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path: root/scene/gui/progress_bar.cpp
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* Add indeterminate mode to ProgressBarChristian Kaiser2024-01-311-1/+103
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* Make ProgressBar show the real percent when allow greater/lesser is checkedRarysson Guilherme2023-11-111-1/+21
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* Register theme properties with ThemeDBYuri Sizov2023-09-111-13/+10
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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".
* Add `Control::localize_numeral_system` property to toggle automatic numeral ↵bruvzg2022-11-171-1/+6
| | | | system conversion.
* Rename ProgressBar.`percent_visible` to `show_percentage`Micky2022-09-071-10/+10
| | | | | | `percent_visible` -> `show_percentage` `set_percent_visible` -> `set_show_percentage` `is_percent_visible` -> `is_percentage_shown`
* Improve naming of theme properties throughout GUI codeYuri Sizov2022-09-061-13/+13
| | | | | | | | | | | | | | Rename ItemList's bg -> panel Rename ItemList's bg_focus -> focus Rename ProgressBar's bg -> background Rename ProgressBar's fg -> fill Rename Tree's bg -> panel Rename Tree's bg_focus -> focus Rename ScrollContainer's bg -> panel Rename FileDialog's *_icon_modulate -> *_icon_color Rename FileDialog's files_disabled -> file_disabled_color Rename CheckButton's on/off -> checked/unchecked Rename check_v_adjust -> check_v_offset
* Add a lifecycle method for manual theme item caching to ControlYuri Sizov2022-09-011-29/+31
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* Rename `CanvasItem.update()` to `queue_redraw()`Micky2022-08-291-2/+2
| | | | | | | | | | Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
* Fix ProgressBar's minimum size not updating when toggling its percent_visibleRindbee2022-06-251-0/+4
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* Add fill_mode to ProgressBarfloppyhammer2022-05-101-8/+53
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* Remove unnecessary "Percent" group in ProgressBarFireForge2022-03-211-1/+1
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* Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde2022-02-151-26/+29
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Optimize StringName usagereduz2021-07-181-11/+11
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* [CTL] Add missing font outline drawing routines and theme constants.bruvzg2021-02-141-1/+7
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* Initialize class variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-1/+0
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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 🎆
* Use integer text position in scroll container, TextEdit and canvas editor, ↵bruvzg2020-12-211-1/+1
| | | | | | to ensure sharp text rendering. Use integer font align/advance with any font scaling, to ensure sharp text rendering.
* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-4/+14
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-8/+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 Linietsky2020-03-261-7/+7
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* 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.
* Fix ProgressBar Wrong Value with BorderEmmanuel Barroga2019-07-301-1/+1
| | | | | | | Closes: #30969 The FG rectangle of the progressbar is incorrect when dealing with a non-zero border. This issue stems from wrong order of operations when drawing the rectangle: int p = r * get_size().width - mp;
* Fix minimum size of ProgressBar-sBojidar Marinov2019-02-271-3/+6
| | | | | Was a leftover from 0a1c1c660fc6aa0689816e85f2b6791c225c6d63. Fixes #21633.
* ProgressBar: Set default step to 0.01Rémi Verschelde2019-01-241-0/+1
| | | | Fixes #22655.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* -Added AnimationGraphPlayer (still missing features)Juan Linietsky2018-06-181-3/+3
| | | | -Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
* Fix StyleBox ignoring region rect and ProgressBar using center sizeBojidar Marinov2018-03-281-3/+6
| | | | | | | ProgressBar used the center size of the stylebox to calculate its minimum size, thus disallowing certain setups. If the old behaviour is wanted, it can be forced by providing a custom minimum size, or by giving proper margins to the stylebox. Fixes #17779.
* 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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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-21/+17
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Renamed button functions to be more verboes, same with Range unit value -> ratioJuan Linietsky2017-01-131-2/+2
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* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-1/+2
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* 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!
* Remove unused variables (third pass) + dead codeRémi Verschelde2016-07-071-2/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Progress bar minsize now checks percent_visibleZher Huei Lee2016-03-311-1/+3
| | | | Allows for really thin progress bars such as for pixel-art styles.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Added OpenSSL and HTTPS supportJuan Linietsky2014-04-281-44/+66
| | | | | -Built-in version of the library for Windows, Android and iOS (other OSs use system one) -Small fixes all around
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+72