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* Bind remaining theme properties to their respective classesYuri Sizov2023-09-131-1/+17
| | | | | | | | | | | | This adds binds for GraphEdit/GraphElement/GraphNode, which were skipped before due to a rework. This also adds binds for Window, which was skipped before due to a complicated code organization. Also adds theme cache entries/direct cache access to a few places that previously missed it. Some theme properties are now exposed to other classes via friendships or public getters for convenience. This removes all string-based theme access from scene/ classes.
* Clean up/refactor GraphNode and make it more flexibleHendrik Brucker2023-09-071-123/+58
| | | | | Split GraphNode into GraphElement and GraphNode, add custom titlebar, and adjust theming.
* Remove GraphNode's comment property and related functionalityHendrik Brucker2023-07-111-5/+0
| | | | (this functionality will be reintroduced in a new and more flexible way)
* Single Compilation Unit build.lawnjelly2023-06-061-0/+6
| | | | | Adds support for simple SCU build (DEV_ENABLED only). This speeds up compilation by compiling multiple cpp files within a single translation unit.
* Add more uses of appropriate cursors when resizing/moving some UI nodesMichael Alexsander2023-05-071-0/+2
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* 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".
* Improve parameter naming and documentation in GraphEdit and GraphNodeYuri Sizov2022-09-091-13/+17
| | | | Co-authored-by: Maganty Rushyendra <mrushyendra@yahoo.com.sg>
* Merge pull request #63249 from V-Sekai/animation_tree_editor_read_onlyRémi Verschelde2022-08-271-0/+8
|\ | | | | Add read-only mode to AnimationTreeEditor plugins
| * Add read-only mode to AnimationTreeEditor pluginsSaracenOne2022-08-251-0/+8
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* | Make GraphNode::_validate_property protected so GraphNode can be inherited.Marc Gilleron2022-08-241-1/+1
|/ | | | | | | | It's not about overriding or accessing `_validate_property`, but since `_validate_property` became a multilevel method, the GDCLASS macro now tries to access the one from the parent class, which causes a compiling error if the parent class declares `_validate_property` as private.
* Make `_validate_property` a multilevel methodYuri Sizov2022-08-221-1/+1
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* Refactor Font configuration and import UI, and Font resources.bruvzg2022-07-061-5/+0
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* Improve and fix the GraphNode port hotzonesHendrik Brucker2022-05-301-1/+5
| | | | Co-authored-by: Ansraer <jacky2611@gmail.com>
* Merge pull request #60463 from Geometror/improve-vs-1Rémi Verschelde2022-05-161-2/+8
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| * Improve the VisualShader/VisualScript editor UIHendrik Brucker2022-04-301-2/+8
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* | Replace most uses of Map by HashMapreduz2022-05-161-1/+1
|/ | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Reorganize inspector layout workflow for Control nodesYuri Sizov2022-02-101-0/+3
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixes sync issue between position_offset and rect_position in GraphNodeUmang Kalra2021-09-231-0/+5
| | | | | Bleh
* Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz2021-08-231-1/+1
| | | | | | | | * `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
* -Added missing setters to GraphNode.Anilforextra2021-05-131-0/+12
| | | | -Improved various GraphNode documentation.
* Initialize class variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-23/+14
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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 Control margin to offsetMarcel Admiraal2020-12-231-3/+3
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* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-0/+18
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Add override keywords.Marcel Admiraal2020-07-101-2/+2
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+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.
* Texture refactorJuan Linietsky2020-02-111-3/+3
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* 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.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* 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!
* Rename pos to position in user facing methods and variablesletheed2017-09-201-2/+2
| | | | | | | | | | | 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.
* Fix. resizeable -> resizable.Daniel J. Ramirez2017-09-031-3/+3
| | | | (not actually a typo, but the rest of the API uses resizable)
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fixes node selection, and properly ignore mouse on inner comment node body, ↵Juan Linietsky2017-08-081-2/+2
| | | | closes #6298
* 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 Verschelde2017-03-051-24/+23
| | | | | | | | | | | | | | | | | | | | | | | | 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
* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-5/+0
| | | | added a check to detect this case in the future
* 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 Linietsky2017-01-021-1/+1
| | | | | | | | 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!
* -Added focus to comment nodeJuan Linietsky2016-09-021-0/+3
| | | | -Make comment node not grab focus on main area
* More visual script workJuan Linietsky2016-08-251-0/+14
| | | | | | | | | -Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
* Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-1/+13
| | | | support, but VisualScript should be more or less done!
* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-0/+5
| | | | profiler yet.
* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-1/+3
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* -Forgot to add clips input to graphedit, fixes #3420Juan Linietsky2016-01-231-0/+1
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