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path: root/modules/visual_script/visual_script_editor.cpp
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-1/+1
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* Fixes small typos and grammar correctionAnshul7sp12021-03-121-1/+1
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* Removed hardcoded shortcuts from /scene and converted to input actionsEric M2021-02-181-8/+4
| | | | | | This removes hardcoded actions from things like LineEdit and TextEdit. Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
* Removed _change_notifyreduz2021-02-101-5/+4
| | | | | | -For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
* Snap VisualScript comment to grid when resizingKanabenki2021-02-061-2/+9
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* Fix minimap capturing events and improve its themeYuri Sizov2021-01-251-0/+6
| | | | Add an editor setting for minimap opacity in visual editors
* Auto-assign default value for variable in visual script on type changingYuri Roubinsky2021-01-041-0/+13
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* Merge pull request #39649 from swarnimarun/master-visualscript-refactorRémi Verschelde2021-01-041-1132/+651
|\ | | | | Visual Script Refactor
| * Refactoring Visual ScriptSwarnim Arun2021-01-011-1132/+651
| | | | | | | | | | * for bloat from hacks for default function * for ease of development nodes becoming detached from functions
* | 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 Admiraal2020-12-281-7/+7
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* Rename Control margin to offsetMarcel Admiraal2020-12-231-7/+7
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* Fix broken members panel in visual script editorYuri Roubinsky2020-12-181-1/+1
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-5/+5
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-reworkRémi Verschelde2020-11-281-1/+1
|\ | | | | Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
| * Implement new shortcuts system.Eric M2020-11-231-1/+1
| | | | | | | | unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
* | [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-0/+1
|/ | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Variant: Rename Type::_RID to Type::RIDRémi Verschelde2020-11-091-2/+2
| | | | | | | | The underscore prefix was used to avoid the conflict between the `RID` class name and the matching enum value in `Variant::Type`. This can be fixed differently by prefixing uses of the `RID` class in `Variant` with the scope resolution operator, as done already for `AABB`.
* Refactored variant constructor logicreduz2020-11-091-4/+7
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-3/+3
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Removed underscore from GraphEdit begin/end_node_move signalsYuri Roubinsky2020-10-201-2/+2
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* Refactor MethodBind to use variadic templatesreduz2020-10-181-1/+1
| | | | Removed make_binders and the old style generated binders.
* Merge pull request #41861 from Razoric480/fix-vscript-value-by-typeRémi Verschelde2020-09-181-2/+14
|\ | | | | Add a function to sanitize variant values in visual script
| * Add a VScript func to sanitize variant valuesFrancois Belair2020-09-181-2/+14
| | | | | | | | Fixes #27611
* | Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb232020-09-101-2/+4
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* Make unsaved scripts in the script editor more user-friendlyAndrii Doroshenko (Xrayez)2020-07-261-1/+8
| | | | | | | | | | | | | | | Unsaved scripts were previously displayed with blank tabs, which are mostly a result of deleted or improperly moved scripts. This patch makes sure that those kind of scripts are displayed as "[unsaved]" now, and ensures that scripts are removed from the list while deleting scripts from the filesystem dock preventing the unsaved tabs to appear in the first place (a user is already prompted with "no undo" warning while deleting any file). A user is always prompted to save those "[unsaved]" scripts if they attempt to close them without saving in any case except as described above.
* Optimized ScriptEditor initialization when many scripts are loadedPouleyKetchoupp2020-07-171-0/+5
| | | | | | | | | | | | | | This change avoids the editor to freeze for several seconds when a project with lots of scripts is loaded in the editor. It focuses on a few heavy operations previously executed on all previously loaded scripts: - Initialize script resource (script validation/parsing) only on focus - ScriptTextEditor: code editor and edit menu are added to the scene only on focus - Add to recent scripts only when opening new scripts (load/save scene metadata)
* Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb232020-07-111-2/+2
| | | | | | | | - Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
* Expose Syntax highlighter for editor pluginsPaulb232020-07-111-0/+2
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* Convert syntax highlighters into a resourcePaulb232020-07-111-2/+2
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* Fix crashing of VisualScript due to...Swarnim Arun2020-05-251-0/+6
| | | | | Attempting to move the function node to another function whose data connection is a dependency of the node the specific node being moved to a different function during changes to sequence connections. By skipping, if the from_node is a function_node during the data connection dependencies scan. Should fix #37991
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-107/+201
| | | | | 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 Verschelde2020-05-141-200/+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.
* Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-72/+200
| | | | Part of #33027.
* Rename InputFilter back to InputRémi Verschelde2020-04-281-14/+14
| | | | | | | | | | | | | | | | 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.
* Merge pull request #37542 from swarnimarun/patch_vs_02Rémi Verschelde2020-04-121-0/+5
|\ | | | | Update visualscript graph nodes on visual script variable edit
| * Update vsnodes on editing vs variablesSwarnim Arun2020-04-031-0/+5
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* | Merge pull request #37530 from swarnimarun/patch_vs_01Rémi Verschelde2020-04-101-0/+16
|\ \ | | | | | | VisualScript support for newly added Variant types
| * | VisualScript styling for new Variant TypesSwarnim Arun2020-04-031-0/+16
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* / Remove Node.get_position_in_parent()Tomasz Chabora2020-04-061-1/+1
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* Replace NULL with nullptrlupoDharkael2020-04-021-11/+11
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-83/+83
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* Working multiple window support, including editorJuan Linietsky2020-03-261-6/+3
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* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-14/+14
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+1
| | | | Still a lot of work to do.
* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-18/+18
| | | | | | | | | | 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 Verschelde2020-03-011-1/+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).