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path: root/scene/gui/base_button.cpp
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* Merge pull request #25453 from nekomatata/button-keep-pressed-optionRémi Verschelde2019-05-011-1/+15
|\ | | | | Add option to keep button pressed when moving cursor outside while pressing
| * Option for BaseButton to keep button down when moving the pointer outside ↵PouleyKetchoupp2019-04-031-1/+15
| | | | | | | | while pressed
* | Merge pull request #27796 from Leytak/patch-2Rémi Verschelde2019-04-301-4/+1
|\ \ | | | | | | Reset button state on exit tree
| * | Reset button state on exit treeAlexey Kashlakov2019-04-081-4/+1
| |/ | | | | | | | | | | | | Steps to reproduce a bug: 1) Hold / hover the button 2) Remove it (or parent node) from the tree 3) When we return the button back to the tree, it's pressed / hover
* / Small fixes, mostly dupicated codeqarmin2019-04-081-1/+1
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* ButtonGroup.get_pressed_button bugfix, fixes issue #25057Kraus2019-01-211-6/+6
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Expose ButtonGroup's "get_buttons()" to GDScriptMichael Alexsander Silva Dias2018-12-141-0/+11
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* BaseButton: add shortcut_in_tooltiplupoDharkael2018-11-191-1/+15
| | | | | This flag disables the input related information in the tooltip. It is exposed as a member variable in gdscript.
* -Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky2018-11-081-4/+4
| | | | -Removed one and zero hints for properties, replaced by default value
* Remove redundant "== false" codeAaron Franke2018-10-061-1/+1
| | | | | | Some of this code has been re-organized. f
* Merge pull request #22062 from Leytak/patch-1Rémi Verschelde2018-10-021-0/+8
|\ | | | | Discard button pressing flags on disable
| * Discard button pressing flags on disableAlexey Kashlakov2018-09-141-0/+8
| | | | | | | | | | | | | | | | Is it a bug? 1) Click the button and hold 2) Disable it (for example I bind this action on keyboard) 3) Release the mouse and move it outside the button 4) Enable the button 5) It's still pressed, but shouldn't
* | Added hover_pressed style to CheckBox and CheckButtonDualMatrix2018-09-241-1/+4
|/ | | | | Added hover_pressed style to CheckBox and CheckButton. If no style is defined for this property it will default to the pressed property.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | 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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* Merge pull request #17451 from Goutte/feat-base-button-maskJuan Linietsky2018-05-071-1/+15
|\ | | | | Allow configuration of which mouse buttons the BaseButton responds to
| * Add a binary mask to allow configuration of which mouse buttons the ↵Goutte2018-03-131-1/+15
| | | | | | | | BaseButton will respond to.
* | Merge pull request #17081 from endragor/no-press-when-scrollRémi Verschelde2018-04-101-1/+1
|\ \ | | | | | | Make Button not emit press when container is scrolled
| * | Make BaseButton not emit press when container is scrolledRuslan Mustakov2018-04-091-1/+1
| |/ | | | | | | | | | | | | | | | | This fixes the problem described in #13996 in a proper way. This also adds "deadzone" property to ScrollContainer. It can be used on mobile, where taps are not as precise as mouse clicks. Player could slightly move their finger when tapping, in which case we still want the button to be pressed rather than the container to be scrolled.
* / Fix BaseButton not always calling _pressed()bncastle2018-03-051-0/+5
|/ | | | | Fix "ui_accept" action in BaseButton.cpp not calling _pressed() func in GDScript
* 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-0/+2
| | | | | | | | | | - The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
* Allow focus on disabled buttonsHein-Pieter van Braam2018-01-281-4/+0
| | | | | | | | This behavior better matches other gui toolkits. A selected disabled button still can't be interacted with but it can now be selected. This seems to be what QT and GTK do also. This fixes #16131
* Fix signal arguments shadowing member variablesRémi Verschelde2018-01-091-2/+2
| | | | Fixes #10212.
* Remove button from button_group when freevolzhs2018-01-061-3/+3
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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!
* Consistent display of shortcut names in tooltipspoke10242017-12-211-4/+4
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* Fix toggle mode of BaseButton.Ferenc Arn2017-09-261-1/+3
| | | | ..which got broken with #11480.
* Ensure pressed is set to false in BaseButton::_unpress_group.Ferenc Arn2017-09-211-1/+1
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* Fix inconsistent toggle button behaviorMatthias Hoelzl2017-08-311-5/+5
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* Dead code tells no talesRémi Verschelde2017-08-271-0/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-6/+6
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-5/+5
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* Renames properties and methods to avoid ambiguitiesIgnacio Etcheverry2017-08-051-1/+1
| | | | | - Method Node2D.scale(Vector2) renamed to Node2D.apply_scale(Vector2) - Property BaseButton.is_pressed renamed to BaseButton.pressed
* Add object type hint for docsPoommetee Ketson2017-07-191-4/+4
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-1/+1
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-126/+123
| | | | this might cause bugs I haven't found yet..
* Prevent to uncheck selected item with button groupvolzhs2017-04-101-0/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-167/+132
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-21/+21
| | | | | | 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 Braam2017-02-131-7/+7
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* Renamed button functions to be more verboes, same with Range unit value -> ratioJuan Linietsky2017-01-131-9/+13
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* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-2/+2
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-101-16/+91
| | | | | | | | | being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
* Removed the "released" signal from button, it's pointless now that ↵Juan Linietsky2017-01-081-2/+2
| | | | button_down and button_up exist.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-1/+1
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