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* 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