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* Scene: Ensure classes match their header filenameRémi Verschelde2019-02-121-423/+0
| | | | | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `scene/2d/navigation2d.h` -> `navigation_2d.h` - `scene/2d/screen_button.h` -> `touch_screen_button.h` - `scene/3d/scenario_fx.h` -> `world_environment.h` - `scene/audio/audio_player.h` -> `audio_stream_player.h` - `scene/resources/bit_mask.h` -> `bit_map.h` - `scene/resources/color_ramp.h` -> `gradient.h` - `scene/resources/shape_line_2d.h` -> `line_shape_2d.h` - `scene/resources/scene_format_text.h` -> `resource_format_text.h` - `scene/resources/sky_box.h` -> `sky.h` Dropped: - `scene/resources/bounds.h`
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+3
| | | | | | 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.
* Fixes the bad calculation of margin & anchors when child of Node2Dgroud2018-06-071-6/+8
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* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+4
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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!
* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-4/+4
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* Fix enums bindingsMaxim Sheronov2017-09-131-0/+3
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-2/+2
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-5/+5
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-8/+8
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* Add object type hint for docsPoommetee Ketson2017-07-231-8/+8
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* Fix/improve TouchScreenButtonPedro J. Estébanez2017-06-141-57/+45
| | | | | | | - Refactor touch acceptance logic so the same is used whether passby is enabled or not. - Remove the check for visibility during input handling as it should never fail; instead using now an ERR_FAIL_COND() just in case since we have been checking for that so far. - Fix cast to wrong InputEventScreenTouch when it should be InputEventScreenDrag. - Replaced use of references by plain pointers for a more readable code and maybe a little performance gain.
* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-2/+2
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-37/+33
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Improve TouchScreenButtonPedro J. Estébanez2017-04-031-8/+23
| | | | | | Fix shape not being updated Add a way to hide the shape on editor and debug-with-visible-shapes Remove useless checks
* Fixes for TouchScreenButtonPedro J. Estébanez2017-03-101-7/+16
| | | | | - getting stuck on pause - handling input when not visible
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-127/+113
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Fix crash if TouchScreenButton is pressed while exiting the treePedro J. Estébanez2017-02-221-6/+8
| | | | (cherry picked from commit 5b8d5766f4574b5011b3f258d3e9b34298eb609c)
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-18/+18
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-8/+8
| | | | This saves typing and is a step towards fixing #56
* Merge pull request #7722 from RandomShaper/improve-touch-buttonRémi Verschelde2017-02-121-86/+53
|\ | | | | Fix touch button issues
| * Solve TouchScreenButtons issuesPedro J. Estébanez2017-02-101-86/+53
| | | | | | | | | | | | Fix touch button needing double tap after pause (applies to those not set to pass-by) Fix error when a pressed TouchScreenButton with no associated action exits the tree (with some refactoring of duplicate code)
* | Add shape property to TouchScreenButtonPedro J. Estébanez2017-02-021-3/+67
|/ | | | Adapted from 67a0da34a2d5a95761c54b3012d0a8f1a79e10a6
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-2/+4
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-14/+14
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* fix: TouchScreenButton should stop propagating action when button is removed ↵MarianoGNU2016-01-101-0/+4
| | | | from scene
* -Fix TouchScreenButton to work with stretch and viewport canvas transform, ↵Juan Linietsky2016-01-021-2/+2
| | | | closes #2286
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-11/+11
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* Merge pull request #588 from marynate/PR-fix-touchscreenbutton-inputJuan Linietsky2014-09-171-2/+6
|\ | | | | Fixed touchscreen was processing input in editor
| * Fixed potential crash when touchscreenbutton has no texture assignedmarynate2014-07-131-1/+2
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| * Fixed touchscreen was processing input in editormarynate2014-07-131-1/+4
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* | Little BitsJuan Linietsky2014-08-141-0/+3
|/ | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Fix potential null exception in screen button without texture assignedmarynate2014-05-201-2/+2
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* Fix #240 TouchScreenButton release signal is not validmarynate2014-04-021-1/+1
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* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-2/+2
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+372