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path: root/editor/plugins/sprite_frames_editor_plugin.cpp
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* Merge pull request #41050 from Calinou/spriteframes-editor-compactRémi Verschelde2020-09-031-1/+6
|\ | | | | Make the SpriteFrames animation speed SpinBox take less vertical space
| * Make the SpriteFrames animation speed SpinBox take less vertical spaceHugo Locurcio2020-08-051-1/+6
| | | | | | | | | | This makes it possible to display one more animation with the same vertical space.
* | Added zoom functionality to sprite frames editor pluginJavier Dehesa2020-08-141-12/+174
|/ | | | Zoom buttons and mouse control added to spritesheet preview and animation frames pane.
* Make all String float conversion methods be 64-bitAaron Franke2020-07-271-1/+1
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* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-3/+2
| | | | resource depency dialogs).
* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-11/+22
| | | | | | | | | | | 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 Verschelde2020-05-141-36/+71
| | | | | 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 Verschelde2020-05-141-54/+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.
* Add AtlasTexture support in SpriteFrames Editor - Add Frames from a Sprite SheetMrRevington2020-04-301-2/+9
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-4/+13
| | | | Fixes #30736.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-14/+14
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* Working multiple window support, including editorJuan Linietsky2020-03-261-5/+5
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-2/+2
| | | | | | | | | | 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`.
* Signals: Fix some regressions from #36426Rémi Verschelde2020-03-031-1/+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 Verschelde2020-02-281-47/+24
| | | | | | | | | 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.)
* Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde2020-02-231-1/+1
| | | | | | | | | | This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-24/+24
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-2/+2
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Texture refactorJuan Linietsky2020-02-111-14/+14
| | | | | | | | -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.
* Merge pull request #34625 from timothyqiu/i18nRémi Verschelde2019-12-301-1/+1
|\ | | | | Makes more editor strings translatable
| * Makes more editor strings translatableHaoyu Qiu2019-12-301-1/+1
| | | | | | | | | | | | | | | | | | * Title of Sprite Editor convert preview dialogs * Title of UV Channel Debug dialog * Various editor warnings * GridMap popup menu item "Paste Selects" * Tileset editor shape button texts * MeshLibrary update confirmation text
* | Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+2
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* Removed unused variables, add some constants numbersRafał Mikrut2019-12-101-2/+0
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* Fix typos with codespellRémi Verschelde2019-11-221-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 1.16.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof 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 ```
* Merge pull request #32000 from codecustard/Add_Reorder_frames_via_dragndropRémi Verschelde2019-09-231-9/+30
|\ | | | | Add ability to reorder animation frames via drag and drop
| * Add ability to reorder animation frames via drag and dropEmmanuel Barroga2019-09-051-9/+30
| | | | | | Allows you to reorder the frames of the animation by dragging the frames around.
* | SpriteFramesEditor improvements around deleting animationsPouleyKetchoupp2019-09-061-5/+22
|/ | | | | | - Reorganized buttons layout to make it clearer between deleting animation & frame - Added a confirmation popup for deleting an animation - Fixed errors on selecting an animation after deleting one
* Many fallthrough switch cases now have the FALLTHROUGH macro to tell the ↵hbina0852019-06-291-1/+2
| | | | compiler that this is intended.
* Merge pull request #28831 from dankan1890/spriteframes_sheet_fixRémi Verschelde2019-05-131-18/+25
|\ | | | | AnimatedSprite: Add from spritesheets now work as expected. Fix #28030
| * AnimatedSprite: Add from spritesheets now work as expected. Fix #28030dankan18902019-05-121-18/+25
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* | Apply sprite frames editor FPS value correctly upon _animation_selectfreestraws2019-05-111-0/+4
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* Small improvements to the new Sprite Sheet dialogMichael Alexsander Silva Dias2019-04-211-41/+69
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* Fix typo in SpriteFrameEditor preview drawRémi Verschelde2019-04-201-1/+1
| | | | As spotted by @DennisWG.
* Ability to create sprite frames in AnimatedSprite from sprite sheet.Juan Linietsky2019-04-131-2/+228
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* Fixes Adding animation to AnimatedSprite doesn't update inspector immediatelypiyushdagar2019-03-201-6/+0
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* Fix latest regression error in SpriteFramesEditorqarmin2019-02-091-1/+0
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* Small changes to the SpriteFrames editorMichael Alexsander Silva Dias2019-02-071-43/+20
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix many errors found by PVS-StudioAaron Franke2018-11-281-1/+1
| | | Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
* Opens the SpriteFrames editor when editing an AnimatedSpritegroud2018-10-111-8/+14
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+2
| | | | | | 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.
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-2/+0
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* Changed Sprite Frame move buttons for iconsSuperwaitsum2018-04-301-6/+20
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* Removed unneeded sort from SpriteFramesEditor pluginWilson E. Alvarez2018-04-021-2/+0
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* Clean up some bad words from code commentsArtem Varaksa2018-02-171-2/+0
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* 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add more translatable text for editor plugins.geequlim2017-12-231-1/+1
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