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path: root/scene/gui/dialogs.cpp
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* Update deferred calls to use Callableskobewi2024-01-091-1/+1
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* Fix internal events not being delivered to some Window typesMarkus Sauermann2023-11-141-2/+1
| | | | | | | | | | `AcceptDialog`, `Popup` and `PopupMenu` no longer subscribe to "window_input" signal, because that is only sent if it is not an internal signal. Instead they receive events in `_input_from_window`. They ensure that the event is also propagated to their super-function, just like previously the signals would be treated.
* [DisplayServer] Add method to estimate window title bar size.bruvzg2023-10-031-0/+1
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* Register theme properties with ThemeDBYuri Sizov2023-09-111-7/+4
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* Support controller input on popup/dialogsRicardo Subtil2023-08-131-2/+1
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* Merge pull request #79293 from ItsNL/add-accept-dialog-close-on-unfocusedRémi Verschelde2023-08-021-1/+1
|\ | | | | | | Check `FLAG_POPUP` to close an AcceptDialog when parent is focused
| * Check FLAG_POPUP to close an AcceptDialog when parent is focusedNL2023-07-191-1/+1
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* | Hide/show AcceptDialog's button spacer on button visibility changedkleonc2023-07-111-5/+21
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* Revert "Fix focusloss of non-exclusive `AcceptDialog` with `close_on_escape`"Markus Sauermann2023-07-061-3/+32
| | | | This reverts commit 7f547fcf09e7af0e2443356fe7a003c3c8335cd6.
* Fix focusloss of non-exclusive `AcceptDialog` with `close_on_escape`Markus Sauermann2023-06-171-32/+3
| | | | | | | | Fix, that a non-exclusive AcceptDialog with `close_on_escape == true` gets closed, when the parent window of the parent window receives focus. There is no need to rely on the focus of the parent visible window. Instead check if the AcceptDialog loses focus.
* Fix that button presses don't set event as handled in AcceptDialogMarkus Sauermann2023-06-021-0/+2
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* Use defined key mapping for closing popups and dialogsArman Elgudzhyan2023-05-201-1/+1
| | | | As opposed to hardcoding the escape key. Also removed such hardcoding in a few other places as well as a hardcoded enter key in one of the affected input fields.
* Use min_size/max_size to limit the window size and the position while popup ↵Rindbee2023-02-071-4/+0
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* Convert en_GB spelling to en_US with codespellRémi Verschelde2023-01-231-2/+2
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* Removed unused property hints and `Object::get_translatable_strings()`Juan Linietsky2023-01-091-1/+1
| | | | | | | | | | | | | | | | * Remove unused `EditorPropertyMember` and related hints, previouly used by VisualScript. Such logic should be implemented in the VS module itself. * As the above broke compatibility with the VS module, clean up the other hacks that were still in core in support of VisualScript. * `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's `get_translatable_strings()`, which is a legacy function not used anywhere. So both are removed. * Reordered some usage flags after the above removal to minimize the diff. * General clean up. Fixes #30203. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* 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".
* Fix inspector not showing name for LabelSettings.fontHaoyu Qiu2022-11-251-1/+1
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* Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg2022-10-071-5/+5
| | | | change warnings=all to use /W4.
* Merge pull request #65375 from ItsNL/fix-accep-dialog-its_inside_tree-falseRémi Verschelde2022-09-071-1/+8
|\ | | | | | | Condition "!is_inside_tree()" is true" when AcceptDialog was visible from the editor.
| * Fix "grab_focus: Condition "!is_inside_tree()" is true" when AcceptDialog ↵=2022-09-071-1/+8
| | | | | | | | was visible from the editor.
* | Make AcceptDialog and derivatives utilize StyleBox fullyYuri Sizov2022-09-071-76/+110
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* Add dumb and manual theme caching systems to WindowYuri Sizov2022-09-011-13/+18
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* Add some codes, returnes directly if the value is not changed.风青山2022-08-231-0/+3
| | | | Avoid executing the following value-changed logics if the value does not really change.
* Add tests for empty/unnamed arguments to ClassDB, Variant, GDScriptYuri Sizov2022-08-081-1/+1
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* Remove Signal connect bindsJuan Linietsky2022-07-291-1/+1
| | | | | Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
* Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialogFireForge2022-07-091-2/+26
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* Replace some TTRCs with TTRskobewi2022-06-221-2/+2
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* Move duplicate AutoWrap, Overrun and VisibleChar behavior enums to the ↵bruvzg2022-06-161-2/+2
| | | | TextServer.
* Add Blender install autodetection and configuration.reduz2022-04-011-2/+13
| | | | | | | | | | | | | This PR is a continuation to #54886 * Changed Blender path editor setting from binary to installation. * Add a class to query whether the format is supported. * This class allows to create proper editors to configure support. **NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
* Refactor Object metadatareduz2022-03-241-0/+3
| | | | | | | | | * API kept the same (Although functions could be renamed to set_metadata/get_metadata in a later PR), so not much should change. * Metadata now exposed as individual properties. * Properties are editable in inspector (unless metadata name begins with _) under the metadata/ namespace. * Added the ability to Add/Remove metadata properties to the inspector. This is a functionality that was requested very often, that makes metadata work a bit more similar to custom properties in Blender.
* Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde2022-02-151-0/+4
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* Editor: Cleanup some includes dependenciesRémi Verschelde2022-02-151-6/+1
| | | | | | | | | | | Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
* Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde2022-02-081-1/+1
| | | | | | | | This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
* Add missing SNAME macro optimization to all theme methods calljmb4622022-02-061-1/+1
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* 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 Franke2021-12-091-2/+2
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Use "enum class" for input enumsAaron Franke2021-11-121-1/+1
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* Remove EDSCALE dependency from /scene/guiYuri Sizov2021-10-041-4/+2
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* Add support for internal nodeskobewi2021-08-281-3/+3
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* Multiple cosmetic fixes for embedded windowsMichael Alexsander2021-07-271-3/+0
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* Optimize StringName usagereduz2021-07-181-9/+9
| | | | | | | | | | | * 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.
* Merge pull request #50086 from Geometror/label-improve-layout-optionsRémi Verschelde2021-07-131-2/+2
|\ | | | | Improvements to Label's layout options
| * Improvements to Label's layout optionsHendrik Brucker2021-07-041-2/+2
| | | | | | | | | | | | - Added options to trim the text in case it overruns - Added more autowrap modes - Improved line breaking, which ignores trailing spaces
* | Add AcceptDialog::remove_button methodkleonc2021-07-061-0/+23
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* Documentation search fixesGregory Basile2021-06-161-2/+2
| | | | | | Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
* Use a more specific type for AcceptDialog register_text_enterAaron Franke2021-06-031-1/+1
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* fix translation not updating in ConfirmationDialog (and Window by inheritance)fabriceci2021-03-121-4/+4
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* Initialize class variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-3/+0
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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 empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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