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path: root/scene/gui/dialogs.h
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* Fix duplicate AcceptDialog cancel/confirm events.bruvzg2024-05-281-0/+2
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* Add minimum width/height to dialog buttonsHugo Locurcio2024-04-171-0/+2
| | | | | | | | | This makes buttons with short texts such as "OK" or "Close" easier to click, especially on a touchscreen. This is exposed to projects via `buttons_min_width` and `buttons_min_height` theme items in AcceptDialog (and therefore ConfirmationDialog and FileDialog), with the default values being 0 to preserve compatibility with existing projects.
* Fix some AcceptDialog argument typeskobewi2024-03-121-2/+9
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* Fix internal events not being delivered to some Window typesMarkus Sauermann2023-11-141-1/+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.
* Register theme properties with ThemeDBYuri Sizov2023-09-111-1/+1
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* Hide/show AcceptDialog's button spacer on button visibility changedkleonc2023-07-111-0/+1
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* Revert "Fix focusloss of non-exclusive `AcceptDialog` with `close_on_escape`"Markus Sauermann2023-07-061-0/+3
| | | | This reverts commit 7f547fcf09e7af0e2443356fe7a003c3c8335cd6.
* Fix focusloss of non-exclusive `AcceptDialog` with `close_on_escape`Markus Sauermann2023-06-171-3/+0
| | | | | | | | 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.
* 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".
* Make AcceptDialog and derivatives utilize StyleBox fullyYuri Sizov2022-09-071-8/+9
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* Add dumb and manual theme caching systems to WindowYuri Sizov2022-09-011-0/+7
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* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-1/+1
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialogFireForge2022-07-091-0/+7
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* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-5/+5
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Add Blender install autodetection and configuration.reduz2022-04-011-0/+4
| | | | | | | | | | | | | 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>
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add AcceptDialog::remove_button methodkleonc2021-07-061-0/+1
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* Documentation search fixesGregory Basile2021-06-161-1/+1
| | | | | | 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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* Initialize class variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-2/+2
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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()
* Fix cancel/OK button order on macOSDaniel Ting2020-07-101-2/+2
| | | | | The macOS platform convention regarding button order is cancel on left, OK on right.
* Add override keywords.Marcel Admiraal2020-07-101-1/+1
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* Environment: Refactor code for readability + moreRémi Verschelde2020-07-011-1/+0
| | | | | | | | | | | | - Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
* Make dialogs exclusive by default, fixes #37732Juan Linietsky2020-06-301-0/+1
| | | | Also fix on set_visible, not creating exclusive children as it should.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-2/+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.
* Working multiple window support, including editorJuan Linietsky2020-03-261-72/+11
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* Signals: Port more uses of connect_compatRémi Verschelde2020-02-281-3/+8
| | | | | | | | | 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.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Make the editor dimming smarterMichael Alexsander2019-10-311-1/+4
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* FIX: WindowDialog title translationternvein2019-09-301-0/+1
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* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-3/+0
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* Add option to enable autowrapping for label inside 'AcceptDialog'Michael Alexsander Silva Dias2019-04-041-0/+3
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix typos with codespellluz.paz2018-02-211-1/+1
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* 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!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+1
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-34/+22
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Make Editor, Export and Project settings dialogs resizable and store their ↵Ray Koopa2017-03-031-1/+1
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* Added functionality for resizable dialogs.Ray Koopa2017-03-011-1/+17
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* 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.
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-6/+1
| | | | container!
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-1/+1
| | | | differentiated than generalized _input
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-4/+4
| | | | | | | | 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!
* -Some fixes to OSX retina scaling for window functionsJuan Linietsky2016-05-301-0/+7
| | | | -Implemented HiDPI detection and support for Godot Editor!