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* Use fill() to fill an entire image instead of setting pixels individually.Anilforextra2022-01-081-5/+2
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke2021-12-091-10/+10
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* Fix bad popups offset in editor with single window offjmb4622021-12-061-1/+1
| | | | | Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com> Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
* Improve Curve with const and real_tAaron Franke2021-11-301-1/+1
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* Added `reset_size` method to `Control` and `Window` classesYuri Roubinsky2021-11-221-1/+1
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* Use "enum class" for input enumsAaron Franke2021-11-121-6/+6
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* clang-format: Enable `BreakBeforeTernaryOperators`Rémi Verschelde2021-10-281-3/+3
| | | | | clang-format keeps breaking the way it handles break *after* ternary operators, so I give up and go with the only style they seem to actually test.
* clang-format: Disable alignment of operands, too unreliableRémi Verschelde2021-10-281-2/+2
| | | | | | | | | Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
* Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz2021-08-231-5/+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.
* Add scaling to the curve editor's handlesAtlinx2021-07-191-6/+7
| | | | This fixes issue #50617
* Optimize StringName usagereduz2021-07-181-13/+13
| | | | | | | | | | | * 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.
* Use mouse and joypad enums instead of plain integersAaron Franke2021-06-201-0/+2
| | | | Also MIDIMessage
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-2/+2
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* Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A2021-05-071-2/+2
| | | | InputEventWithModifiers properties/methods
* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-4/+4
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* CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde2021-01-121-2/+2
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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 🎆
* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-12/+15
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-21/+38
| | | | | 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 Verschelde2020-05-141-17/+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 Verschelde2020-05-141-1/+1
| | | | | Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
* 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.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-11/+11
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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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* 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: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-5/+4
| | | | | | | | | | | | | | | | It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
* | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-4/+2
|/ | | | | | | | | 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 Linietsky2020-02-201-6/+6
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-4/+0
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky2020-02-111-3/+3
| | | | Removes antialiased flag for draw_* methods.
* 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
* 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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* Fixes Curve Editor marginHaoyu Qiu2019-12-191-12/+16
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* Fixed #21527 (Show hint to right click when curve editor is empty)MCrafterzz2019-10-261-0/+3
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* Merge pull request #32345 from nekomatata/fix-curve-delete-point-errorRémi Verschelde2019-09-251-0/+3
|\ | | | | Reset hovered point in Curve when deleted to avoid errors on draw
| * Reset hovered point in Curve when deleted to avoid errors on drawPouleyKetchoupp2019-09-251-0/+3
| | | | | | | | Fixes #32344
* | Added some obvious errors explanationsqarmin2019-09-251-1/+1
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* Implement snapping in the Curve editorHugo Locurcio2019-09-021-3/+13
| | | | | | Holding Ctrl will snap the selected point/tangent by increments of 10% of the curve's width/height. Holding Shift as well will snap by increments of 2.5% instead.
* Merge pull request #30455 from qarmin/const_referenceRémi Verschelde2019-07-101-1/+1
|\ | | | | Pass by reference to const
| * Use reference to constant in functionsqarmin2019-07-101-1/+1
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* | Add `width` and `antialiased` parameters to CanvasItem `draw_rect()`Hugo Locurcio2019-07-091-18/+1
|/ | | | | This also removes some duplicated editor code which is now obsoleted by the new parameters in `draw_rect()`.
* Remove unnecessary code and add some error explanationsqarmin2019-07-011-1/+1
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* Improve the curve editor renderingHugo Locurcio2019-06-011-11/+12
| | | | | | | | | - Fix grid rendering when using a light theme - Enable anti-aliasing for the main curve line (only applies when using the GLES3 renderer) - Swap the main line and edge line colors for better visibility - Scale some line widths on hiDPI displays (not all of them could be scaled due to rendering bugs)
* Merge pull request #27707 from Calinou/tweak-message-wordingRémi Verschelde2019-04-301-9/+9
|\ | | | | Improve wording of various messages and make casing more consistent
| * Improve wording of various messages and make casing more consistentHugo Locurcio2019-04-211-9/+9
| | | | | | | | | | This also adds the number of selected projects to the confirmation dialog that appears before removing projects.