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path: root/editor/property_selector.cpp
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* Clamps the height of description text for property selectorsQuirkyLemon2023-10-231-0/+2
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* Revamp how documentation tooltips workMichael Alexsander2023-10-031-37/+6
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* Add EditorStringNames singletonkobewi2023-09-031-40/+40
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* Delay initialization of the visual shader editor UIYuri Sizov2023-05-231-1/+1
| | | | | | | | This makes sure that the theme is ready to be used before the methods is called. Also add missing icons (and update some existing). Co-authored-by: Samuel Wilson <yokomeshi@gmail.com>
* Add Vector4i iconSummersay4152023-05-131-1/+1
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* Fix type icons in `PropertySelector`Ninni Pipping2023-03-061-1/+5
| | | | And adding a check to prevent future issues.
* 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".
* Remove excessive `editor/property_editor.h` includesYuri Sizov2022-08-011-0/+4
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* Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialogFireForge2022-07-091-1/+1
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* Replace most uses of Map by HashMapreduz2022-05-161-8/+8
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Initialize bools in the headers in editorAaron Franke2022-03-121-1/+0
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* Convert _notification methods to switch - Chunk CJakob Bouchard2022-02-161-4/+8
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-1/+1
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* Reload built-in scripts when picking methodskobewi2022-02-081-3/+6
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* String: Add contains().Anilforextra2022-02-041-2/+2
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* Vectors: Use clear() and has().Anilforextra2022-02-021-1/+1
| | | | | | Use clear() instead of resize(0). Use has() instead of "find(p_val) != -1".
* 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 Franke2021-12-091-10/+10
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Use "enum class" for input enumsAaron Franke2021-11-121-4/+4
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* 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.
* Use Key enum instead of plain integersAaron Franke2021-08-101-0/+2
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* Make property description in the animation editor actually show itMichael Alexsander2021-08-081-17/+30
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-1/+1
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-25/+23
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* Fix visual script iconsNick Huelin2021-07-201-0/+3
| | | | This pull request fixes an issue where the visual script icons weren't representative of their data.
* Optimize StringName usagereduz2021-07-181-35/+35
| | | | | | | | | | | * 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.
* Adding some more missing renames for Transform3D and QuaternionBastiaan Olij2021-06-151-1/+1
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* update property selector's icon list and rename Quat.svg to Quaternion.svgSilc 'Tokage' Renew2021-06-091-3/+8
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* Improve TreeItem API and allow to move nodestrollodel2021-05-171-6/+6
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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 AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-3/+3
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Refactor DocData into core and editor (DocTools) partsThakee Nathees2020-12-021-1/+2
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* Refactored variant constructor logicreduz2020-11-091-2/+2
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* Improve search and display in the editor property/method selectorHugo Locurcio2020-08-191-12/+15
| | | | | | | | - Use postfix notation for types in the method selector (for consistency with the editor help). - Perform a case-insensitive match and replace spaces with underscores in the search string. - Fix extraneous space after the `void` return type.
* Use translated docs in PropertySelectorRémi Verschelde2020-05-281-2/+2
| | | | | | And do the dedent and stripping for both translated and non-translated strings for consistency, and so that we don't need to do it at the call site.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-23/+41
| | | | | 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 Verschelde2020-05-141-30/+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 nullptrlupoDharkael2020-04-021-16/+16
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-29/+29
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* Working multiple window support, including editorJuan Linietsky2020-03-261-30/+30
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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: Port more uses of connect_compatRémi Verschelde2020-02-281-1/+5
| | | | | | | | | | | | | | | | | | Those were problematic as they call a method of their parent class, but callable_mp does not allow that unless it's public. To solve it, we declare a local class that calls the parent class' method, which now needs to be protected to be accessible in the derived class.
* | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-11/+6
| | | | | | | | | | | | | | | | | | 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.)
* | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-2/+2
|/ | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-9/+9
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-7/+7
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-6/+6
| | | | 32 bits.
* 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