForge2022-07-091-1/+1
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* Move duplicate AutoWrap, Overrun and VisibleChar behavior enums to the ↵bruvzg2022-06-161-1/+1
| | | | TextServer.
* Use consistent casing in editor filter/search barsFireForge2022-05-281-2/+2
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* Add the button pressed to some signals in Treetrollodel2022-05-211-4/+12
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* Add _group_selected to callable methodsBitlytic2022-03-241-0/+2
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-2/+3
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* Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde2022-02-081-7/+7
| | | | | | | | This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
* Add missing SNAME macro optimization to all theme methods calljmb4622022-02-061-7/+7
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* Rename String::is_subsequence_ofi to String::is_subsequence_ofnWilson E. Alvarez2022-01-261-2/+2
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* Improve Groups dock panel and the Group EditorHaoyu Qiu2022-01-211-3/+16
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* Store panels and docks singletons in their own classestrollodel2022-01-201-10/+10
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* Fix theming update in several editor classesYuri Roubinsky2022-01-161-1/+2
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-1/+1
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke2021-12-091-2/+2
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* Added ability to copy group nameDuroxxigar2021-10-211-43/+57
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-2/+2
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-11/+9
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* Optimize StringName usagereduz2021-07-181-9/+9
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Add header theme type variations to labelskobewi2021-07-131-0/+8
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* Improvements to Label's layout optionsHendrik Brucker2021-07-041-1/+1
| | | | | | - Added options to trim the text in case it overruns - Added more autowrap modes - Improved line breaking, which ignores trailing spaces
* 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"
* Improve TreeItem API and allow to move nodestrollodel2021-05-171-4/+4
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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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-2/+2
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* Rename Control margin to offsetMarcel Admiraal2020-12-231-2/+2
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-1/+1
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-2/+9
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* 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.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-8/+16
| | | | | 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 Verschelde2020-05-141-10/+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 nullptrlupoDharkael2020-04-021-4/+4
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-14/+14
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* Working multiple window support, including editorJuan Linietsky2020-03-261-27/+25
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* Signals: Fix some regressions from #36426Rémi Verschelde2020-03-031-0/+1
| | | | | | | | - Fix `callable_mp` bindings to methods which used to have default arguments passed to `bind_method`. We now have to re-specify them manually when connecting. - Re-add `GroupsEditor::update_tree` binding. - Misc code quality changes along the way.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-29/+14
| | | | | | | | | 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.)
* Signals: Fix invalid connections to missing callbacksRémi Verschelde2020-02-231-2/+1
| | | | | These bugs existed since those lines were added, so I assume that their intended use is no longer relevant.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-16/+16
| | | | objects and made them default.
* 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
* Fixes add group in Group Editor dialogHaoyu Qiu2020-02-021-1/+1
| | | | | Before this fix, new group can't be created if any existing group starts with the new name.
* Trims user provided group nameHaoyu Qiu2020-01-101-5/+7
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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.
* Fixes Groups Editor batch add/remove nodesHaoyu Qiu2019-12-311-2/+2
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