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path: root/scene/gui/graph_edit.cpp
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* Use approximate equallity methods in many placesAaron Franke2019-04-251-1/+1
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* Use the editor theme's accent color for 2D/3D selections and rotationsHugo Locurcio2019-03-311-1/+3
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* Fixed some crashers, closes #26393Juan Linietsky2019-03-011-2/+3
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* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-11/+11
| | | | Fixes #25316.
* Make GraphEdit lines smoother and scale their width on hiDPI displaysHugo Locurcio2019-01-021-1/+9
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* doc: Sync classref with current sourceRémi Verschelde2018-12-271-1/+1
| | | | Fix various code formatting issues and argument names.
* Add tooltips to GraphEdit nodeMichael Alexsander Silva Dias2018-12-041-0/+4
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* Repaired mistyped of 'just_disconnected'.M. Huri2018-10-191-6/+6
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* Fix warnings on release builds (not DEBUG_ENABLED)Rémi Verschelde2018-10-031-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | Fixes the following Clang 5 warnings: ``` modules/bmp/image_loader_bmp.cpp:46:60: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare] modules/bmp/image_loader_bmp.cpp:48:61: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare] drivers/png/image_loader_png.cpp:231:20: warning: comparison of unsigned expression >= 0 is always true [-Wtautological-compare] scene/gui/graph_edit.cpp:1045:8: warning: comparison of constant 0 with expression of type 'bool' is always false [-Wtautological-constant-out-of-range-compare] core/class_db.cpp:812:13: warning: unused variable 'check' [-Wunused-variable] core/io/file_access_pack.cpp:172:11: warning: unused variable 'ver_rev' [-Wunused-variable] core/math/bsp_tree.cpp:195:13: warning: unused variable 'plane' [-Wunused-variable] core/math/bsp_tree.cpp:168:6: warning: unused variable 'plane_count' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:685:10: warning: unused variable 'ok' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:706:10: warning: unused variable 'ok' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:755:19: warning: unused variable 'var_type' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:1306:12: warning: unused variable 'err' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:158:15: warning: unused function '_get_var_type' [-Wunused-function] modules/gdscript/gdscript_parser.cpp:750:20: warning: unused variable 'lv' [-Wunused-variable] modules/gdscript/gdscript_parser.cpp:59:15: warning: unused function '_find_function_name' [-Wunused-function] scene/main/node.cpp:2489:13: warning: unused function '_Node_debug_sn' [-Wunused-function] ```
* Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde2018-09-131-1/+1
|\ | | | | Misc. typos
| * Misc. typosluz.paz2018-09-121-1/+1
| | | | | | Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
* | Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+2
|/ | | | | | 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.
* Improve ClassDB information for some some signal parametersKelly Thomas2018-09-011-1/+1
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* Massive rewrite to AnimationTree. Many APIs changed in order to:Juan Linietsky2018-08-201-8/+55
| | | | | -Reuse resources -Expose properties in AnimationTree
* Improve VisualScript UXK. S. Ernest (iFire) Lee2018-07-241-12/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
* -Added AnimationGraphPlayer (still missing features)Juan Linietsky2018-06-181-1/+32
| | | | -Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
* Expose a few GraphEdit methods to script languagesGeorge Marques2018-01-301-0/+9
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+6
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* 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!
* Native pan and zoom for macOSBernhard Liebl2017-11-211-2/+20
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* Added and improved some missing icons, plus some other visual fixes.Daniel J. Ramirez2017-10-131-1/+0
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* Fix GraphEdit mouse scroll axis.jagt2017-10-011-8/+8
| | | | | maps BUTTON_WHEEL_UP/DOWN to vscroll of GraphEdit. maps KEY_SHIFT + BUTTON_WHEER_UP/DOWN to hscroll of GraphEdit.
* Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere2017-09-221-1/+1
| | | | set_anchors_and_margins_preset(PRESET_WIDE)
* Merge pull request #11453 from djrm/pr_visualsRémi Verschelde2017-09-211-1/+1
|\ | | | | Visual tweaks.
| * Visual tweaks.Daniel J. Ramirez2017-09-201-1/+1
| | | | | | | | | | Updated icons Updated some color
* | Rename pos to position in user facing methods and variablesletheed2017-09-201-17/+17
|/ | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Add some options and reorganize the 2D editor menus. Makes available forced ↵Gilles Roudiere2017-09-181-1/+1
| | | | snapping.
* Dead code tells no talesRémi Verschelde2017-08-271-67/+35
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* 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 Braam2017-08-241-33/+33
| | | | | | | | | | | | 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/
* Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-2/+2
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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* Fixes node selection, and properly ignore mouse on inner comment node body, ↵Juan Linietsky2017-08-081-8/+8
| | | | closes #6298
* Do not allow multiple data connections to the same data input slot, fixes ↵Daniel J. Ramirez2017-07-271-1/+1
| | | | #6357.Improved curve rendering when nodes are close.
* Add object type hint for docsPoommetee Ketson2017-07-191-1/+1
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* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-5/+15
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-6/+6
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-7/+7
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-39/+42
| | | | this might cause bugs I haven't found yet..
* Merge pull request #8631 from volzhs/editor-theme-customRémi Verschelde2017-05-201-2/+2
|\ | | | | New customizable editor theme
| * Revert "Add new editor and default theme (WIP)"volzhs2017-05-031-2/+2
| | | | | | | | This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
* | Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-0/+12
|/ | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Add new editor and default theme (WIP)Daniel J. Ramirez2017-04-271-2/+2
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-10/+10
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-469/+393
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-28/+28
| | | | | | This new name also makes its purpose a little clearer This 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.