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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-14/+24
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-9/+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.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-4/+4
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* Use MOUSE_FILTER_PASS for all containers (but PanelContainer)Rémi Verschelde2020-01-131-2/+0
| | | | | | | | | | Containers are meant to forward mouse input to their the Controls they contain. PanelContainer has a visible Panel stylebox, so it still defaults to STOP. Fixes #34933.
* 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.
* Merge pull request #32411 from YeldhamDev/fix_grid_overflowRémi Verschelde2019-10-081-1/+1
|\ | | | | Fix GridContainer's children overflowing it when not all slots of a row are occupied
| * Fix GridContainer's children overflowing it when not all slots of a row are ↵Michael Alexsander Silva Dias2019-09-281-1/+1
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* | FIX: GridContainer children visibility check for min size evaluationternvein2019-10-011-1/+1
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* | Make empty columns automatically expand in GridContainerMichael Alexsander Silva Dias2019-09-281-16/+19
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* Updates containers minimum size when some constants are modifiedgroud2019-01-241-0/+4
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Revert "Created a new function named get_element in GridContainer. This ↵Rémi Verschelde2018-10-071-17/+0
| | | | funct…"
* Merge pull request #16977 from SASUPERNOVA/masterRémi Verschelde2018-05-011-0/+17
|\ | | | | Created a new function named get_element in GridContainer. This funct…
| * Updated fork to match current version of Godot.SASUPERNOVA2018-04-151-0/+17
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* | Fix GridContainer's children visibility breaking the layoutgroud2018-04-231-8/+15
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* Fixes wrong calculation of gridcontainer's children sizeGilles Roudiere2018-03-181-2/+2
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* Merge pull request #17410 from groud/fix_grid_containerRémi Verschelde2018-03-131-4/+4
|\ | | | | Fixes infinite loop in GridContainer
| * Fixes infinite loop in GridContainerGilles Roudiere2018-03-101-4/+4
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* | Fix infinite loop in GridContainer layoutGary Oberbrunner2018-03-101-6/+6
|/ | | | | | | | | I had a grid container and tried to set rect.min_height larger in the editor; that caused an infinite loop in GridContainer::_notification at line 118. The reason is max_index was being set to the *height* of the row, not the *index* of the row. So later when it tried to erase that row and try again, there was nothing to erase. I applied the same fix to the width code.
* Prevent division by zero in GridContainerLeon Krause2018-03-071-2/+2
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* Fixes a Gridcontainer wrong children fitting with expanded+non-zero minisizeGilles Roudiere2018-01-191-56/+67
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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!
* 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 Braam2017-08-241-3/+3
| | | | | | | | | | | | 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/
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-79/+70
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-2/+2
| | | | | | 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 Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-2/+2
| | | | | 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.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-3/+3
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* -removed stop mouse and ignore mouse from control, which were confusing, ↵Juan Linietsky2017-01-081-1/+1
| | | | replaced by mouse filter
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | 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!
* throw error if GridContainer::set_columns goes below 1, closes #5316Juan Linietsky2016-06-301-0/+1
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* Fix bug in GridContainer not updating minimumsize when columns changes, ↵Juan Linietsky2016-06-171-0/+1
| | | | fixes #4677
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* grid container supports separate h and v spacingJuan Linietsky2015-06-081-8/+10
| | | | closes #2049
* bad lookup in grid container corrected, cells are properly aligned again. ↵Juan Linietsky2015-04-281-14/+14
| | | | Fixes #1462
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky2015-01-121-0/+1
| | | | | | | there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+230